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Final Virtual Reality

This document is a technical seminar report on virtual reality submitted by V. Uthkarsha to the Department of Electronics and Communication Engineering at TKR College of Engineering and Technology. The report provides an overview of virtual reality, including its types, technologies, architecture, and applications. It discusses non-immersive, semi-immersive, and fully immersive virtual reality as well as technologies like head-mounted displays, data gloves, caves, and software packages. The report also outlines the architecture of a virtual reality system and covers corollaries such as applications, advantages, disadvantages, and future works related to virtual reality.

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0% found this document useful (0 votes)
83 views30 pages

Final Virtual Reality

This document is a technical seminar report on virtual reality submitted by V. Uthkarsha to the Department of Electronics and Communication Engineering at TKR College of Engineering and Technology. The report provides an overview of virtual reality, including its types, technologies, architecture, and applications. It discusses non-immersive, semi-immersive, and fully immersive virtual reality as well as technologies like head-mounted displays, data gloves, caves, and software packages. The report also outlines the architecture of a virtual reality system and covers corollaries such as applications, advantages, disadvantages, and future works related to virtual reality.

Uploaded by

Sowmya Kasoju
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 30

A Technical Seminar Report

On

VIRTUAL REALITY

By

V.UTHKARSHA (17K91A04L6)

Under the Esteemed Guidance of

Mr. GNANESH

Assistant Professor, ECE Dept.

DEPARTMENT OF ELECTRONICS AND COMMUNICATION ENGINEERING

TKR COLLEGE OF ENGINEERING AND TECHNOLOGY


(AUTONOMOUS)
(Approved by AICTE, Affiliated to JNTUH, Accredited by NBA, Accredited by
NAAC with A grade)
Medbowli, Meerpet, Saroor Nagar, Hyderabad-500079, Telangana
2020-21
CERTIFICATE

This is to certify that Technical Seminar entitled “VIRTUAL REALITY ” is


being submitted

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

Mr. M. GNANESH Mrs. K. SUKANYA

Assistant Professor Associate Professor

Internal Guide Coordinator

Mrs. J. SUNITHA KUMARI Dr. D. NAGESHWAR RAO

Associate Professor Head of the Department

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 would like to express my immense gratitude to Mr. M. GNANESH, Assistant


Professor for guiding and correcting various documents with lot of attention and care.

I would like to thank Mrs. J. SUNITHA KUMARI, Associate Professor and


Mrs. K. SUKANYA, Associate Professor for co-operating with us and correcting various
documents with lot of attention and care.

I would like to convey my sincere thanks to Dr. D. Nageshwar Rao, HOD,


Department of ECE for his constant support and motivation that has encouraged us to
come up with technical seminar.

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

I declare that the Technical Seminar entitled “VIRTUAL REALITY”, is original


and bonafide work of my own for the award of Degree of BACHELOR OF
TECHNOLOGY and submitted to the Department of ECE, TKR COLLEGE OF
ENGINEERING& TECHNOLOGY, Hyderabad under the guidance of Mr.
GNANESH, Asst. Professor and has not been copied from any earlier reports.

By
V. UTHKARSHA (17K91A04L6)
INDEX
ACKNOWLEDGEMENT I

ABSTRACT II

S.N0 NAME OF THE CHAPTER PAGE NO

CHAPTER 1 INTRODUCTION (1-2)

1.1 Motivation 1

1.2 Literature Survey 1

1.3 Organization of Thesis 2

CHAPTER 2 TYPES OF VIRTUAL REALITY (3-5)

2.1 Non-immersive virtual reality 3

2.2 Semi-immersive virtual reality 4

2.3 Fully Immersive virtual reality 4

2.4 Telepresence 5

CHAPTER 3 TECHNOLOGIES OF VR (6-9)

3.1 Head Mounted Displays 6

3.2 Data Gloves 7

3.3 Cave 8

3.4 Software Packages 9

3.5 VRML 9
CHAPTER 4 ARCHITECTURE OF VR SYSTEM (10- 15)

4.1 Input Processor 10

4.2 Simulation Processor 10

4.3 Rendering Processor 11

4.4 World Data Base 11

4.5 The impact Of VR 11

CHAPTER 5 COROLLARY (16-20)

5.1 Applications of Virtual Reality 16

5.2 Advantages of Virtual Reality 19


5.3 Disadvantages of Virtual Reality 19

5.4 Future Works 20


LIST OF FIGURES
S.NO NAME OF THE FIGURE PAGE NO
1 2.1 Non-Immersive Virtual Reality 3

2 2.2 Semi-immersive virtual reality 4

3 2.3 Fully Immersive Virtual Reality 5

4 2.4 Telepresence 5

5 3.1 Head-mounted displays 6

6 3.2 Data Gloves 7

7 3.3 Cave 8

8 4.1 Architecture of VR System 10

9 5.1 Virtual Reality In Military 16


VIRTUAL REALITY

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.

