Virtual Reality presentation
Transcript: Virtual Reality Laura and Kate, hour 1- IED Invention The stereoscope is a device that allows viewers to feel as if they are actually experiencing the scene in a photo. It does this by holding two photographs of the same subject, each shown at different angles through a series of mirrors. In their earliest forms, stereoscopes were made of wood, photographs or film, mirrors, and occasionally glass lenses. This was the first step in immersing ourselves in a different reality. This marked the first steps towards virtual reality. The Stereoscope 1939- the cardboard disc that held film was patented, which allowed viewers to change photographs in their stereoscope 1962- the Sensorama, a multi-sensory cinema experience, was patented by inventor Morton L. Heilig 2013- the virtual reality headset was patented on by inventors Palmer Luckey, Brendan Iribe Trexler, Graham England, and Jack McCauley Patents Over Time Engineering Disciplines Engineering Disciplines Software - eye tracking, controllers Computer Hardware - graphics card Mechanical - spatial mechanisms Timeline <------------------------------------------------------> Timeline Global Impact Global Impact Currently, virtual reality is leaning more towards the entertainment industry, but schools are coming up with ways to use VR in education. Teachers are incorporating VR into their lesson plans. It can also be used to decide where to travel, what house to buy, and VR can help with training for a future career. Environmentally, VR can change people's perspectives on the environment. So far, this has helped many people have a smaller environmental footprint. However, the equipment is not very environmentally friendly in the respect that it cannot be recycled. Sources Heilig, Morton L. Sesorama Simulation. 28 Aug. 1962. “History Of Virtual Reality.” Virtual Reality Society, Virtual Reality Society, 2017, www.vrs.org.uk/virtual-reality/history.html. 04/26/17, Ruth Reynard. “The Impact of Virtual Reality on Learning.” Campus Technology, Public Sector Media Center, 26 Apr. 2017, https://campustechnology.com/articles/2017/04/26/the-impact-of-virtual-reality-on-learning.aspx “The History of Virtual Reality.” Touchstoneresearch.com, The Digital Marketing Bureau, 26 Feb. 2016, touchstoneresearch.com/wp-content/uploads/history-infographic.jpg. “VR in a Classroom Setting.” Road To VR, GPU Technology Conference, 2017, www.roadtovr.com/exploring-ar-vrs-potential-education-changing-human-behavior-virtual-experiences/. “Htc Vive Hardware.” Images.techhive.com, images.techhive.com/images/article/2016/02/htc-vive-100645934-primary.idge.jpg. “Bioflight VR Program.” Blogs.nvdia.com, 8 July 2016, blogs.nvidia.com/wp-content/uploads/2016/07/bioflight.jpg. Sources