Final Virtual Reality
Final Virtual Reality
On
VIRTUAL REALITY
By
V.UTHKARSHA (17K91A04L6)
Mr. GNANESH
By
V. UTHKARSHA (17K91A04L6)
This a record of bonafide work carried out by him during the academic year 2020-21,
under the guidance and supervision of
Coordinator ECE
……………………………………………………………………………………….
External Examiner:
ACKNOWLEDGEMENT
Any attempt at any level can’t be satisfied completely without the report and
guidance of learned people. These words are not enough to show my gratitude towards
them. I would like to express our token of thanks to them.
I express my thanks to Principal Dr. D.V. Ravi Shankar, for extending his
support and encouraging us throughout the technical seminar.
I would also like to thank all the faculty members without whom this Technical
Seminar would have been a distant reality.
ABSTRACT
Virtual reality (VR) is a powerful and interactive technology that changes our life
unlike any other. Virtual reality, which can also be termed as immersive multimedia, is
the art of simulating a physical presence for the audience in places both real and
imaginary. It usually involves two senses namely sight and sound. The key property that
distinguished VR from all previous media types is "presence". Presence is the
psychological sense of "being there", of actually being immersed in and surrounded by in
the environment. This discussion is an attempt to give an overview of the current state of
environment-related VR, with an emphasis on live VR experiences. The technology, art
and business of VR are evolving rapidly. The various fields of VR are discussed to get a
better view about it. The next development based on virtual reality is augmented reality.
DECLARATION
By
V. UTHKARSHA (17K91A04L6)
INDEX
ACKNOWLEDGEMENT I
ABSTRACT II
1.1 Motivation 1
2.4 Telepresence 5
3.3 Cave 8
3.5 VRML 9
CHAPTER 4 ARCHITECTURE OF VR SYSTEM (10- 15)
4 2.4 Telepresence 5
7 3.3 Cave 8
CHAPTER 1
INTRODUCTION
1.1 MOTIVATION
Undoubtedly VR has attracted a lot of interest of people in last few years. Being a new
paradigm of user interface it offers great benefits in many application areas. It provides an easy,
powerful, intuitive way of human-computer interaction. The user can watch and manipulate the
simulated environment in the same way we act in the real world, without any need to learn how
the complicated (and often clumsy) user interface works. Therefore many applications like flight
simulators, architectural walkthrough or data visualization systems were developed relatively
fast. Later on, VR has was applied as a teleoperating and collaborative medium, and of course in
the entertainment area.
Nowadays computer graphics is used in many domains of our life. At the end of the
20th century it is difficult to imagine an architect, engineer, or interior designer working without
a graphics workstation. In the last years the stormy development of microprocessor technology
brings faster and faster computers to the market. These machines are equipped with better and
faster graphics boards and their prices fall down rapidly. It becomes possible even for an average
user, to move into the world of computer graphics. This fascination with a new (ir) reality often
starts with computer games and lasts forever. It allows to see the surrounding world in other
dimension and to experience things that are not accessible in real life or even not yet created.
Moreover, the world of three-dimensional graphics has neither borders nor constraints and can be
created and manipulated by ourselves as we wish – we can enhance it by a fourth dimension: the
dimension of our imagination... But not enough: people always want more. They want to step
into this world and interact with it – instead of just watching a picture on the monitor. This
technology which becomes overwhelmingly popular and fashionable in current decade is called
VirtualReality(VR).
In Chapter 1 you can find about Virtual Reality Technology. In Chapter 2 you
can see complete information about the types of virtual reality. In chapter 3 you can find
about technologies of vr and coming to chapter 4, it's about the architecture of vr system
and at last chapter 5 includes corollary, uses, advantages, drawbacks and applications.
CHAPTER 2
2.4 TELEPRESENCE
CHAPTER 3
TECHNOLOGIES OF VR
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).
Within a virtual reality room or other VR environment, a data glove can allow you to
interact normally with objects -- turning doorknobs, for example -- and receive haptic
feedback to replicate grasping a doorknob and feeling the object in your hand rather than
just making a gesture in air. Haptic feedback is essential to immersiveness, which enables
user engagement in virtual environments, particularly for applications like VR gaming.