1.2 LITERATURE SURVEY

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).

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1.3 ORGANISATION OF THESIS

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.

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VIRTUAL REALITY

CHAPTER 2

TYPES OF VIRTUAL REALITY

Virtual reality is a fully digital, computer-generated, three-dimensional


experiential environment. Unlike traditional user interfaces that only allow users to view
a screen, VR allows the user to step inside an experience, to be immersed in and interact
with a 3D world that can either simulate or differ completely from the real world. By
simulating the senses as possible – such as vision, hearing, and sometimes touch – a
computer is transformed into a gatekeeper to a new world. The only limits to a VR
experience are the availability of content and computing power. There are 4 primary
categories of virtual reality simulations used today:  non-immersive, semi-immersive, and
fully-immersive simulations.

2.1 NON-IMMERSIVE VIRTUAL REALITY

Non-immersive virtual experiences are often overlooked as a virtual reality


category because it’s already so commonly used in everyday life. This technology
provides a computer-generated environment, but allows the user to stay aware of and
keep control of their physical environment. Non-immersive virtual reality systems rely on
a computer or video game console, display, and input devices like keyboards, mice, and
controller. A video game is a great example of a non-immersive VR experience.

Fig 2.1 Non-Immersive Virtual Reality

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VIRTUAL REALITY

2.2 SEMI-IMMERSIVE VIRTUAL REALITY

Semi-immersive virtual experiences provide users with a partially virtual


environment. It will still give users the perception of being in a different reality when
they focus on the digital image, but also allows users to remain connected to their
physical surroundings. Semi-immersive technology provides realism through through 3D
graphics, a term known as vertical reality depth. More detailed graphics result in a more
immersive feeling. This category of VR is used often for educational or training purposes
and relies on high-resolution displays, powerful computers, projectors or hard simulators
that partially replicate design and functionality of functional real-world mechanisms.

Fig 2.2 Semi-Immersive Virtual Reality

2.3 FULLY IMMERSIVE VIRTUAL REALITY


Fully-immersive simulations give users the most realistic simulation
experience, complete with sight and sound. To experience and interact with fully-
immersive virtual reality, the user needs the proper VR glasses or a head mount display
(HMD). VR headsets provide high-resolution content with a wide field of view. The
display typically splits between the user’s eyes, creating a stereoscopic 3D effect, and
combines with input tracking to establish an immersive, believable experience. This type
of VR has been commonly adapted for gaming and other entertainment purposes, but
usage in other sectors, namely education, is increasing now as well. The possibilities for
VR usage are endless.

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VIRTUAL REALITY

Fig 2.3 Fully Immersive Virtual Reality

2.4 TELEPRESENCE

Telepresence refers to a set of technologies which allow a person to feel as if


they were present, to give the appearance of being present, or to have an effect,
via telerobotics, at a place other than their true location. Telepresence requires that the
users' senses be provided with such stimuli as to give the feeling of being in that other
location. Additionally, users may be given the ability to affect the remote location. In this
case, the user's position, movements, actions, voice, etc. may be sensed, transmitted and
duplicated in the remote location to bring about this effect. Therefore information may be
traveling in both directions between the user and the remote location.

Fig 2.4 Telepresence

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VIRTUAL REALITY

CHAPTER 3

TECHNOLOGIES OF VR

3.1 Head Mounted Displays

Head-mounted displays (HMDs) are small displays or projection technology


integrated into eyeglasses or mounted on a helmet or hat. Heads-up displays are a type
of HMD that does not block the user’s vision, but superimposes the image on the user’s
view of the real world. An emerging form of heads-up display is a retinal display that
“paints” a picture directly on the sensitive part of the user’s retina. Although the image
appears to be on a screen at the user’s ideal viewing distance, there is no actual screen in
front of the user, just special optics (for example, modified eyeglasses) that reflect the
image back into the eye. Other heads-up displays that are not worn by the user but are
projected on a surface (for example, on a car or plane windshield) are not covered in this
discussion. Some HMDs incorporate motion sensors to determine direction and
movement (for example, to provide context-sensitive geographic information) or as the
interface to an immersive virtual reality application.

Fig 3.1 Head-mounted displays

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VIRTUAL REALITY

3.2 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 virtual reality.
Data gloves are one of several types of electromechanical devices used
in haptics 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 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.

Fig 3.2 Data Gloves

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VIRTUAL REALITY

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.

Fig 3.3 Cave

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VIRTUAL REALITY

3.4 Software Packages

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.

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VIRTUAL REALITY

CHAPTER 4

ARCHITECTURE OF VR SYSTEM

Fig 4.1 Architecture of VR System

Architecture of virtual system consists of input processor, simulation processor, rendering


process and world data base.

4.1 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.

4.2 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 task programmed into
the world and determine the actions that will take place in the virtual world.

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VIRTUAL REALITY

4.3 Rendering Processor

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.

4.4 World Data Base

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.

