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Virtual reality
By
B.PRASHANTH
2
CONTENTS
PAGES
Certificate
Acknowledgments
Declaration
Abstract I
Chapter 1
Introduction
1Chapter 2
The History of VR
2.1 virtual reality in
21st century.
Chapter 3
Types of VR
3.1 window on world
3.2 Immersive VR
3.3 Telepresence
3.4 Augmented VR
4
Chapter 4
Technologies of VR
4.1 Head Mounted Display
4.2 Data gloves
4.3 cave
4.4 software packages
4.5 VRML
Chapter 5
Architecture of VR System
Chapter 6
Applications of VR
6.1.1VR in Military
6.1.2 VR and education
6.1.3 VR in healthcare
6.1.4 VR for engineering
6.1.5 VRfor entertainment
1
3
6.1.6 VR in communication sector
6.1.7 VRfor training purpose
6.1.8 VR in research centers
6.1. VR in realistic
6.2 VR in cinemas
6.3 VR in automobiles
6.4 VR in museum
Chapter 7
7.1 Advantages of VR and
7.2 disadvantages of VR
18
Chapter 8
Future work
8.1High fieldility system8.2 Cost saving
8.3 Collaborative
Conclusion
20
References 22
1
CHAPTER1
INTRODUCTION
The de function of virtual reality comes, naturally, from the definitions for both ‘virtual’
and ‘reality’. The definition of ‘virtual’ is near and reality is what we experiences 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.
We know the world through our senses and perception systems. In school we all learned
that we have five senses: taste, touch, smell, sight and hearing These are however only our most
obvious sense organs. The truth is that humans have many more senses than this, such as a
sense of balance for example. These other sensory inputs, plus some special processing of
sensory information by our brains ensures that we have a rich flow of information n from the
environment to our minds.
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
virtualreality.
Answering "what is virtual reality “in technical terms is straight-forward. Virtual reality
is the term used to describe a three-dimensional, computer generated environment which can
be explored and interacted with by a person. That person becomes part of this virtual world
or is immersed within this environment and whilst there, is able to manipulate objects or
perform a series of actions.
The concepts behind reality are based upon theories about a long held human desire to
escape the boundaries of the ‘real world’ by embracing cyberspace.
2
CHAPTER 2
HISTORY OF VIRTUAL REALITY
In 1950, flight simulators were built by US Air Force to train student
pilots. In 1965, a research program for computer graphics called “The Ultimate
Display” was laid out. Until that time VR was just a concept and was not very popular.
in 1988, commercial development of VR began. In 1991, first commercial entertainment
VR system was released.
2.1 Virtual reality in the 21st century
The first fifteen years of the 21st century has seen major, rapid advancement in
the development of virtual reality. Computer technology, especially small and powerful
mobile technologies, have exploded while prices are constantly driven down. The rise of
smart phones with high-density displays and 3D graphics capabilities has enabled a
generation of lightweight and practical virtual reality devices.
The video game industry has continued to drive the development of consumer
virtual reality unabated. Depth sensing cameras sensor suites, motion controllers and
natural human interfaces are already a part of daily human computing tasks.
Recently companies like Google have released interim virtual reality products
such as the Google Cardboard, a DIY headset that uses a Smartphone to drive it.
Companies like Samsung have taken this concept further with products such as the Galaxy
Gear, which is mass produced and contains “smart” features such as gesture control.
Developer versions of final consumer products have also been available for a few
years, so there has been a steady stream of software projects creating content for the
immanent market entrance of modern virtual reality. It seems clear that 2016 will be a key
year in the virtualreality industry.
3
Finally answer then fulfilled promise seamed by virtual laity n the 1990s will come
to market at that time. These include the pioneering Oculus Rift, which was purchased by
social media giant Face book in 2014 for the staggering sum of $2BN. where the industry
is set-to go. When the Oculus Rift releases in 2016 it will be competing with products
from Valve Corporation and HTC, Microsoft as well as Sony Computer Entertainment.
These heavyweights are sure to be followed by many other enterprises, should the market
take off as expected
4
CHAPTER 3
TYPES OF VIRTUAL REALITY
3.1 Windows on World
With this kind of system, also known as "desktop VR" the user sees the 3-D
world through the 'window ‘of the computer screen and navigates through the space with a
control device such as mouse. Like immersive virtual reality, this provides a first-person
experience. One low-cost example of a 'Through the window’s ritual l reality system is the
3-D architectural design planning tool Virtues Walkthrough that makes it possible to
explore virtual reality on a Macintosh or IBM computer. Developed as a computer
visualization tool to help plan complex high-tech filmmaking for the movie The Abyss,
Virtues Walkthrough is now used as a set design and planning tool for many Hollywood
movies and advertisements as well as architectural planning and educational applications.
Similar, less expensive and less sophisticated program that is starting to find use in
elementary and secondary schools is Virtues VR (Law, 1994; Paneled and).
3.2 Immersive VR
Usually when we think of virtual reality, we think of immersive systems involving
computer interface devices such as a head-mounted display (HMD), fiber-optic wired
gloves, position tracking devices, and audio systems providing 3-D (binaural) sound.
