Virtual Reality
Virtual Reality
Virtual Reality
Comunicação Gráfica
English
Virtual Reality
Beatriz Almeida
Lisbon
MMXIX
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Curso Profissional de Técnico de Design de
Comunicação Gráfica
English
Virtual Reality:
A whole new world
Lisbon
MMXIX
8
Summary
Introduction ……………………………………………………………... 11
What is it? ……………………………………………………………... 12
Types of VR ……………………………………………………………... 13
VR vs AR ……………………………………………………………... 13
History ……………………………………………………………... 14
Applications ……………………………………………………………... 17
VR Accessories ……………………………………………………………... 19
Conclusion ……………………………………………………………... 20
Webgraphy ……………………………………………………………... 21
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Resume
This document is a work put together for the English subject and has “Virtual
Reality” as the theme.
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Introduction
Technology is a wide term that refers to how society uses and learns to use
tools and crafts, as well as how that usage and knowledge influence that
species' capacity to manage and adapt to its environment. There have been
several technical advancements, that are the result of science and engineering
in human civilization. Technology can also mean concepts like systems,
organizational methods, and procedures, or it may also refer to tangible items
that are useful to humans, such as machinery, hardware, or utensils. While the
development of economies and the emergence of a leisure class have been
facilitated by technical advancements, many technological processes also result
in the degradation of the environment and the exhaustion of natural resources.
The Industrial Revolution, which began in the 18th century in the United
Kingdom, was the first enormous scientific advancement, driven by the
discovery of steam power and the widespread use of the factory system. The
harnessing of electricity happened in the second industrial revolution.
Skyscrapers and large metropolitan areas with people who depend on motors
for transportation of both themselves and their food supply are the results of the
advancement of technology. The development of the telegraph, telephone,
radio and television increased communication. With the development of the
airplane and the vehicle, the late 1900s and early 2000s saw a revolution in
transportation. Nuclear weapons and nuclear power have both been produced
as a result of the discovery of nuclear fission in physics. Transistors and
integrated circuits were used to create the first computers. The Internet was
created as a result of information technology, primarily optical fiber, and optical
amplifiers, ushering in the Information Age. With the use of satellites and
crewed flights that went as far as the moon, humans began to explore space.
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Virtual Reality
What is it?
Users are able to explore and control these 3D environments using VR headset
lenses and controllers since the images are sent to these sensors that allow
them to experience VR content. The headset is strapped to the user's head
above the eyes, allowing them to visually immerse themselves in the content
they are viewing. The viewer can use the line of sight or the gesture to select
and scroll the 3D content or use hand controls such as gloves. Controllers and
gaze controls help track user body movements and properly position simulated
images and videos on the display, resulting in perceptual changes. The headset
has a head movement or tracking sensor that tracks either the eyes or the
head, so you can move your head to look left, right, up, and down to reproduce
these movements in VR. You can also use the controller's sensors to collect
stimulus-response information from your body and send it back to the VR
system to enhance your immersive feeling. It also includes optional devices
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such as audio headphones, cameras, and sensors for tracking user movements
and relaying them to computers and phones, as well as wired or wireless
connections. These are used to improve the user experience. By wearing a data
glove with a tactile force feedback device, users can even pick up and
manipulate objects they see in a virtual environment.
There are three types of virtual reality experiences that provide different levels
of simulations. They are:
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To entirely replace the actual environment with the virtual one, in virtual reality,
the user nearly always dons an eye-covering headgear and headphones. VR
seeks to isolate users from the outside world as much as possible. The VR
environment can be programmed to supply almost anything once you're inside.
The majority of VR uses today are centered around entertainment, particularly
gaming, even if VR has some corporate applications in product design,
teaching, architecture, and retail.
