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What should i say in my presentation about virtual reality?
11-27-2012, 06:35 AM
Post: #1
What should i say in my presentation about virtual reality?
I have done some research and i found out that virtual reality is just about games and a few movies.
So can u point out some thing that represent virtual reality?

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11-27-2012, 06:43 AM
Post: #2
 
Hope this helps ...

Virtual reality can trace its roots to the 1860s, when 360-degree art through panoramic murals began to appear. An example of this would be Baldassare Peruzzi's piece titled, Sala delle Prospettive.

Fine Art

David Em was the first fine artist to create navigable virtual worlds in the 1970s. His early work was done on mainframes at III, JPL, and Caltech. Jeffrey Shaw explored the potential of VR in fine arts with early works like Legible City (1989), Virtual Museum (1991), and Golden Calf (1994). Canadian artist Char Davies created immersive VR art pieces Osmose (1995) and Ephémère (1998). Maurice Benayoun's work introduced metaphorical, philosophical or political content, combining VR, network, generation and intelligent agents, in works like Is God Flat (1994), The Tunnel under the Atlantic (1995), and World Skin (1997). Other pioneering artists working in VR have include Luc Courchesne, Rita Addison, Knowbotic Research, Rebecca Allen, Perry Hoberman, Jacki Morie, and Brenda Laurel. All mentioned artists are documented in the Database of Virtual Art.

Marketing

A side effect of the chic image that has been cultivated for virtual reality in the media is that advertising and merchandise have been associated with VR over the years to take advantage of the buzz.[citation needed] This is often seen in product tie-ins with cross-media properties, especially gaming licenses, with varying degrees of success. The NES Power Glove by Mattel from the 1980s was an early example, as well as the U-Force and the Sega Activator. TV commercials featuring VR have also been made for other products, however, such as Nike's "Virtual Andre" in 1997, featuring a teenager playing tennis using a goggle and gloves system against a computer.

Therapeutic uses

The primary use of VR in a therapeutic role is its application to various forms of exposure therapy, ranging from phobia treatments to newer approaches to treating PTSD. A very basic VR simulation with simple sight and sound models has been shown to be invaluable in phobia treatment, like zoophobia, and acrophobia, as a step between basic exposure therapy such as the use of simulacra and true exposure. A much more recent application is being piloted by the U.S. Navy to use a much more complex simulation to immerse veterans suffering from PTSD in simulations of urban combat settings. Much as in phobia treatment, exposure to the subject of the trauma or fear leads to desensitization, and a significant reduction in symptoms.

Other research fields in which the use of virtual reality is being explored are physical medicine, rehabilitation, physical therapy, and occupational therapy. In adult rehabilitation, a variety of virtual reality applications are currently being evaluated within upper and lower limb motor rehabilitation for individuals recovering from stroke or spinal cord injury. In pediatrics, the use of virtual reality is being evaluated to promote movement abilities, navigational abilities, or social skills in children with cerebral palsy, acquired brain injury, or other disabilities. Research evidence is emerging rapidly in the field of virtual reality for therapeutic uses. A number of recent reviews published in peer-reviewed journals have summarized the current evidence for the use of Virtual Reality within pediatric and adult rehabilitation. One such review concluded that the field is potentially promising.

Manufacturing

Virtual reality can serve to new product design, helping as an ancillary tool for engineering in manufacturing processes, new product prototypes, and simulation. Among other examples, Electronic Design Automation, CAD, Finite Element Analysis, and Computer Aided Manufacturing are widely utilized programs. The use of Stereolithography and 3D printing shows how computer graphic modeling can be applied to create physical parts of real objects used in naval, aerospace, and automotive industries, which can be seen, for example, in the VR laboratory of VW in Mladá Boleslav. Beyond modeling assembly parts, 3D computer graphics techniques are currently used in the research and development of medical devices for therapies, treatments, patient monitoring, and early diagnoses of complex diseases.

Urban Design

3D virtual reality is becoming widely used for urban regeneration and planning and transport projects, especially in East Asia

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