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The Limits of Virtual Reality

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Presentation
  • Session
  • Wednesday, 27 April 2016
  • 15:27 - 15:27
  • Duration: 34 mins
  • Publication date: 04 May 2016
  • Location: Watson Watt, The IET - Savoy Place, London, United Kingdom
  • Part of event Going Beyond Games

About the session

Going Beyond Games: The Limits of Virtual Reality

The state of the art of virtual reality 

The benefits and limits of immersion technology 

Review of current research directions 

Visions for the technical capability of the field in 5-10 years

 

Innovation through visualisation

The film and gaming industries have long been at the forefront of visual effects and immersive technologies, which now, more than ever, are being utilised across the science and engineering community.

The first annual IET Going beyond Games seminar aims to provide delegates with insights into virtual and immersive technologies and how this technology is being applied outside the gaming industry.

The seminar will examine and assess the current technology, explore (through a series of case-studies) ways in which it is currently being successfully applied across science and engineering and look at future opportunities for both gamers and engineers as the technology develops.

Virtual Reality isn’t just about gaming

Virtual Reality offers a wide range of uses beyond gaming with the potential to increase efficiency, save time and reduce costs across a variety of industries and applications.

Whether it’s training surgeons on a virtual patient, planning and prototyping large-scale construction projects, exploring the viability of a virtual design, visualising complex information or experiencing a scenario in a virtual cyber-space; many specialised fields are already investing heavily in Virtual Reality and it is fast becoming an increasingly valuable tool for developers and engineers.


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Communications

Communications

Speaker

  • Anthony Steed

    Anthony Steed

    UCL, Professor in the Virtual Environments and Computer Graphics

    I am a Professor in the Virtual Environments and Computer Graphics group in the Department of Computer Science, University College London. I am currently head of the group. My research area is real-time interactive virtual environments, with particular interest in mixed-reality systems, large-scale models and collaboration between immersive facilities. The group runs a CAVE-like facility and several other high-end virtual reality systems. Details of my active projects can be found here.I am first supervisor for several doctoral students Julian Hodgson, Sebastian Friston, Andrew MacQuarrie, David Walton, Maria Murcia Lopez and Cristina Amati. I have two post-doctoral fellows, Ye Pan and Jason Drummond. My teaching responsibilities can be found here.I am currently deputy head of department. I have been director of the Engineering Doctorate Centre in Virtual Environment, Imaging and Visualisation from 2005- 2013 and since 2014. Previously I was responsible for external relations for the department and I remain active in a number of technology transfer initiatives. I also consult to a small number of companies in areas related to graphics or new media. I am the CTO and founder of Animal Systems (ASIO Ltd), creators of Chirp.
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