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Immersive Virtual Reality

(IVR)
GROUP 4:
EDWARD LUMENTA - 293160
MUHAMMAD FIQRI RIHYAWAN - 293160
PANDU PRAWIRA - 29316016
Outline
Introduction
The History of Virtual Reality
Types of Virtual Reality
Immersive Virtual Reality
Current Application
Future Application
Introduction - What is Virtual Reality (VR)?
Virtual Reality is a high-end user interface that involves real-time
simulations and interactions through multiple sensorial channels.
Virtual Reality means feeling an imaginary (virtual) world, rather
than the real one. The imaginary world is a simulation running in a
computer. The sense data is fed by some system to our brain.
It allows a user to interact with a computer-simulated environment,
be it a real or imagined one.

Burdea in Virtual Reality Technology, 1993


The History of Virtual Reality
1950s visionary cinematographer Morton Heilig built a single user
console called Sensorama. This enabled the user watch television in
three dimensional ways.
1960, The first VR Head Mounted Display.
1965, A research by Ivan Sutherland developed program for computer
graphics called The Ultimate Display.
1987, The name of Virtual Reality was born.
1991, Virtuality Group Arcade Machines was released.
1993, SEGA and Nintendo (Virtual Boy) announced new
VR glasses.
Virtual reality in the 21st century.
Types of Virtual Reality
Virtual Reality Systems can be divided into three groups:
Non-immersive system: Information about the simulated world is displayed via a screen.

Augmented reality system: Display a simulated world or objects on top of the real world.

Immersive system
Immersive Virtual Reality (IVR)
Immersive Virtual Reality (IVR) is the science and technology required for
a user to feel present via perceptive, cognitive, and functional immersion
and interaction in a (computer) generated environment.
Sebastien Kuntz (CEO of MiddleVR)
But why Immersive Virtual Reality (IVR)?
It needs more than just the display to maximize the uses of VR.
Users must be involved to control and feel about the program by their
sensors.
Current Application
Entertainment
Simulated Reality (Games)

Medical & Research


Phobia Therapy

Design
Prototyping (Car, etc)

Marketing
Product Experience
Shopping experience (P&G)

Training
Future Application
Cognitive Controlling
Full-Dive VR (Brain-wave sensor)
TeleMedicine
Virtual robotic surgery
Virtual reality diagnostics

Military Uses
Battlefield simulation
Vehicle simulation

Space Uses
Space simulation

https://www.vrs.org.uk/virtual-reality-healthcare/
Thank you

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