Immersive virtual reality provides an immediate, first-person experience. With some
applications, there is a treadmill interface to simulate the experience of walking through
virtual space. And in place of the head-mounted display, there is the BOOM viewer from
Fake Space Labs which hangs suspended in front of the viewer's face, not on it, so it is
5
not as heavy and tiring to wear as the head-mounted display. In immersive VR, the user
is placed inside the image; the generated image is assigned properties which make it look
and act real in terms of visual perception and in some cases aural and tactile perception
(Brooks, 1988; Turbot, 1990; Beauly, 1991; Mark off, 1991; Minsky,1991; Gehrig,
1992). There is even research on creating virtual smells; an application to patent such a
product has been submitted by researchers at the Southwest Research Institute
(Varner,1993).
3.3 Telepresence
The concept of cyberspace is linked to the notion of telepresence, the
feelingofbeinginalocationotherthanwhereyouactuallyare.Relatedtothismeansthat you can
control a robot or another device at a distance. In the Jason childrenat different sites
across the U.S. have the opportunity to teleoperate the unmanned submarine Jason, the
namesake for this innovative science education project directed by Robert Ballard, a
scientist as the Woods Hole Oceanographic Institute (EDS, 1991; Ulman, 1993;
McLellan,1995).
Fig.3.1Telepresence
6
3.4 Augmented VR
A variation of immersive virtual reality is Augmented Reality where a see-through
layer of computer graphics is superimposed over the real world to highlight certain features
and enhance understanding. One application of augmented reality is in aviation, where
certain controls can be highlighted, for example the controls needed to land an airplane.
And many medical applications are under development(Tubes).
7
CHAPTER 4
TECHNOLOGIES OF VR
4.1 Head-Mounted Display (HMD)
Head-mounted displays or HMDs are probably the most instantly recognizable
objects associated with virtual reality .They are sometimes are furred to as Virtual Reality
headsets or VR glasses. Awe might avenues seed from the name, these are display devices
that are attached to our head and present visuals directly to our eyes. At a minimum, if a
device conforms to those two criteria we may consider it an HMD in the broad essence.
HMD sare not the sole purview of virtual reality, they have been used in military,
medical and engineering contexts to name but a few. Some HMDs allow the user to see
through them, allowing digital information n to be projected onto the real world.
Something which is commonly referred to as augmented reality.
When we look at the diversity of HMDs that exist today within the context of
virtual reality, it becomes apparent that there’s much more to these devices than strapping
two screens to our eyes.
In order to allow for an immersive experience either as a personal media
device or as a full-on virtual reality interface, there are a number of technologies that can
be incorporated in an HMD.
8
Fig.4.1Head Mounted Display.
4.2 Data Gloves
A data glove is an interactive device, resembling a glove worn on the hand, which
facilitates tactile sensing and fine-motion control in robotics and reality. Gloves are one of
several types of electromechanical devices used in hap tics applications.
Tactile sensing involves simulation of the sense of human touch and includes the
ability to perceive pressure, linear force torque, temperature, and surface texture. Fine-
motion control involves the use of sensors to detect the movements of the user's hand and
fingers, and the translation of these motions into signals that can be used bya virtual
hand(for example, in gaming) or a robotic hand (for example, in remote-control surgery).
Fig.4.2. Data gloves
9
4.3 Cave
A Cave is typically a video theater sited within a larger room. The walls of a
CAVE are typically made up of rear-projection screens,however flat panel displays are
becoming more common. The floor can be a downward-projection screen, a bottom
projected screen or a flat panel display.
The projection systems are very high-resolute ion due to the near distance
viewing which requires very small pixel sizes to retain the illus ion of reality. The user
wears 3D glasses inside the CAVE to see graphics generated by the CAVE. People using
the CAVE can see objects apparently floating in the air, and can walk around them, getting
a proper view of what they would look like in reality.
This was initially made possible by electromagnetic sensors, but has converted to
infrared cameras. The frame of early Caves had to be built from non-magnetic materials
such as wood to minimize interference with the electromagnetic sensors, obviously the
change to infrared tracking has removed that limitation.
A Cave user'smovements are tracked by the sensors typically attached to the 3D
glasses and the video continually adjusts to retain the viewer’s perspective. Computers
control both this aspect of the CAVE and the audio aspect There are typically multiple
speakers placed at multiple angles in the CAVE, providing 3D sound to complement the
3Dvideo.
4.4. Software Packages
There are many software packages available in the market. Most of them are
paid software like virtual reality studio (100$ approx.), Autodesk Cyberspace
Development kit (over 1000$) but there are also some free software like multi verse.
10
4.5. VRML
VRMLstands for virtual reality modeling language. It is a standard language for
interactive simulation within the World Wide Web. This allows to create virtual worlds
network via the internet and hyperlinked with the World Wide Web. Aspects of virtua l
world display, interaction and internetworking can be specified using VRML without being
dependent on special gear like HMD.VR models can be viewed
11
CHAPTER 5
ARCHITECTURE OF VR SYSTEM
Fig.5.1 Architecture of Virtual reality device.
Architecture of virtual system consists of input processor, simulation
processor, rendering processor and world database.
