VR for Entertainment

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Applications of
Virtual Reality
Group 4:
98100371
98100424
98100444
98100453
98100466
98100745
Noor Adinah Omar
Kartika Murni binti Abdul Majid
Norain Dalilah binti Mohd Rashid
Sham Azura Ahmad
Adibah binti Mohd Najib
Endang Ellyana Iskandar
VR for Entertainment
98100453 Sham Azura Ahmad
98100466 Adibah binti Mohd Najib
VR for Entertainment

Virtual Theme Park
– "Tamago Teikoku", located at Namco
Wonder Egg, Tokyo
– The Pleasure Island is located at
Orlando, Florida
– DisneyQuest in Orlando, Florida
VR for Entertainment

LBE (Location Based
Entertainment)
– Virtual World Entertainment (VWE),
Las Vegas
– uses VR POD 2.5 and 3.0 models
– software used at VWE is BattleMech
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VR Café / Bar
– CyberMind's Virtua Cafe, Miami Beach
VR for Entertainment
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VR Bar / Restaurant / Club
– MARS Restaurant and Club, Vancouver
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VR Internet Café
– Cybersmith, Cambridge

Virtual Museum
– The Virtual Brewery, located in Tokyo
– The virtual tour of Sapporo history and the
art of beer brewing
VR for Entertainment

VR Retail Shop
– Jurassic Park store
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Sports Simulation
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MagBall
Cyber Pong
Virtual Dart
Black Serve
Virtual Tennis
Virtual Hoops
VR for Entertainment
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Flying Simulation
– Bandit Cockpit
– The Flight Simulation
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Game Arcade
– Trocadero Center, London
– Project Dragoon
– Shoot-em-up game
– Mercury
VR for Military
98100475 Endang Ellyana Iskandar
98100371 Noor Adinah Omar
Introduction
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One of the first areas where virtual reality
found practical application is in military
training and operations.
Three views of military applications of virtual
reality are:
i) as a simulation of reality
ii) as an extension of human senses through
telepresence
iii) as an information enhancer through
augmented reality.
As military simulations

Flight trainers
- looked like sawed-off coffins mounted on a
pedestal, used to teach instrument flying
- Virtual environment produced:
the darkness inside the trainer cockpit,
realistic readings on the instrument panel, and
the motion of the trainer on the pedestal
combined to produce a sensation similar to
actually flying on instruments at night
Simulator designers needed a way to produce
a view of the outside world
 When television and video cameras became
available in 1950’s, simulator designers used
the video camera as if it were flying over a
scale model of the terrain around an airport.
 Resulting image: sent to a television monitor
placed in front of the pilot in the simulator
 The pilot could control the movement of the
camera over the terrain board by moving the
control stick and throttle.
 As a result: the pilot could receive visual
feedback both inside and outside the cockpit.
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Newest innovation: Project called
SIMNET to electronically connect
two or more simulators to produce
a distributed simulation
environment.

SIMNET can be used not only for
training, but also to develop and
test new combat strategy and
tactics.
Telepresence for Military
Missions

Two rather obvious reasons why
the military explore and utilize
telepresence in their operations:
1) reduce exposure to hazards
2) to increase stealth
Smart weapons and remotelypiloted vehicles (RPVs) were
developed because:
- many aspects of combat
operations are very hazardous
- more risky if the combatant
seeks to improve his performance
 Some smart weapons are
autonomous, others are remotely
controlled after they are launched
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Advantages:
- allows the shooter and weapon
controller to launch the weapon
and immediately seek cover
- being in a safer place
- the RPV can be made smaller
than a vehicle that would carry a
man, thus making it more difficult
for the enemy to detect
Military Information
Enhancement
Objective: to supply the pilot or tank
commander with as much of the
necessary information
 The Air Force developed the head-up
display (HUD) - optically combines
critical information (altitude, airspeed,
heading) with an unobstructed view
through the forward windscreen of a
fighter aircraft.

With the HUD, the pilot never has to
look down at his instruments.
 This combination of real and virtual
views of the outside world can be
extended to nighttime operations.
 Using an infrared camera mounted in
the nose of the aircraft, an enhanced
view of the terrain ahead of the aircraft
can be projected on the HUD.
 Effect: The pilot can have a 'daylight'
window through which he has both a
real and an enhanced view of the
nighttime terrain and sky.

VR for Education
98100424 Kartika Murni binti Abdul Majid
98100444 Norain Dalilah binti Mohd Rashid
VR for Education
using virtual reality (VR) to
enhance the learning process have
become the recent idea in
education
 VR environment is implemented
for teaching aid such as in virtual
classroom, virtual library and
virtual lab.

Virtual Classroom
typical virtual classroom usually is
a password protected, web-based
virtual classroom system
 Can use a virtual classroom for:

– Lectures
– Handouts/notices
– internet resources
Virtual Classroom
-Self test
-Chat
-Discussion
-Grades
Virtual Library
a large repository of data that contains
information or links to other websites
that will lead to certain information
 VR is implemented so that user can see
the actual ‘thing’ while browsing
 Eg. Archaeology hosted by the
Archaeological Research Institute at
Arizona State University

Virtual Library
Accessing it is like going to a museum
 can access archeological information
from the region all over the world
 can choose to view our subject areas
such as archeometry, botanical,
education materials etc; schools,
journals, and news
 can view the materials in six other
different languages that are Catalan,
Dutch, French, German, Italian and
Spanish

Virtual Lab
offer students "virtual laboratories" via
the WWW or CD-ROM
 The objective is to introduce students to
experimentation, problem solving, data
gathering, and scientific interpretation
early in their careers
 Eg. Buffalo's Virtual Reality Laboratory
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Virtual Lab
use of VR technology in areas such as
surgery, remote robotic control,
volcanic simulation and factory design
 The tools that are used include headmounted displays, magnetic proximity
sensors, instrumented gloves, driving
simulators, SGI Onyx2 and Indigo
computers
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