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Presentation On VR

This document provides an overview of virtual reality (VR), including its history, applications, technologies, advantages, and use by children and teens. VR creates simulated, interactive 3D environments using head-mounted displays and sensors. It has applications in entertainment, engineering, healthcare, and education by creating immersive learning experiences. The technologies behind VR include hardware like headsets, controllers, and sensors, as well as software interfaces. VR offers advantages like increased learning possibilities and safe simulations. While children are becoming more aware of VR, many teens do not currently own or regularly use VR headsets, and some research has found VR experiences may differently impact children compared to adults.

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0% found this document useful (0 votes)
195 views13 pages

Presentation On VR

This document provides an overview of virtual reality (VR), including its history, applications, technologies, advantages, and use by children and teens. VR creates simulated, interactive 3D environments using head-mounted displays and sensors. It has applications in entertainment, engineering, healthcare, and education by creating immersive learning experiences. The technologies behind VR include hardware like headsets, controllers, and sensors, as well as software interfaces. VR offers advantages like increased learning possibilities and safe simulations. While children are becoming more aware of VR, many teens do not currently own or regularly use VR headsets, and some research has found VR experiences may differently impact children compared to adults.

Uploaded by

Aryan Adhikari
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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Presentation On

VR
Class: XII

Section: DH ‘2’
TABLE OF CONTENTS

Introduction History of vr Application of vr

Technologies in vr Advantages Children/Teens in vr


Introduction

● Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near
eye display to give the user an immersive feel of a virtual world.

● According to researchers and medical specialists, VRs have the ability to diagnose
medical conditions from social anxiety to chronic pain.

● A believable, interactive 3D computer-created world that you can explore so you feel
you really are there, both mentally and physically.
VR is Interactive:
As you move around, the VR world
needs to move with you. You
Believable: can watch a 3D movie and be
You really need to feel like you're transported up to the Moon or
in your virtual world (on Mars, or down to the seabed—but it's not
wherever) and to keep believing interactive in any sense.
that, or the illusion of virtual
reality
will disappear.

Computer- Explorable:
generated:
only powerful machines, with A VR world needs to be big and
realistic 3D Computer Graphics are detailed enough for you to
fast explore.
enough to make believable,
interactive, alternative worlds that
change in
real-time as we move around them.
Types of vr
1. Non-Immersive VR:
● Non-immersive VR technology features a computer-generated virtual environment where the user simultaneously remains
aware and controlled by their physical environment.
● Video games are a prime example of non-immersive VR.

2. Semi-Immersive:
● This type of VR provides an experience partially based in a virtual environment. This type of VR makes sense for
educational and training purposes with graphical computing and large projector systems, such as flight simulators for pilot
trainees

3. Fully-Immersive VR:
● This type of VR generates the most realistic simulation experience, from sight to sound to sometimes even olfactory
sensations.
● Car racing games are an example of immersive virtual reality that gives the user the sensation of speed and driving skills.
● Developed for gaming and other entertainment purposes, VR use in other sectors is increasing.
applications of vr
Entertainme
Engineering
nt This technology enables

3%
The entertainment industry is engineers to view their project in

2%
one of the most enthusiastic

5%
3D and gain a greater
advocates of virtual reality, understanding of how it works
most noticeably in games and and they can spot any flaws or
virtual worlds. potential risks before
implementation.

Helthcare Education 90%


It allows healthcare Education is another area which
professionals to learn has adopted virtual reality for
new skills as well as teaching and learning
refreshing existing ones situations. It enables large groups
in a safe environment. of students to interact with each
other as well as
within a three dimensional
environment.
TECHNOLOGIES
Behind VR
• HARDWARE
• HARDWARE FEATURES
• SOFTWARE
hardware
● The computer processes input data from the user and translates it into output.

● The output devices include a visual display and an audio output device.

● The performance of a virtual reality system depends on the processor and the graphics processing
unit (GPU) chip.

● Its processor must process the input and output data from the controller. Input devices can be VR
controllers, tracking balls, data gloves, on-device control buttons, and bodysuits.

● The CPU must also handle the calculations required to ensure a smooth 3D experience.
Hardware Features
Audio-visual
Gyro senser controls
Great for next gen gaming
Immense experience
experience

1 2 3 4

Eye
360 degree
tracking
Tracks movements of Able to watch in full
eye 360 degrees
soFTWARE
● The Web3D consortium was subsequently founded in 1997 for the development of
industry standards for web-based 3D graphics.

● The consortium subsequently developed X3D from the VRML framework as an


archival, open-source standard for web-based distribution of VR content.

● VR is an experimental JavaScript application programming interface (API)


thatprovides support for various virtual reality devices Such as HTC Vive
aDVANTAGES
0 Increased Learning Possibilities
1
0 Safe Practice / Simulation
2
0 Helps in Computer-Aided-Design
3
0 Makes Education interactive
4
Children and teenagers on vr
● Children are becoming increasingly aware of VR, with the number in the USA having never heard of it dropping
by half from Autumn 2016 (40%) to Spring 2017 (19%)

● According to the History By the 2022 research report by Piper Sandler revealed that only 26% of U.S. teens own a
VR device, 5% use it daily, while 48% of teen headset owners "seldom" use it. Of the teens who don't own a VR
headset, 9% plan to buy one. 50% of surveyed teens are unsure about the metaverse or don't have any interest, and
don't have any plans to purchase a VR headset.

● Experiencing VR by children may further involve simultaneously holding the idea of the virtual world in mind
while experiencing the physical world.

● VR places users directly into the media content, potentially making the experience very vivid and real for children.
For example, children of 6–18 years
● of age reported higher levels of presence and "realness" of a virtual environment compared with adults 19–65 years
of age.

● Related research on violence in video games suggests that exposure to media violence may affect attitudes,
behavior, and even self-concept.
THAN
KS!
Do you have any questions?

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