The definition of virtual Reality comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it usually refers to a specific type of reality emulation.
Everything that we know about our reality comes by way of our senses. In other words, our entire experience of reality is simply a combination of sensory information and our brains sense-making mechanisms for that information. It stands to reason then, that if you can present your senses with made-up information, your perception of reality would also change in response to it. You would be presented with a version of reality that isn’t really there, but from your perspective it would be perceived as real. Something we would refer to as a virtual reality
Following are the main components of a virtual environment:
- The visual displays that immerse the user in the virtual world and block out contradictory sensory impressions from the real world.
- The graphics rendering system that generates the ever changing images at 20 to 30 frames per second.
- A tracking system that continuously informs the position and orientation of the user’s movements.
- The database construction and maintenance system to build and maintain a detailed and realistic model of the virtual world.
- A sound system that can produce high quality directional sounds and simulated sound fields.
- Devices like tracked gloves with pushbuttons to enable users to specify their interactions with the virtual objects.
Workshop Time: 2/3/5 days
Module 1Introduction to JAVA:
- Why Java?
- Variables and Constants
- Introduction to Processing:
- Why Processing?
- Programming Syntax
- Getting started with processing
- NyARToolkit library
- GS Video Plugin
- Creating Shapes
- Overview on OpenGL
- Building Sample Applications
Module 3Virtual Reality:
- Different AR degrees
- Augmented / Virtual Reality
- Sneak Peek on Google Glass
- Overview on Tool Kit
- Interfacing NyARToolkit Library
- Graphics & Rendering:
- Overlaying 2D & 3D Surfaces
- Color Space Conversions
- Recognizing Different Patterns
- A working Laptop/PC in a group of 5 participants with minimum of 2 GB RAM, 100 GB HDD, intel i3+ processor
- Each Participant must have a smart phone
- A Seminar Hall with sitting capacity of all participants along with charging plugs, proper ventilation
- Projector, Color Mike and Speakers
- Softcopy of PPTs and study material for all participants
- Life time access to our Virtual Classroom
- Certificate of Participation for every participant
- A competition will be organized at the end of the workshop and winners will be awarded by Certificate of Excellence and Coupon for Advance Training.