12
Input Processor
It controls the devices used to input information to the computer. The main
objective of input processor is to get the coordinate data to the rest of the system with
minimal lag time. The main components of input processor include keyboard, mouse, 3D
position trackers, a voice recognition system, etc.
Simulation Processor
The process of imitating real things virtually is called simulation. This is the
core of the virtual reality system. It takes the user inputs along with any tasks
programmed into the world and determine the actions that will take place in the virtual
world.
Rendering Processor
Simulationprocessor imitates the real things but sensation are not produced to
produce this sensation we use rendering processor .It creates the sensation that are output
to the user. Separate rendering processes are used for visual, auditory, hap tic and other
sensory systems. Each renderer take a description of the world stat from the simulation
process or derive it directly from the world database for each time step.
13
World Database
This is also known as World Description Files. It stores the object that inhabit the
world, scripts that describes actions of those objects.
This database contains all the objects which we are going to experience virtue
lly. For instance if we want to experience the space virtually then the world database
must have all the objects that are in space like the sun, the moon, stars, planets etc.
14
CHAPTER 6
APPLICATIONS OF VIRTUAL REALITY
6.1 Virtual Reality in the Military
Fig.6.1Virtual reality parachuting simulation
The reality has been adopted by the military includesall three services (army,
navyand air force) – where it is used for training purposes. This is particularly useful for
training soldiers for combat situations or other dangerous settings where they have
to learn how to react in an appropriate manner.
A virtualreality simulation enables them to do so but without the risk of
death or a serious injury. They can re-enact a particular scenario
15
for example engagement with an enemy in an environment in which they
experience this but without the real world risks. This has proven to be safer and less
costly than traditional training methods.
6.1.2 Virtual Reality and Education
Education is another area which has adopted reality for teaching and learning
situations. The advantage of this is that it enables large groups of students to interact
with each other as well as within a three dimensional environment.
It is able to present complex data in an accessible way to students which is both
fun and easy to learn. Plus these students can interact with the objects in that
environment in order to discover more about them.
6.1.3 Virtual Reality in Healthcare
Healthcare is one of the biggest adopters of virtual reality which encompasses
surgery simulation, phobia treatment, robotic surgery and skills training.
One of the advantages of this technology is that it allows healthcare professionals
to learn new skills as well as refreshing existing ones in a safe environment Plusit allows
this without causing any danger to the patients.
A popular use of this technology is in robotic surgery. This is where surgery is
performed by means of a robotic device – controlled by a human surgeon, which
reduces time and risk of complications. Virtual reality has been also been used for
training purposes and, in the field of remote tele surgery in which surgery is performed by
the surgeon at a separate location to the patientce
16
6.1.4 Virtual Reality in Engineering
Virtual reality engineering includes the use of 3D modeling tools and visualize
tion techniques as part of the design process. This technology enables engineers to view
their project in 3D and gain a greater understanding of how it works. Plus they can spot
any flaws or potential risks before implementation.
This also allows the design team to observe their project within a safe
environment and make changes as and where necessary. This saves both timeand money.
What is important is the ability of virtual realityto depict fine grained details of an
engineering product to maintain the illusion. This means high end graphics, video with
a fast refresh rate and realistic sound and movement.
6.1.5. Virtual Reality in Entertainment
Virtual reality games are becoming very popular with many teenagers who love
the graphics, animations and best of all, being able to talk to others. After all, what could
be better than the chance to interact with top end technology and without any adults to
get in the way?
These games are available for Xbox 360, PS2 and 3 as well as the Mac and PC so
whatever console you use there is a VR game for that. This is pretty cool when you think
about it.
6.1.6 VR in communication sector
Virtual reality's roots lie in a combination of 3-D still images, computer gaming,
computer-assisted instruction, equipment simulators and entertainment experiences. Some VR
setups display immersive environments through head-mounted displays that replace or
supplement your view
17
6.1.7 VR for training purpose
Virtual reality playing an essential part in training industry by providing accurate and
error-free training where no space for error while offering training in any field like aviation,
defence, industrial and many more. learning through VR diminishes the pointless exercise
while recognizing the blunders. A Lot of divisions and organizations are putting resources into
VR towards immensity in their innovative work forms.
6.1.8 VR in research centres
Research Backs Benefits ofVR Training. Virtualreality (VR) technology is
revolutionizing the waycompanies provide employees with engaging learning experiences that
help themacquire knowledge and skills, achieve performance goals, and staysafe.
There are many more uses of VR than first realised which range from academic
researchthrough to engineering, design, business, the arts and entertainment.
But irrespective of the use, virtual reality produces a set of data which is then
to develop new models, training methods, communication and interaction.
Research Backs Benefits of VR Training. Virtual reality is revolutionizing the
way companies provide employees with engaging learning experiences that
help them acquire knowledge and skills, achieve performance goals, and stay safe.
6.1.9 VR in Realistate
VR is used to view the plan of a building. This gives a 3 dimensional image.
What architects and developers do is to upload all the virtual versions of the
18
proposed buildings on their virtual reality database and their prospective
clients can view the structures from there. It is just like viewing structures
that are yet to be built. This is why there are two main categories of architects
now the ones that have adopted virtual reality and the ones that being run out
of business.
