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Virtual Reality

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on 12 November 2015

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Transcript of Virtual Reality

Virtual Reality
Carissa Cespedes | Tony Huang | Jason Kerr
Keno San Pablo | Marc Serrano | Cherrie Yeo

Video Gaming Industry
Gamers have been wanting this since the 1950's due to the fact that most gamers play games with the idea of stepping into another world and VR allows them to do that (virtualrealityguide.com).
Multiple companies are jumping on VR such as Sony and Microsoft (http://www.cnet.com/news/virtual-reality-is-taking-over-the-video-game-industry/).
Some games, such as Far Cry 3 among others are being converted to VR versions and shown to the public through demos (http://www.theguardian.com/technology/2015/jul/03/games-industry-virtual-reality-sony-microsoft-valve-vr).
Other games have been tested on teens for effectiveness of the gaming experience as shown on YouTube for "Affected the Horror Experience".
Futuristic Visions
Ray Kurzweil
VR will be integrated into glasses and contact lenses.
We will be in augmented reality all the time.
Haptic technology (touch based) will be fully mature.
Virtual reality implants will go in the eyes and ears, permanent or removable.
Direct brain implants to allow users to enter full-immersion virtual reality.
Virtual reality and “real” reality will become blurred.
Virtual Reality (VR) will revolutionize the gaming industry.
Google is attempting to “democratize virtual reality” by making it more accessible to the public
The prominent and influential computer scientist and inventor from MIT
anticipated the explosive growth in worldwide Internet
use in the 90’s along with its
wireless usage
by the early 21st century.
This was when only
2.6 million Internet users existed
and computers were difficult to use.
Oculus Rift
But another use and one which is not immediately thought of is virtual reality and post traumatic stress disorder (PTSD). PTSD or ‘combat stress’ has only recently been acknowledged as a medical condition but it causes very real damage to the person concerned and their family. Virtual reality is used to help the sufferer adjust to their symptoms and develop coping strategies whenever they are placed in a new situation.
Advantages of VR
Virtual Simulators
Military Applications
There are some psychological fears of VR gaming, mainly due to the fact one can become isolated from the outside world. However, if the experience using VR is "emotional and intense," people will be willing to buy it (http://www.theguardian.com/technology/2015/jul/03/games-industry-virtual-reality-sony-microsoft-valve-vr).

Virtual Reality has already been adopted by the military - this includes all three services (army, navy and air force) - where it is used for training purposes.

Virtual reality has existed since the mid 1950's,
but the public only became aware of it in the 1990's
Gaming Experience with Virtual Reality

VR in Businesses and Corporation
Benefit for Designers
VR hardware is expensive

Current technology cannot replicate real life environment

Social isolation and escapism -> depression and disassociation


Disadvantages of VR

Mobius POV VR 360 (Cinema)
VR + Physical + Video Telecommunication (Medical)
Mind Upload
Futuristic Applications
Technological Singularity
Reaching a
technological singularity
can cause a
hypothetical intelligence explosion
to become a reality.
Moore’s Law
is the observation of computing software and its progress.

The number of transistors in a dense integrated circuit doubles nearly every two years, although this has slowed down slightly.
In the 1950's, Morton Heilig created the sensorama to help bring his vision of a more immersive theater experience
In the 1960's, Philco Corporation created the first HMD (Head Mounted Display) called the Headsight
Bell Laboratories created a similar HMD for helicopter pilots
In 1965, Ivan Sutherland came up with the idea of the Ultimate Display which would allow a person to look into a virtual world that would look like the physical world they lived in.
In 1966, he built the HDM using a suspension system to hold the HMD, because it was far too heavy for a user to support comfortably
NASA, the Department of Defense and the National Science Foundation funded much for the research and development for virtual reality projects
In 1987, John Lanier coined the term Virtual Reality
In the 1990's, the media created interest in Virtual Reality which caused people to have unrealistic expectations of what it could do
Virtual Reality in the Military
Virtual Reality Simulation - enables them to do so but without the risk of death or a serious injury. They can re-enact a particular scenario, for example engagement with an enemy in an environment in which they experience this but without the real world risks. This has proven to be safer and less costly than traditional training methods.
Flight simulators are the most popular amongst all simulators. Pilots are trained using this technology by the Air Force, Army and Navy. Training missions teach the soldiers how to fly in battle, how face and emergency and recover fast, or how to coordinate air support with ground operations.
Generally, virtual reality training involves the use of head mounted displays (HMD) and data gloves to enable military personnel to interact with objects within a virtual environment. Alternately, they may be given virtual reality glasses to wear which display a 3D image
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