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Applications of Virtual Reality

Applications of Virtual Reality

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Applications of Virtual Reality

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  1. Applications ofVirtual Reality Group 4: 98100371 Noor Adinah Omar98100424 Kartika Murni binti Abdul Majid 98100444 Norain Dalilah binti Mohd Rashid98100453 Sham Azura Ahmad 98100466 Adibah binti Mohd Najib 98100745 Endang Ellyana Iskandar

  2. VR for Entertainment 98100453 Sham Azura Ahmad98100466 Adibah binti Mohd Najib

  3. VR for Entertainment • Virtual Theme Park • "Tamago Teikoku", located at Namco Wonder Egg, Tokyo • The Pleasure Island is located at Orlando, Florida • DisneyQuest in Orlando, Florida

  4. VR for Entertainment • LBE (Location Based Entertainment) • Virtual World Entertainment (VWE), Las Vegas • uses VR POD 2.5 and 3.0 models • software used at VWE is BattleMech • VR Café / Bar • CyberMind's Virtua Cafe, Miami Beach

  5. VR for Entertainment • VR Bar / Restaurant / Club • MARS Restaurant and Club, Vancouver • VR Internet Café • Cybersmith, Cambridge • Virtual Museum • The Virtual Brewery, located in Tokyo • The virtual tour of Sapporo history and the art of beer brewing

  6. VR for Entertainment • VR Retail Shop • Jurassic Park store • Sports Simulation • MagBall • Cyber Pong • Virtual Dart • Black Serve • Virtual Tennis • Virtual Hoops

  7. VR for Entertainment • Flying Simulation • Bandit Cockpit • The Flight Simulation • Game Arcade • Trocadero Center, London • Project Dragoon • Shoot-em-up game • Mercury

  8. VR for Military 98100475 Endang Ellyana Iskandar 98100371 Noor Adinah Omar

  9. Introduction • One of the first areas where virtual reality found practical application is in military training and operations. • Three views of military applications of virtual reality are: i) as a simulation of reality ii) as an extension of human senses through telepresence iii) as an information enhancer through augmented reality.

  10. As military simulations • Flight trainers - looked like sawed-off coffins mounted on a pedestal, used to teach instrument flying - Virtual environment produced: the darkness inside the trainer cockpit, realistic readings on the instrument panel, and the motion of the trainer on the pedestal combined to produce a sensation similar to actually flying on instruments at night

  11. Simulator designers needed a way to produce a view of the outside world • When television and video cameras became available in 1950’s, simulator designers used the video camera as if it were flying over a scale model of the terrain around an airport. • Resulting image: sent to a television monitor placed in front of the pilot in the simulator • The pilot could control the movement of the camera over the terrain board by moving the control stick and throttle. • As a result: the pilot could receive visual feedback both inside and outside the cockpit.

  12. Newest innovation: Project called SIMNET to electronically connect two or more simulators to produce a distributed simulation environment. • SIMNET can be used not only for training, but also to develop and test new combat strategy and tactics.

  13. Telepresence for Military Missions • Two rather obvious reasons why the military explore and utilize telepresence in their operations: 1) reduce exposure to hazards 2) to increase stealth

  14. Smart weapons and remotely- piloted vehicles (RPVs) were developed because: - many aspects of combat operations are very hazardous - more risky if the combatant seeks to improve his performance • Some smart weapons are autonomous, others are remotely controlled after they are launched

  15. Advantages: - allows the shooter and weapon controller to launch the weapon and immediately seek cover - being in a safer place - the RPV can be made smaller than a vehicle that would carry a man, thus making it more difficult for the enemy to detect

  16. Military Information Enhancement • Objective: to supply the pilot or tank commander with as much of the necessary information • The Air Force developed the head-up display (HUD) - optically combines critical information (altitude, airspeed, heading) with an unobstructed view through the forward windscreen of a fighter aircraft.

  17. With the HUD, the pilot never has to look down at his instruments. • This combination of real and virtual views of the outside world can be extended to nighttime operations. • Using an infrared camera mounted in the nose of the aircraft, an enhanced view of the terrain ahead of the aircraft can be projected on the HUD. • Effect: The pilot can have a 'daylight' window through which he has both a real and an enhanced view of the nighttime terrain and sky.

  18. VR for Education 98100424 Kartika Murni binti Abdul Majid 98100444 Norain Dalilah binti Mohd Rashid

  19. VR for Education • using virtual reality (VR) to enhance the learning process have become the recent idea in education • VR environment is implemented for teaching aid such as in virtual classroom, virtual library and virtual lab.

  20. Virtual Classroom • typical virtual classroom usually is a password protected, web-based virtual classroom system • Can use a virtual classroom for: • Lectures • Handouts/notices • internet resources

  21. Virtual Classroom -Self test -Chat -Discussion -Grades

  22. Virtual Library • a large repository of data that contains information or links to other websites that will lead to certain information • VR is implemented so that user can see the actual ‘thing’ while browsing • Eg. Archaeology hosted by the Archaeological Research Institute at Arizona State University

  23. Virtual Library • Accessing it is like going to a museum • can access archeological information from the region all over the world • can choose to view our subject areas such as archeometry, botanical, education materials etc; schools, journals, and news • can view the materials in six other different languages that are Catalan, Dutch, French, German, Italian and Spanish

  24. Virtual Lab • offer students "virtual laboratories" via the WWW or CD-ROM • The objective is to introduce students to experimentation, problem solving, data gathering, and scientific interpretation early in their careers • Eg. Buffalo's Virtual Reality Laboratory

  25. Virtual Lab • use of VR technology in areas such as surgery, remote robotic control, volcanic simulation and factory design • The tools that are used include head-mounted displays, magnetic proximity sensors, instrumented gloves, driving simulators, SGI Onyx2 and Indigo computers