6.2 VR in cinemas
A lot of cinemas have adopted VR technology now. They distribute head mounted
display units to all viewers for each movie. When the effect of this unit is combined with
powerful speakers that have been scattered all over the hall or theatre, it gives serious
immersion. You will be engaged and fully immersed in the movie. In fact, you will feel like
you are a part of the movie.
6.3 VR in automobiles
Ford, a popular automobile giant has already embraced virtual reality in the process
of manufacturing vehicles. Prototypes of any proposed vehicle will be uploaded on the
virtual reality platform where several engineers can view and make necessary
recommendations before the actual vehicle is manufactured. This saves a lot of money, time
and effort. The vehicle is only produced.
6.4. VR in Museums
The images of the collection of items in several museums are being uploaded on virtual
reality platforms by app developers. When this is concluded, viewers will have access to
those museums. They will be able to view different museums with their virtual reality head
mounted display units from the comfort of their location.
19
They will be able to view the items in different museums located in different
continents
Right from one spot. This is nothing but convenience.
With the virtual reality glasses or head mounted display units, viewers are able
to walk through every part of the museum and see what is inside every compartment.
If the museum has rooms, viewers can also walk into every room. They can sometimes,
adjust the size or position of each item with their data gloves. They can also view
20
CHAPTER7
ADVANTAGES AND DISADVANTAGES
7.1 Advantages of VR
Improves retention and recall Simplifies complex problems/situations
The reality creates a realistic world.
It enables user to explore places.
Suitable for different learning styles Innovative and enjoyable.
Through Virtual Reality user can experiment with an artificial environment.
Real scenarios Can be done remotely saving time and money.
Virtual Reality make the education more easily and comfort.
7.2 Disadvantage of VR
Simulator Sickness Symptom
Simulatorsickness is by no means a new phenomenon. It is similar to motion
sickness, which has existed for as long as humans have used additional l modes of
transportation, but can occur without any actual motion of the subject. The first
documented case of simulator sickness occurred in 1957 and was reported by Heron and
Butler in a US Navy helicopter trainer. The most common identifiable symptoms are
general discomfort, nausea, drowsiness, headache and in some cases vomiting.
21
Expensive
Virtual reality technology is expensive. Common people can hardly manage to
have such technologies. It requires additional hardwires which are also very expensive.
A big problem with virtual reality is cost: a fully immersive set up such as a CAVE
where someone is able to interact with objects in an enclosed space is expensive. In fact it’s
that expensive that only university research departments and companies with a research
and development (R &D) section are able to afford thistype of setup.
Lack of Integration Between application packages
Integratingthe virtual reality hardwires with the application package is a major
issue. It requires very precise and expertise hands to integrate the application package with
the hardwires.
The equipments used in virtual reality are very expensive.
It consists of complex technology.
virtual reality environment we cant move by our own like in the real world.
22
CHAPTER 8
FUTURE WORKS
8.1 High Fidelity systems
Researches are being done to enhance the fidelityof virtualreality systems. To take
a better experience and making ver. systems more and more reliable scientists are trying
hard and are developing new tools.
8.2 Cost-Saving
Virtual reality technology is not within the reach of common people because of
its highcost and additional hardwires requirement. Developments are going on to make
low cost ver. technology. Scientists are trying to develop such tools that require less
hardwires and can generate output with great reliability and accuracy.
8.3 Collaborative
Integratingapplication packages with the hardwires of the ver. system was quite
difficult in the early stage of vr technology but now with the efforts and development of
new applications integration problem has been minimized to a great extent and the
developers are trying hard to develop the applications which can be easily collaborated
with the ver. hardwires.
It as no secret that virtual reality has the potential to influence daily life. ...
Yet thisemphasis on consumer-oriented, social virtual reality applications masks the
potential VR technology has to make a splash in the enterprise space and steer the
future of work more generally.
23
CONCLUSION
The term Virtual Reality (VR) issued by many different people with many
meanings. There are some people to whom VR is a specific collection of technologies that
is a Head
Mounted Display, Glove Input Device and Audio. Some other people stretch the
term to include conventional books, movies or pure fantasy and imagination. The NSF
taxonomy mentioned in the introduction can cover these as well. However, my personal
preference, and for purposes of this paper, we restrict VR to computer mediated systems.
"Virtual Reality is a way for humans to visualize, manipulate and interact with
computers and extremely complex data"
The visualization part refers to the computer generating visual, auditory or other
sensual outputs to the user of a world within the computer. This world may be a CAD
model, a scientific simulation, or a view into a database. The user can interact with the
world and directly manipulate objects within the world. Some worlds are animated by other
processes, perhaps physical simulations, or simple animation scripts. Interaction with the
virtual world, at least with near real time control of the viewpoint, in my opinion, is a
critical test for a 'virtual reality'.
Some people object to the term "Virtual Reality", saying it is an oxymoron.
Other terms that have been used are Synthetic Environments, Cyberspace, Artificial
Reality, Simulate tor Technology, etc. VR is the most common and sexiest. It has caught
the attention of the media.