4.5 The impact of VR

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.

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VIRTUAL REALITY

Heritage and archaeology

The first use of a VR presentation in a Heritage application was in 1994


when a museum visitor interpretation provided an interactive “walk-through” of a 3D
reconstruction of Dudley Castle in England as it was in 1550 (Colin, 2006). This
comprised of a computer controlled laser disc based system designed by British-based
engineer Colin Johnson. The use of VR in Heritage and Archaeology has enormous
potential in museum and visitor centre applications. There have been many historic
reconstructions. These reconstructions are presented in a pre-rendered format to a
shared video display, thus allowing more than one person to view a computer generated
world, but limiting the interaction that full-scale VR can provide.

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

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VIRTUAL REALITY

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

Perhaps the earliest example of VR on television is a Doctor Who serial


“The Deadly Assassin”. This story introduced a dream-like computer-generated
reality known as the Matrix. The first major television series to showcase VR was
“Star Trek: the Next Generation”. They featured the holodeck, a VR facility on
starships that enabled its users to recreate and experience anything they wanted. One
difference from current VR technology, however, was that replicators, force fields,
holograms, and transporters were used to actually recreate and place objects in the
holodeck, rather than relying solely on the illusion of physical objects, as is done
today.

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

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VIRTUAL REALITY

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.

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VIRTUAL REALITY

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

The primary use of VR in a therapeutic role is its application to various


forms of exposure therapy, ranging from phobia treatments, to newer approaches to
treating Post Traumatic Stress Disorder (PTSD) (Goslin & Morie, 1996; Krijn, 2005;
Schuemie, 2003; Schuemie et al., 2001). A very basic VR simulation with simple
sight and sound models has been shown to be invaluable in phobia treatment as a
step between basic exposure therapy such as the use of simulacra and true exposure
(North et al., 1996). A much more recent application is being piloted by the U.S.
Navy to use a much more complex simulation to immerse veterans (specifically of
Iraq) suffering from PTSD in simulations of urban combat settings. Much as in
phobia treatment, exposure to the subject of the trauma or fear seems to lead to
desensitization, and a significant reduction in symptoms.

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VIRTUAL REALITY

CHAPTER 5

COROLLARY

5.1 Applications Of Virtual Reality

Virtual Reality In Military

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.

Fig 5.1 Virtual Reality In Military

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
eachother as well as with in a three dimensional environment.

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VIRTUAL REALITY

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.

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 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.

Virtual Reality in Engineering

Virtual Reality in engineering includes the use of 3D modeling tools and


visualization techniques as part of the design process. The 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 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.

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Virtual Reality in Entertainment

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.

Virtual Reality 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. Infact, you will feel
like you are a part of the movie.

Virtual Reality in Auto mobiles

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.

Virtual Reality 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 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.
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5.2 Advantages of Virtual Reality

 It enables user to explore places.


 Suitable for different learning styles.
 Innovative and enjoyable
 Through Virtual Reality user can experiment with an artificial environment.
 Virtual Reality makes education more easy and comfort.
 Real scenarios can be done remotely saving time and money.

5.3 Disadvantages of Virtual Reality

Simulator Sickness Symptom

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.

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VIRTUAL REALITY

Lack of Integration Between application packages

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.

5.4 Future Works

High Fidelity Systems

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
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VIRTUAL REALITY

A lot of advancements have been made using VR and VR


technology. VR has cut across all facets of human endeavours-
manufacturing/business, exploration, defense, leisure activities, and medicine
among others. The exciting field of VR has the potential to change our lives
in many ways. There are many applications of VR presently and there will
be many more in the future. Many VR applications have been developed for
manufacturing, education, simulation, design evaluation, architectural walk-
through, ergonomic studies, simulation of assembly sequences and
maintenance tasks, assistance for the handicapped, study and treatment of
phobias, entertainment, rapid prototyping and much more. VR technology is
now widely recognized as a major breakthrough in the technological advance
of science.

REFERENCES

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VIRTUAL REALITY

[1]Abshire, K. J. & Barron, M. K. (1998). Virtual maintenance: Real-world


applications within virtual environments, IEEE Proceedings Annual Reliability and
Maintainability Symposium, 132-137.

[2]Aukstakalnis, S. & Blatner, D. (1992). Silicon mirage: The art and science of
virtual reality.Peachpit Press, Berkley.

[3]Bell, J.T. &. Fogler, H.S. (1998). Virtual Reality in the Chemical Engineering
Classroom, Proc. of American Society for Engineering Education Annual
Conference, Seattle, WA.

[4]Bell, J.T. &. Fogler, H.S. (1996a). Vicher: A prototype virtual reality based
educational module for chemical reaction engineering, Computer Applications in
Engineering Education, 4(4).

[5]Bell, J.T. &. Fogler, H.S. (1996b). Recent developments in virtual reality based
education, Proc. of the American Society for Engineering Education Annual
Conference, Washington, DC.

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