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The document provides an overview of a virtual reality course led by Dr. Vibha Tiwari, covering the definition, existing systems, and applications of VR technology. It highlights the rapid growth of the VR industry, projected to exceed $16 billion in three years, and the significant investments from major tech companies. Additionally, it distinguishes between virtual reality, augmented reality, mixed reality, and simulated reality.

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ananya88agrawal
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0% found this document useful (0 votes)
7 views

Lec1A - Copy - Copy (3)

The document provides an overview of a virtual reality course led by Dr. Vibha Tiwari, covering the definition, existing systems, and applications of VR technology. It highlights the rapid growth of the VR industry, projected to exceed $16 billion in three years, and the significant investments from major tech companies. Additionally, it distinguishes between virtual reality, augmented reality, mixed reality, and simulated reality.

Uploaded by

ananya88agrawal
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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VIRTUAL REALITY
LECTURE 1A: COURSE OVERVIEW

By: Dr. Vibha Tiwari


3

Outline
• Intro to virtual reality
• VR status quo (and how we got here!)
• What this course is about
• Course structure and logistics
4

Virtual Reality
• What is virtual reality?

• How many of you have experimented with VR?

• How many of you have access to VR hardware?


5

Virtual Reality
• The computer-generated simulation of a 3D image or
environment that can be interacted with in a seemingly
real way. Person in the VR world perhaps needs to use
special electronic equipment
6

Existing Virtual Reality Systems


• Standard VR systems use VR headsets
or multi-projected environments to
generate realistic images, sounds, or
other sensations that simulate a user’s
presence in a VR environment!
• VR headsets use a head mount display (HMD)
with screens in front of eyes
• can also use rooms with large screens
• VR typically uses audio and video
feedback, but may also allow other
sensory (force, vibration) feedback A 1980 HMD and wired
through haptic technology or 3D touch gloves at the NASA Ames
(create an experience of touch)
What about other senses?
7

Fully Immersive VR Experience


• A fully immersive VR experience require complete
immersion in the virtual environment
• High quality video, audio, motion, touch, taste, smell, …

Omni treadmill
being used at a
VR convention
8

VR Applications
9

VR Industry Growth Perspective


• VR technology is on an explosive growth path
• Consumer VR hardware and software had a market cap
of $6.2 Billion and is expected to be more than $16 billion
in the next three years
• COVID impact on accelerated VR growth and adoption

• Silicon valley is also heavily investing in VR startups


• Lots of application beyond the previous slide in healthcare (e.g.,
anxiety treatment), military, and industry

• All major tech companies (e.g., Facebook, Apple,


Amazon, Microsoft, Google) are investing heavily in VR
10

National Academy of Engineering


“Enhance Virtual Reality” is 1 of 14 NAE grand challenges
in the 21st century
11

Realm of Reality
• Virtual reality: a simulated experience that can be similar
or completely different form the real world

• Augmented reality: blends what the user sees in their


real surroundings with digital content generated by
computer software

• Mixed reality: merging of real world and virtual worlds to


produce new environments where physical and digital
objects co-exist and interact in real time.

• Simulated reality: is a hypothesis that reality could be


simulated in a way indistinguishable from “true” reality.
12

Engineering Aspects of VR/AR


13

Where We Are Trying to Go!


14

Evolution of Computing
15

A Brief History of Virtual Reality

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