On the other side, augmented reality combines the virtual world with the
physical one. For the majority of apps, the user views the scene on a
smartphone or tablet screen by pointing the camera of the device at a location
of interest and creating a live-streaming video of that scene. Then, beneficial
information is overlayed on the screen, such as implementations like repair
manuals, directions, or diagnostic data. A notable example is the mobile game
Pokemon Go, in which players move around the actual world while attempting
to collect
History:
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The first attempts at virtual reality, if we stick to the meaning that VR means
creating an illusion, came from panoramic paintings. The 360 murals from the
nineteenth century intended to fill the entire field of vision of the viewer, making
them feel like they’re in the painting.
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The Sensorama, an arcade-style theater cabinet that would stimulate all the
senses was created by cinematographer Morton Heilig in the middle of the
1950s. It had vibrating chairs, stereo speakers, a stereo 3D display, fans, and
fragrance generators. The goal of the Sensorama was to completely envelop
the viewer in the movie. Additionally, he produced, directed, and edited all six of
the short films he made for his idea. Motorcycle, Belly Dancer, Dune Buggy,
Helicopter, A Date with Sabina, and I'm a Coca-Cola Bottle were the names of
the Sensorama movies.
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The name “Virtual Reality” came from Jaron Lanier, in 1987. He was the
founder of the programing lab VPL and through his company were developed Vr
gadgets like Datagloves and the EyePhone head-mounted display. The
company made $9400 with EyePhone, $49,000 with EyePhone HRX, and
$9000 with the gloves.
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Project VIEW
Applications:
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which lowers the environmental cost of manufacturing and shipping fast
fashion, making this not only a time-effective experience for customers
but also more sustainable.
Tourism: with VR you can take a guided virtual tour of any hotels,
attractions, restaurants, or other places you might like to visit on your
next holiday. This way when you do go, you'll be confident you won't be
let down.
Real estate: Real estate firms are paving the way for individuals to look
at homes online and get a sense of the area before making a decision,
saving time. In doing so, you can spend your time n seeing only the
houses in person that you're most likely to like.
Art and Design: You can be within the life-size art you make using
virtual reality. You can enter your image and emerge from it. It's
remarkable what some individuals have managed to paint with Tiltbrush,
the most well-known VR art creation tool. With Masterpiece Studio, you
can also build and animate virtual 3D models and sculptures.
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VR Accessories:
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Conclusion
After doing this assignment, I’ve learned that virtual reality is creating
simulated environments through computer technology. It seeks to produce
visual experiences using computer videos and images in real-life size that
results in a 360 degrees simulation.
Headsets and controllers enable the user to control the virtual environment.
Both line of sight and gesture can be used to select in the VR world and to scroll
it can be used data gloves. The headset has a head movement or tracking
sensor that tracks either the eyes or the head, so you can move your head and
it reproduces those movements. The use of data gloves allows the user to pick
up and manipulate objects in the virtual environment.
There are three types of virtual reality experiences that provide different levels
of simulations, non-immersive VR, semi-immersive VR, and fully immersive VR.
The main difference between virtual reality and augmented reality is that VR
seeks to isolate the users from the outside world as much as possible and
immerse them into the virtual one, in AR combines both worlds and the user
views it through a screen, like a mobile phone, pointing the camera at a location
of interest and creating a live-streaming video of that scene.
VR has an impact in many fields such as healthcare, entertainment, automotive,
retail, tourism, real estate, and art and design.
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Webgraphy
https://canaltech.com.br/rv-ra/o-que-e-realidade-virtual-conheca-esta-
tecnologia-que-pode-mudar-o-mundo-154999/
https://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html
https://www.britannica.com/technology/virtual-reality
https://guides.library.utoronto.ca/c.php?g=607624&p=4938314
https://www.marxentlabs.com/what-is-virtual-reality/
https://www.vrs.org.uk/virtual-reality/history.html
https://www.splunk.com/en_us/data-insider/what-are-augmented-reality-and-
virtual-reality.html
https://heizenrader.com/the-3-types-of-virtual-reality/
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