24
REFERENCES
Http://vr.isdale.com/whatisvr/frames/whatisvr4.1.htmlhttp://vresources.jump-
gate.com/applications/applications.shtmlhttp: http://www-vrl.umich.edu/intro/
//www.mic.atr.co.jp/~poup/research/ar/
Franchi, j. Vertual reality: an overview. Eric digest, june 1995
https://en.wikipedia.org/wiki/virtual_realityhttp://www.vrs.org.uk/virtual-reality/what-is-virtual-
reality.html

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VIRTUAL REALITY DOCUMENTATION

  • 2. 2 CONTENTS PAGES Certificate Acknowledgments Declaration Abstract I Chapter 1 Introduction 1Chapter 2 The History of VR 2.1 virtual reality in 21st century. Chapter 3 Types of VR 3.1 window on world 3.2 Immersive VR 3.3 Telepresence 3.4 Augmented VR 4 Chapter 4 Technologies of VR 4.1 Head Mounted Display 4.2 Data gloves 4.3 cave 4.4 software packages 4.5 VRML Chapter 5 Architecture of VR System Chapter 6 Applications of VR 6.1.1VR in Military 6.1.2 VR and education 6.1.3 VR in healthcare 6.1.4 VR for engineering 6.1.5 VRfor entertainment 1
  • 3. 3 6.1.6 VR in communication sector 6.1.7 VRfor training purpose 6.1.8 VR in research centers 6.1. VR in realistic 6.2 VR in cinemas 6.3 VR in automobiles 6.4 VR in museum Chapter 7 7.1 Advantages of VR and 7.2 disadvantages of VR 18 Chapter 8 Future work 8.1High fieldility system8.2 Cost saving 8.3 Collaborative Conclusion 20 References 22
  • 4. 1 CHAPTER1 INTRODUCTION The de function of virtual reality comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experiences 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. We know the world through our senses and perception systems. In school we all learned that we have five senses: taste, touch, smell, sight and hearing These are however only our most obvious sense organs. The truth is that humans have many more senses than this, such as a sense of balance for example. These other sensory inputs, plus some special processing of sensory information by our brains ensures that we have a rich flow of information n from the environment to our minds. 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 virtualreality. Answering "what is virtual reality “in technical terms is straight-forward. Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions. The concepts behind reality are based upon theories about a long held human desire to escape the boundaries of the ‘real world’ by embracing cyberspace.
  • 5. 2 CHAPTER 2 HISTORY OF VIRTUAL REALITY In 1950, flight simulators were built by US Air Force to train student pilots. In 1965, a research program for computer graphics called “The Ultimate Display” was laid out. Until that time VR was just a concept and was not very popular. in 1988, commercial development of VR began. In 1991, first commercial entertainment VR system was released. 2.1 Virtual reality in the 21st century The first fifteen years of the 21st century has seen major, rapid advancement in the development of virtual reality. Computer technology, especially small and powerful mobile technologies, have exploded while prices are constantly driven down. The rise of smart phones with high-density displays and 3D graphics capabilities has enabled a generation of lightweight and practical virtual reality devices. The video game industry has continued to drive the development of consumer virtual reality unabated. Depth sensing cameras sensor suites, motion controllers and natural human interfaces are already a part of daily human computing tasks. Recently companies like Google have released interim virtual reality products such as the Google Cardboard, a DIY headset that uses a Smartphone to drive it. Companies like Samsung have taken this concept further with products such as the Galaxy Gear, which is mass produced and contains “smart” features such as gesture control. Developer versions of final consumer products have also been available for a few years, so there has been a steady stream of software projects creating content for the immanent market entrance of modern virtual reality. It seems clear that 2016 will be a key year in the virtualreality industry.
  • 6. 3 Finally answer then fulfilled promise seamed by virtual laity n the 1990s will come to market at that time. These include the pioneering Oculus Rift, which was purchased by social media giant Face book in 2014 for the staggering sum of $2BN. where the industry is set-to go. When the Oculus Rift releases in 2016 it will be competing with products from Valve Corporation and HTC, Microsoft as well as Sony Computer Entertainment. These heavyweights are sure to be followed by many other enterprises, should the market take off as expected
  • 7. 4 CHAPTER 3 TYPES OF VIRTUAL REALITY 3.1 Windows on World With this kind of system, also known as "desktop VR" the user sees the 3-D world through the 'window ‘of the computer screen and navigates through the space with a control device such as mouse. Like immersive virtual reality, this provides a first-person experience. One low-cost example of a 'Through the window’s ritual l reality system is the 3-D architectural design planning tool Virtues Walkthrough that makes it possible to explore virtual reality on a Macintosh or IBM computer. Developed as a computer visualization tool to help plan complex high-tech filmmaking for the movie The Abyss, Virtues Walkthrough is now used as a set design and planning tool for many Hollywood movies and advertisements as well as architectural planning and educational applications. Similar, less expensive and less sophisticated program that is starting to find use in elementary and secondary schools is Virtues VR (Law, 1994; Paneled and). 3.2 Immersive VR Usually when we think of virtual reality, we think of immersive systems involving computer interface devices such as a head-mounted display (HMD), fiber-optic wired gloves, position tracking devices, and audio systems providing 3-D (binaural) sound. Immersive virtual reality provides an immediate, first-person experience. With some applications, there is a treadmill interface to simulate the experience of walking through virtual space. And in place of the head-mounted display, there is the BOOM viewer from Fake Space Labs which hangs suspended in front of the viewer's face, not on it, so it is
  • 8. 5 not as heavy and tiring to wear as the head-mounted display. In immersive VR, the user is placed inside the image; the generated image is assigned properties which make it look and act real in terms of visual perception and in some cases aural and tactile perception (Brooks, 1988; Turbot, 1990; Beauly, 1991; Mark off, 1991; Minsky,1991; Gehrig, 1992). There is even research on creating virtual smells; an application to patent such a product has been submitted by researchers at the Southwest Research Institute (Varner,1993). 3.3 Telepresence The concept of cyberspace is linked to the notion of telepresence, the feelingofbeinginalocationotherthanwhereyouactuallyare.Relatedtothismeansthat you can control a robot or another device at a distance. In the Jason childrenat different sites across the U.S. have the opportunity to teleoperate the unmanned submarine Jason, the namesake for this innovative science education project directed by Robert Ballard, a scientist as the Woods Hole Oceanographic Institute (EDS, 1991; Ulman, 1993; McLellan,1995). Fig.3.1Telepresence
  • 9. 6 3.4 Augmented VR A variation of immersive virtual reality is Augmented Reality where a see-through layer of computer graphics is superimposed over the real world to highlight certain features and enhance understanding. One application of augmented reality is in aviation, where certain controls can be highlighted, for example the controls needed to land an airplane. And many medical applications are under development(Tubes).
