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Virtual Reality & Internet

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  1. Virtual Reality & Internet Presenter: Lee Heng Hong

  2. Virtual Reality & Internet • VRML was used describe the virtual world on the Internet • Presenting 3D world with Internet browser • Provide interactive, multimedia presentation and virtual simulation experience

  3. Virtual Reality & Internet Development Difficulties • Bottleneck of transmission bandwidth • 3-D visualization technology closely integrated with the data warehouse • Preserve the integrity of the database in a shared user environment

  4. Virtual Reality & Internet Application In the Internet • Virtual Theme Park • Virtual Shopping Mall • Real-time Conferencing • Flight Simulation • Gaming Experience

  5. Virtual Reality for Telecommunication Presenter: Lee Chong Liang

  6. Virtual Reality for Telecommunication • Tele-education, telemedicine, Tele-banking, Tele-work become possible. • It improves new ways for people to interact with each other and computer.

  7. Virtual Reality for Telecommunication Application of VR and Telecommunication • Telemedicine • Tele-education • Tele-training • Tele-banking • Tele-work

  8. Virtual Reality for Telecommunication VR technology in Telecommunication • Using VR to manage Broadband Telecommunication Networks • VR user interfaces for broadband network • Allows network structure, information flow to be visualized • So, immediately responds through VR, reduce error • Act as though in the real world using data gloves.

  9. Potential VR for E-Commerce Presenter: Tan Shiek Wei Yeak Lih Jiun

  10. Potential VR for E-Commerce • Introduction • Three-dimensional (3-D), multi-user, online environments constitute a revolution of interactivity by creating a compelling online experience. • VE offers e-shoppers the ability study the product carefully. • Provides the e-shoppers confidence that what they see is actually what they will get. Give better description on product.

  11. Potential VR for E-Commerce • Furniture and Interior Design • Helps user to create their ideal home interior by just a few clicks. • Provide the user with the actual view of the decoration of rooms and also the details of the furniture. • Reduce the effort and cost to make changes.

  12. Potential VR for E-Commerce • Real Estate • To show the architecture and interior design for the house or buildings to attract more buyers • Buyers may tour around and have information on the building regarding size, interior design, and facilities near by, facing area and others. • Save time on going to see the model of house, which might be too small.

  13. Potential VR for E-Commerce • Travel and Tour • Offers the high end of interactivity to promote the places of interest. • Provide actual scene of places to understand the place • Able to tour without restriction of time and direction • Given better understanding of location from interactive map/ linked panoramas given.

  14. Potential VR for E-Commerce • Virtual Hotels • Able to promote the hotels by giving virtual tour on hotel and let the customer booked the room online by online booking system. Its give the best convenience to customer, consequently increase the hotel business. • Able to tour around for view of the interior design. • Easily have information of facilities and the size of the room as actual room. • Able to compare the price and choose the best

  15. Virtual Product Shop • extends product familiarity, effect motivation, and decrease product ambiguity, leading to elevated levels of arousal, enhanced shopping enjoyment, and heightened brand preference. • provides complete backend interface. • Conclusion • 3D E-Commerce is able to provide consumers with a new type of mediated experience--virtual experience.

  16. Collaborative Virtual Environment and Collaborative Computing Presenter: Ng Mei Yee Tang Pui Lan

  17. Collaborative Virtual Environment and Collaborative Computing • Collaborative Computing • environment setup to allow users to work together sharing their ideas and applications remotely independent of their location. • facilitates workgroup computing or better known as GroupWare. • come in shared online whiteboard, video conferencing, audio conferencing and shared application. • take the form of Virtual Reality or Virtual Environment; Collaborative Virtual Environment

  18. Collaborative Virtual Environment and Collaborative Computing • Shared Virtual Environment (VE) Systems • multi-participant environment, with the presence's of graphics, networking,and human interaction Characteristics that motivate the origin of shared virtual environment • Computation power, ubiquitous rendering capabilities, smooth and realistic contents • Interactive content which provides intelligent feedback • Cyberspace where a single space is occupied by millions • Infrastructure requirements – dynamic extensibility, scalability, and composability

  19. Collaborative Virtual Environment and Collaborative Computing • Architecture for Virtual Environment • Serverless System (peer-to-peer, multicast) Each player node broadcast its state directly to other player. No central bottleneck or d\single point of failure but comes with a price of hardship to manage the system. • Centralized System All clients connect to a single server for communication. • Multiple Server System VE is divided into regions. • Coordinated Multiple Servers Having a hierarchy of servers to allow tiers of filtering. This approach enhances the sharing system while at the same time adds to the difficulty in coordination

  20. Collaborative Virtual Environment and Collaborative Computing • Advantages of the distributed approach that to be taken consideration in the current Virtual Environment issues: • Robustness – user can rejoin the session and be updated to its current state. • Efficient network performance – all operations and GUI updates are performed locally on all endpoints. • Groupware environment – multiple users can use different tools simultaneously and can share data without compromising security. • Flexible file sharing – users can control access to files during a collaborative session. • Familiarity – users can retain their existing windowing environment. • Heterogeneous support – allows interoperability between cross-platform applications.