3.3 Cave
A cave is typically a video theatre sited within a larger room. The walls of a
CAVE are typically made up of rare-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’s movements are tracked by the sensors typically attached to the 3D
glasses and the video continually adjusts to retain the viewers 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 compliment the
3D video.
There are many software packages available in the market. Most of them are paid
softwares like virtual reality studio(100$ approx.),Autodesk cyber space develpoment
kit(over 1000$) but there are also some free software like multiverse.
3.5 VRML
VRML stands for virtual reality modelling language. It is a standard language for
interactive simulation with a 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.
CHAPTER 4
ARCHITECTURE OF VR SYSTEM
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.
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 task programmed into
the world and determine the actions that will take place in the virtual world.
Simulation processor 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. Seperate rendering processors are used for visual, auditory, haptic and other
sensory systems. Each rendor take a description of the world stat from the simulation
process or derive it directly from the world data base for each time step.
This is also known as world description files. It stores the object that inhabit the
world, scripts that describes actions of those objects.
This data base contains all the objects which we are going to experience virtually. For
instance if we want to experience the space virtually the world data base must have all
the objects that are in space like the sun, the moon, stars, planets etc.
There has been increasing interest in the potential social impact of VR. VR
will lead to a number of important changes in human life and activity (Cline, 2005).
Cline (2005) argued that: VR will be integrated into daily life and activity and it will
be used in various human ways; techniques will be developed to influence human
behavior, interpersonal communication, and cognition (i.e., virtual genetics); as we
spend more and more time in virtual space, there will be a gradual “migration to
virtual space,” resulting in important changes in economics, worldview, and culture
and the design of virtual environments may be used to extend basic human rights into
virtual space, to promote human freedom and well-being, and to promote social
stability as we move from one stage in socio-political development to the next. VR
has had and is still having impact in heritage and archeology, mass media, fiction
books, television, motion pictures, music videos, games, fine arts, marketing, health
care, therapeutic uses, real estates and others numerous to mention.
Mass media
Mass media has been a great advocate and perhaps a great hindrance to the
development of VR over the years. In 1980s and 1990s the news media’s
prognostication on the potential of VR built up the expectations of the technology so
high as to be impossible to achieve under the technology then or any technology to
date. Entertainment media reinforced these concepts with futuristic imagery many
generations beyond contemporary capabilities (http://en.wikipedia.org/wiki/virtual
reality).
Fiction books
There are many science fiction books which described VR. One of the first
modern works to use this idea was Daniel F. Galouye’s novel “Simulacron-3”. The
Piers Anthony’s novel “Killobyte” follows the story of a paralysed cop trapped in a
VR game by a hacker, whom he must stop to save a fellow trapped player with
diabetes slowly succumbing to insulin shock. The first fictional work to fully
describe VR was included in the 1951 book-“The Illustrated Man”. The “Otherland”
series of novels by Tad Williams shows a world where the Internet has become
accessible via VR. It has become so popular and somewhat commonplace that, with
the help of surgical implants, people can connect directly into this future VR
environment. Some other popular fictional works that use the concept of VR include
William Gibson’s “Neuromancer” which defined the concept of cyberspace, Neal
Stephenson’s “Snow Crash”, in which he made extensive reference to the term avatar
to describe one’s representation in a virtual world, and Rudy Rucker’s “The Hacker
and the Ants”, in which programmer Jerzy Rugby uses VR for robot design and
testing.
Television
Motion pictures
There are a lot of motion pictures that explored and used the idea of VR.
Steven Lisberger’s film “TRON” was the first motion picture to explore the idea.
This idea was popularized by the Wachowski brothers in 1999’s motion picture “The
Matrix”. The Matrix was significant in that it presented VR and reality as often
overlapping, and sometimes indistinguishable. Total Recall and David Cronenberg’s
film “ExistenZ” dealt with the danger of confusion between reality and VR in
computer games. Cyberspace became something that most movies completely
misunderstood, as seen in “The Lawnmower Man”. Also, the British comedy “Red
Dwarf” used in several episodes the idea that life is a VR game. This idea was also
used in “Spy Kids 3D: Game Over”. Another movie that has a bizarre theme is
“Brainscan”, where the point of the game is to be a virtual killer. A more artistic and
philosophical perspective on the subject can be seen in Avalon. There is also a film
from 1995 called “Virtuosity” with Denzel Washington and Russell Crowe that dealt
with the creation of a serial killer, used to train law enforcement personnel, that
escapes his VR into the real world.