  • 10. 7 CHAPTER 4 TECHNOLOGIES OF VR 4.1 Head-Mounted Display (HMD) Head-mounted displays or HMDs are probably the most instantly recognizable objects associated with virtual reality .They are sometimes are furred to as Virtual Reality headsets or VR glasses. Awe might avenues seed from the name, these are display devices that are attached to our head and present visuals directly to our eyes. At a minimum, if a device conforms to those two criteria we may consider it an HMD in the broad essence. HMD sare not the sole purview of virtual reality, they have been used in military, medical and engineering contexts to name but a few. Some HMDs allow the user to see through them, allowing digital information n to be projected onto the real world. Something which is commonly referred to as augmented reality. When we look at the diversity of HMDs that exist today within the context of virtual reality, it becomes apparent that there’s much more to these devices than strapping two screens to our eyes. In order to allow for an immersive experience either as a personal media device or as a full-on virtual reality interface, there are a number of technologies that can be incorporated in an HMD.
  • 11. 8 Fig.4.1Head Mounted Display. 4.2 Data Gloves A data glove is an interactive device, resembling a glove worn on the hand, which facilitates tactile sensing and fine-motion control in robotics and reality. Gloves are one of several types of electromechanical devices used in hap tics applications. Tactile sensing involves simulation of the sense of human touch and includes the ability to perceive pressure, linear force torque, temperature, and surface texture. Fine- motion control involves the use of sensors to detect the movements of the user's hand and fingers, and the translation of these motions into signals that can be used bya virtual hand(for example, in gaming) or a robotic hand (for example, in remote-control surgery). Fig.4.2. Data gloves
  • 12. 9 4.3 Cave A Cave is typically a video theater sited within a larger room. The walls of a CAVE are typically made up of rear-projection screens,however flat panel displays are becoming more common. The floor can be a downward-projection screen, a bottom projected screen or a flat panel display. The projection systems are very high-resolute ion due to the near distance viewing which requires very small pixel sizes to retain the illus ion of reality. The user wears 3D glasses inside the CAVE to see graphics generated by the CAVE. People using the CAVE can see objects apparently floating in the air, and can walk around them, getting a proper view of what they would look like in reality. This was initially made possible by electromagnetic sensors, but has converted to infrared cameras. The frame of early Caves had to be built from non-magnetic materials such as wood to minimize interference with the electromagnetic sensors, obviously the change to infrared tracking has removed that limitation. A Cave user'smovements are tracked by the sensors typically attached to the 3D glasses and the video continually adjusts to retain the viewer’s perspective. Computers control both this aspect of the CAVE and the audio aspect There are typically multiple speakers placed at multiple angles in the CAVE, providing 3D sound to complement the 3Dvideo. 4.4. Software Packages There are many software packages available in the market. Most of them are paid software like virtual reality studio (100$ approx.), Autodesk Cyberspace Development kit (over 1000$) but there are also some free software like multi verse.
  • 13. 10 4.5. VRML VRMLstands for virtual reality modeling language. It is a standard language for interactive simulation within the World Wide Web. This allows to create virtual worlds network via the internet and hyperlinked with the World Wide Web. Aspects of virtua l world display, interaction and internetworking can be specified using VRML without being dependent on special gear like HMD.VR models can be viewed
  • 14. 11 CHAPTER 5 ARCHITECTURE OF VR SYSTEM Fig.5.1 Architecture of Virtual reality device. Architecture of virtual system consists of input processor, simulation processor, rendering processor and world database.
