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VIRTUAL REALITY

Chapter 6. VIRTUAL REALITY. By: Mr . Baha Hanene. LEARNING OUTCOMES. This chapter will cover learning outcome no 03. Create a real-time video presentation (L03). CONTENTS. Introduction to Virtual Reality Virtual Reality Triangle Common Hardware VR Commercial Use Software

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VIRTUAL REALITY

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  1. Chapter 6 VIRTUAL REALITY By: Mr. BahaHanene

  2. LEARNING OUTCOMES • This chapter will cover learning outcome no 03. • Create a real-time video presentation (L03)

  3. CONTENTS • Introduction to Virtual Reality • Virtual Reality Triangle • Common Hardware • VR Commercial Use Software • VR Academic / Non-Commercial Use • References

  4. INTRODUCTION VIRTUAL REALITY • “A high-end user-computer interface that involves real-time simulation and interaction through multiple sensorial channels.” (vision, sound, touch, smell, taste)”

  5. INTRODUCTION VIRTUAL REALITY • The term “Virtual Reality” is very interesting… • Virtual: means something non real, something which is imaginary or you can think about it. • Reality: means something which is practically existing, real & not imaginary • Now think again the word “Virtual Reality”

  6. INTRODUCTION VIRTUAL REALITY • So, what we can say about virtual reality ..? • It is the state of realization where an immersant's awareness of physical self is weakened or lost by being surrounded in an engrossing total environment

  7. VIRTUAL REALITY TRIANGLE It is the state of realization where an immersant's awareness of physical self is weakened or lost by being surrounded in an engrossing total environment The ability of forming mental images, sensations and concepts, in a moment when they are not perceived through sight The kind of action that occurs as two or more objects have an effect upon one another

  8. MOST COMMON HARDWARES IN VIRTUAL REALITY VPL Data Glove Head Mounted Display (HMD)

  9. VR Systems (Commercial Use) • VirtualDesign II from VRCom (http://www.vrcom.de/) lots of functionality for several applications in VP; • Multigen-Paradigm (http://www.multigen-paradigm.com/) tendency towards military apps & 3D GIS (e.g., training); • VisMockup from EDS (http://www.eds.com/products/plm/teamcenter /vis/mockup/) not really VR, good integration with CAD infrastructure; • WorldToolkit & WorldUp from Sense8/EAI (http://www.sense8.com/) development library, many platforms; • Division/PTC (http://www.ptc.com/products/division/mockup.htm); • Opus Realizer from Opticore (http://www.opticore.se/) high-quality VR visualization (virtual showroom); • InsideReality from Schlumberger http://www.sis.slb.com/content/software/ virtual/) for oil & gas appls and geosciences;

  10. VR Systems (Academic / Non Comm.) • Avalon from ZGDV/IGD Darmstadt (http://www.igd.fhg.de/~avalon/) • DIVE from SICS (http://www.sics.se/dce/dive/) research system for distributed collaborative systems, little support for immersion, limited VR functionality; • Alice from VirginiaTech & CMU (http://alice.cs.cmu.edu/) browser plug-in, Windows-only, Python-scripting; • VR Juggler from Iowa State (http://www.vrjuggler.vrac.iastate.edu/) cross-platform, library with basic VR functionality; • NPSNET (http://www.npsnet.org/~npsnet/v/) programming toolkit for large-scale distributed battle sim • Maverik from U of Manchester (http://aig.cs.man.ac.uk/maverik/) toolkit providing some VR functionality

  11. REFERENCES • http://www.caip.rutgers.edu/vrlab/ • en.wikipedia.org/wiki/Imagination

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