Music Videos
The lengthy video for hard rock band Aerosmith’s 1993 single “Amazing”
depicted VR, going so far as to show two young people participating in VR
simultaneously from their separate personal computers (while not knowing the other
was also participating in it) in which the two engage in a steamy makeout session,
sky-dive, and embark on a motorcycle journey together.
Fine art
Fine art is also influenced by VR. Artists stated to create impressions using
VR. David Em was the first fine artist to create navigable virtual worlds. Jeffrey
Shaw explored the potential of VR in fine arts with early works like “Legible City”,
“Virtual Museum”, and “Golden Calf”. Char Davies created immersive VR art pieces
in “Osmose” and “Ephémère”. Works such as “Is God Flat”, The “Tunnel under the
Atlantic “, and “World Skin”, by Maurice Benayoun introduced metaphorical,
philosophical or political content, combining VR, network, generation and intelligent
agents. There are other pioneering artists working in VR.
Marketing
Advertising and merchandise have been associated with VR. There are a lot of
television commercials using VR. TV commercials featuring VR have been made
products, such as Nike’s “Virtual Andre”. This commercial features a teenager
playing tennis using a goggle and gloves system against a computer generated Andre
Agassi. There are some others commercials as seen in most English premier league
commercials.
Health care
VR is finding its way into the training of health care professionals. Use
ranges from anatomy instruction to surgery simulation. VR also has numerous
applications that can be directly related to health care. In a white paper on the use of
Virtual Environments for Health Care, Moline (1995) indicated several areas where
patient care can be assisted by VR techniques. These include the use of VR for
remote tele-surgery; the use of VR techniques in local surgery such as endoscopy,
where the surgeon manipulates instruments by viewing a TV monitor; the use of
virtual environments as surgical simulators or trainers; the use of virtual
environments as therapy devices to reduce anxiety or fear. One example is dentists
using 3D eyeglasses to divert a patient’s attention during dental operations and the
use of virtual environments to reduce phobias such as agoraphobia and vertigo.
North et al (1996) provided an overview of current work in the use of VR techniques
to reduce phobias in their book VR Therapy.
Therapeutic uses
CHAPTER 5
COROLLARY
Virtual reality has been adopted by the military – this includes all three services
(army, navy and 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 virtual reality simulation enables them to do so but without the risk of death or a
serious injury. They can re-enact a particular scenario, 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.
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
eachother as well as with in a three dimensional environment.
It is able to present complex data in an accesible 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.
One of the advantages of this technology is that it allows health care professionals to
learn new skills as well as refreshing existing ones in a safe environment plus it 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 seperate
location to the patients.
This also allows the design team to observe their project with in a safe environment and
make changes as and where necessary. This saves both time and money.
What is important is the ability of virtual reality to 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.
Virtuality 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.
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. Infact, you will feel
like you are a part of the movie.
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.
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 do different museums with their virtual
reality head mounted display units from the comfort of their location. They will be able to
view the items in different museums located in different continents right from one spot.
This is nothing but convenience.
Dept of ECE, TKRCET Page 26
VIRTUAL REALITY
Simulator sickness is similar to motion sickness, which has existed for as long as
human 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 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.
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 setup 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 setup.
Integrating the virtual reality hardwires with the application package is a major
issue. It requires very precise and expertise hand to integrate the application package with
the hardwires.
Researches are being done to enhance the fidelity of virtual reality systems .To take
a better experience and making ver. systems more and more reliable scientists are trying
hard and are developing new tools.
Cost-Saving
Virtual reality technology is not within the reach of common people because of its
high cost 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.
Collaborative
Integrating application 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.
CONCLUSION
Dept of ECE, TKRCET Page 28
VIRTUAL REALITY
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