  • 15. 12 Input Processor It controls the devices used to input information to the computer. The main objective of input processor is to get the coordinate data to the rest of the system with minimal lag time. The main components of input processor include keyboard, mouse, 3D position trackers, a voice recognition system, etc. Simulation Processor The process of imitating real things virtually is called simulation. This is the core of the virtual reality system. It takes the user inputs along with any tasks programmed into the world and determine the actions that will take place in the virtual world. Rendering Processor Simulationprocessor imitates the real things but sensation are not produced to produce this sensation we use rendering processor .It creates the sensation that are output to the user. Separate rendering processes are used for visual, auditory, hap tic and other sensory systems. Each renderer take a description of the world stat from the simulation process or derive it directly from the world database for each time step.
  • 16. 13 World Database This is also known as World Description Files. It stores the object that inhabit the world, scripts that describes actions of those objects. This database contains all the objects which we are going to experience virtue lly. For instance if we want to experience the space virtually then the world database must have all the objects that are in space like the sun, the moon, stars, planets etc.
  • 17. 14 CHAPTER 6 APPLICATIONS OF VIRTUAL REALITY 6.1 Virtual Reality in the Military Fig.6.1Virtual reality parachuting simulation The reality has been adopted by the military includesall three services (army, navyand air force) – where it is used for training purposes. This is particularly useful for training soldiers for combat situations or other dangerous settings where they have to learn how to react in an appropriate manner. A virtualreality simulation enables them to do so but without the risk of death or a serious injury. They can re-enact a particular scenario
  • 18. 15 for example engagement with an enemy in an environment in which they experience this but without the real world risks. This has proven to be safer and less costly than traditional training methods. 6.1.2 Virtual Reality and Education Education is another area which has adopted reality for teaching and learning situations. The advantage of this is that it enables large groups of students to interact with each other as well as within a three dimensional environment. It is able to present complex data in an accessible way to students which is both fun and easy to learn. Plus these students can interact with the objects in that environment in order to discover more about them. 6.1.3 Virtual Reality in Healthcare Healthcare is one of the biggest adopters of virtual reality which encompasses surgery simulation, phobia treatment, robotic surgery and skills training. One of the advantages of this technology is that it allows healthcare professionals to learn new skills as well as refreshing existing ones in a safe environment Plusit allows this without causing any danger to the patients. A popular use of this technology is in robotic surgery. This is where surgery is performed by means of a robotic device – controlled by a human surgeon, which reduces time and risk of complications. Virtual reality has been also been used for training purposes and, in the field of remote tele surgery in which surgery is performed by the surgeon at a separate location to the patientce
  • 19. 16 6.1.4 Virtual Reality in Engineering Virtual reality engineering includes the use of 3D modeling tools and visualize tion techniques as part of the design process. This technology enables engineers to view their project in 3D and gain a greater understanding of how it works. Plus they can spot any flaws or potential risks before implementation. This also allows the design team to observe their project within a safe environment and make changes as and where necessary. This saves both timeand money. What is important is the ability of virtual realityto depict fine grained details of an engineering product to maintain the illusion. This means high end graphics, video with a fast refresh rate and realistic sound and movement. 6.1.5. Virtual Reality in Entertainment Virtual reality games are becoming very popular with many teenagers who love the graphics, animations and best of all, being able to talk to others. After all, what could be better than the chance to interact with top end technology and without any adults to get in the way? These games are available for Xbox 360, PS2 and 3 as well as the Mac and PC so whatever console you use there is a VR game for that. This is pretty cool when you think about it. 6.1.6 VR in communication sector Virtual reality's roots lie in a combination of 3-D still images, computer gaming, computer-assisted instruction, equipment simulators and entertainment experiences. Some VR setups display immersive environments through head-mounted displays that replace or supplement your view
  • 20. 17 6.1.7 VR for training purpose Virtual reality playing an essential part in training industry by providing accurate and error-free training where no space for error while offering training in any field like aviation, defence, industrial and many more. learning through VR diminishes the pointless exercise while recognizing the blunders. A Lot of divisions and organizations are putting resources into VR towards immensity in their innovative work forms. 6.1.8 VR in research centres Research Backs Benefits ofVR Training. Virtualreality (VR) technology is revolutionizing the waycompanies provide employees with engaging learning experiences that help themacquire knowledge and skills, achieve performance goals, and staysafe. There are many more uses of VR than first realised which range from academic researchthrough to engineering, design, business, the arts and entertainment. But irrespective of the use, virtual reality produces a set of data which is then to develop new models, training methods, communication and interaction. Research Backs Benefits of VR Training. Virtual reality is revolutionizing the way companies provide employees with engaging learning experiences that help them acquire knowledge and skills, achieve performance goals, and stay safe. 6.1.9 VR in Realistate VR is used to view the plan of a building. This gives a 3 dimensional image. What architects and developers do is to upload all the virtual versions of the
  • 21. 18 proposed buildings on their virtual reality database and their prospective clients can view the structures from there. It is just like viewing structures that are yet to be built. This is why there are two main categories of architects now the ones that have adopted virtual reality and the ones that being run out of business. 6.2 VR in cinemas A lot of cinemas have adopted VR technology now. They distribute head mounted display units to all viewers for each movie. When the effect of this unit is combined with powerful speakers that have been scattered all over the hall or theatre, it gives serious immersion. You will be engaged and fully immersed in the movie. In fact, you will feel like you are a part of the movie. 6.3 VR in automobiles Ford, a popular automobile giant has already embraced virtual reality in the process of manufacturing vehicles. Prototypes of any proposed vehicle will be uploaded on the virtual reality platform where several engineers can view and make necessary recommendations before the actual vehicle is manufactured. This saves a lot of money, time and effort. The vehicle is only produced. 6.4. VR in Museums The images of the collection of items in several museums are being uploaded on virtual reality platforms by app developers. When this is concluded, viewers will have access to those museums. They will be able to view different museums with their virtual reality head mounted display units from the comfort of their location.
