Bt20cs013 Report
Bt20cs013 Report
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ABSTRACT
The simplest form of virtual reality is a 3-D image that can be explored
interactively at a personal computer, usually by manipulating keys or the
mouse so that the content of the image moves in some direction or zooms
in or out. More sophisticated efforts involve such approaches as wrap-
around display screens, actual rooms augmented with wearable
computers, and haptic devices that let you feel the display images.
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ACKNOWLEDGEMENT
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TABLE OF CONTENTS:
CHAPTER I....................................................................................................................... 5
INTRODUCTION .......................................................................................................... 5
CHAPTER II...................................................................................................................... 6
HISTORY OF VIRTUAL
REALITY…………………………………………………………………………………………………………. …………………6
CHAPTER III..................................................................................................................... 8
TYPES OF VIRTUAL REALITY ........................................................................................ 8
CHAPTER IV .................................................................................................................. 10
TECHNOLOGIES OF VR ................................................................................................. 10
CHAPTER V ................................................................................................................... 13
ARCHITECTURE OF VR SYSTEM ................................................................................. 13
CHAPTER VI .................................................................................................................. 15
APPLICATIONS OF VIRTUAL REALITY ........................................................................ 15
CHAPTER VII ................................................................................................................. 17
CURRENT PROBLEMS AND FUTURE WORKS ............................................................ 17
CHAPTER VIII ................................................................................................................ 19
SUMMARY ................................................................................................................ 19
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CHAPTER - I
INTRODUCTION:
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.
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 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 virtual reality.
The concepts behind virtual reality are based upon theories about a long
held human desire to escape the boundaries of the 'real world' by
embracing cyberspace.
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CHAPTER - II
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.
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 smartphones 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.
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It seems clear that 2016 will be a key year in the virtual reality industry.
Multiple consumer devices that seem to finally answer the unfulfilled
promises made by virtual reality in the 1990s will come to market at that
time. These include the pioneering Oculus Rift, which was purchased by
social media giant Facebook in 2014 for the staggering sum of $2BN. An
incredible vote of confidence in 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
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CHAPTER - III
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CHAPTER - IV
TECHNOLOGIES OF VR:
Head-Mounted Display (HMD): Head-mounted displays or HMDs are
probably the most instantly recognizable objects associated with virtual
reality. They are sometimes referred to as Virtual Reality headsets or VR
glasses. As we might have guessed 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 broadest sense.
HMDs are 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
to be projected onto the real world.
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.
Fig:1.1 [A]
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Data Glove: 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 virtual reality
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 by a virtual
hand (for example, in gaming) or a robotic hand (for example, in remote-
control surgery).
Fig:1.2 [B]
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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-resolution due to the
near distance viewing which requires very small pixel sizes to retain the
illusion of reality. The user wears 3D glasses inside the CAVE to see 3D
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's movements 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 3D video.
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 multiverse.
VRML: VRML stands 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 virtual world display, interaction
and internet working can be specified using VRML without being
dependent on special gear like HMD.VR models can be viewed by
Netscape or IE with a browser plug-in.
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CHAPTER - V
ARCHITECTURE OF VR SYSTEM:
Fig:2.0 [C]
This database contains all the objects which we are going to experience
virtually. 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.
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CHAPTER - VI
Education is another area which has adopted virtual 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.
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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 telesurgery in which surgery is performed by the surgeon at a
separate location to the patient.
This also allows the design team to observe their project within a safe
environment and make changes as and where necessary. This saves both
time and money.
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CHAPTER - VII
Problems:
Simulator Sickness Symptoms: Simulator sickness is by no means a new
phenomenon. It is similar to motion sickness, which has existed for as
long as humans have used additional 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 Havron
and Butler in a US Navy helicopter trainer. The most common
identifiable symptoms are general discomfort, nausea, drowsiness,
headache and in some cases vomiting.
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 this type of set up.
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Future works:
High Fidelity systems: Researches are being done to enhance the fidelity
of virtual reality systems. To take a better experience and making vr
systems more and more reliable scientists are trying hard and are
developing new tools.
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CHAPTER - VIII
SUMMARY:
Everything we experience in life can be reduced to electrical activity
stimulating our brains as our sensory organs deliver information about
the external world. This interpretation is what we consider to be
"reality." In this sense, the brain is reality. Everything you see, hear, feel,
taste and smell is an interpretation of what's outside, and created
entirely inside your head. We tend to believe that this interpretation
matches very closely to the external world. Nothing could be further
from the truth.
It is the brain that "sees", and in some important ways what it sees does
not reflect the information it derives from sensory input. For this reason,
we are all living in our own reality simulations that we construct as a
result of both what we perceive with our senses and how our brains
modify this perception. Such things as color, smell and taste, for example
are not properties of the outside world itself, but rather a category
created by the process of perception. In order to experience the world in
a meaningful way, the brain must act as a filter/interference between us
and the "real" world.
Words have always been a crude method of relaying intent. VR holds out
the promise of allowing us to literally show one another what we mean
rather than merely describing it with crude verbal approximations. The
limitation of words is that the meaning they convey is only as detailed as
the definitions the reader or listener attaches to them. For this reason VR
offers the possibility of evolving our communication into a kind of
telepathy, ultimately bridging the gap between our discrete
imaginations. "This is what virtual reality holds out to us the possibility of
walking into the constructs of the imagination." - Terence McKenna.
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VR is the ultimate medium of syntactical intent; the only way to
figuratively "show" someone exactly what you mean is to literally show
them. Words are exceptionally ineffective at conveying meaning, as they
are a low-bandwidth, lossy medium of knowledge transference. VR will
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let us remove the ambiguity that is the discrepancy between our internal
dictionaries and bypass communication through symbolism altogether.
The result will be perfect understanding, as all parties behold the same
information. The term Virtual Reality (VR) is used 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, Simulator Technology, etc. VR is the most
common and sexiest. It has caught the attention of the media.
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REFERENCES:
https://fortune.com/2017/10/03/samsung-microsoft-windows-virtual-
reality/ [A]
https://cornershop-immersion.com/en/40-data-gloves [B]
https://www.fortech.ro/introduction-virtual-reality-world [C]
https://www.techtarget.com/whatis/definition/virtual-reality
https://en.wikipedia.org/wiki/Virtual_reality
https://www.researchgate.net/publication/2617390_Virtual_Reality_-
_History_Applications_Technology_and_Future
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