  • 22. 19 They will be able to view the items in different museums located in different continents Right from one spot. This is nothing but convenience. With the virtual reality glasses or head mounted display units, viewers are able to walk through every part of the museum and see what is inside every compartment. If the museum has rooms, viewers can also walk into every room. They can sometimes, adjust the size or position of each item with their data gloves. They can also view
  • 23. 20 CHAPTER7 ADVANTAGES AND DISADVANTAGES 7.1 Advantages of VR Improves retention and recall Simplifies complex problems/situations The reality creates a realistic world. It enables user to explore places. Suitable for different learning styles Innovative and enjoyable. Through Virtual Reality user can experiment with an artificial environment. Real scenarios Can be done remotely saving time and money. Virtual Reality make the education more easily and comfort. 7.2 Disadvantage of VR Simulator Sickness Symptom Simulatorsickness is by no means a new phenomenon. It is similar to motion sickness, which has existed for as long as humans have used additional l modes of transportation, but can occur without any actual motion of the subject. The first documented case of simulator sickness occurred in 1957 and was reported by Heron and Butler in a US Navy helicopter trainer. The most common identifiable symptoms are general discomfort, nausea, drowsiness, headache and in some cases vomiting.
  • 24. 21 Expensive Virtual reality technology is expensive. Common people can hardly manage to have such technologies. It requires additional hardwires which are also very expensive. A big problem with virtual reality is cost: a fully immersive set up such as a CAVE where someone is able to interact with objects in an enclosed space is expensive. In fact it’s that expensive that only university research departments and companies with a research and development (R &D) section are able to afford thistype of setup. Lack of Integration Between application packages Integratingthe virtual reality hardwires with the application package is a major issue. It requires very precise and expertise hands to integrate the application package with the hardwires. The equipments used in virtual reality are very expensive. It consists of complex technology. virtual reality environment we cant move by our own like in the real world.
  • 25. 22 CHAPTER 8 FUTURE WORKS 8.1 High Fidelity systems Researches are being done to enhance the fidelityof virtualreality systems. To take a better experience and making ver. systems more and more reliable scientists are trying hard and are developing new tools. 8.2 Cost-Saving Virtual reality technology is not within the reach of common people because of its highcost and additional hardwires requirement. Developments are going on to make low cost ver. technology. Scientists are trying to develop such tools that require less hardwires and can generate output with great reliability and accuracy. 8.3 Collaborative Integratingapplication packages with the hardwires of the ver. system was quite difficult in the early stage of vr technology but now with the efforts and development of new applications integration problem has been minimized to a great extent and the developers are trying hard to develop the applications which can be easily collaborated with the ver. hardwires. It as no secret that virtual reality has the potential to influence daily life. ... Yet thisemphasis on consumer-oriented, social virtual reality applications masks the potential VR technology has to make a splash in the enterprise space and steer the future of work more generally.
  • 26. 23 CONCLUSION The term Virtual Reality (VR) issued by many different people with many meanings. There are some people to whom VR is a specific collection of technologies that is a Head Mounted Display, Glove Input Device and Audio. Some other people stretch the term to include conventional books, movies or pure fantasy and imagination. The NSF taxonomy mentioned in the introduction can cover these as well. However, my personal preference, and for purposes of this paper, we restrict VR to computer mediated systems. "Virtual Reality is a way for humans to visualize, manipulate and interact with computers and extremely complex data" The visualization part refers to the computer generating visual, auditory or other sensual outputs to the user of a world within the computer. This world may be a CAD model, a scientific simulation, or a view into a database. The user can interact with the world and directly manipulate objects within the world. Some worlds are animated by other processes, perhaps physical simulations, or simple animation scripts. Interaction with the virtual world, at least with near real time control of the viewpoint, in my opinion, is a critical test for a 'virtual reality'. Some people object to the term "Virtual Reality", saying it is an oxymoron. Other terms that have been used are Synthetic Environments, Cyberspace, Artificial Reality, Simulate tor Technology, etc. VR is the most common and sexiest. It has caught the attention of the media.
  • 27. 24 REFERENCES Http://vr.isdale.com/whatisvr/frames/whatisvr4.1.htmlhttp://vresources.jump- gate.com/applications/applications.shtmlhttp: http://www-vrl.umich.edu/intro/ //www.mic.atr.co.jp/~poup/research/ar/ Franchi, j. Vertual reality: an overview. Eric digest, june 1995 https://en.wikipedia.org/wiki/virtual_realityhttp://www.vrs.org.uk/virtual-reality/what-is-virtual- reality.html