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Technical

The document discusses the history and development of virtual reality. It outlines some key milestones such as the development of flight simulators in the 1950s and research into "The Ultimate Display" in 1965. The first commercial VR system was released in 1991. Recent developments include affordable VR headsets using smartphones like Google Cardboard and Samsung Gear. Major companies are expected to release high-quality consumer VR products in 2016, potentially marking the widespread adoption of virtual reality.

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0% found this document useful (0 votes)
17 views35 pages

Technical

The document discusses the history and development of virtual reality. It outlines some key milestones such as the development of flight simulators in the 1950s and research into "The Ultimate Display" in 1965. The first commercial VR system was released in 1991. Recent developments include affordable VR headsets using smartphones like Google Cardboard and Samsung Gear. Major companies are expected to release high-quality consumer VR products in 2016, potentially marking the widespread adoption of virtual reality.

Uploaded by

mukeshcilaveni18
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/ 35

A TECHNICAL SEMINAR

ON
VIRTUAL REALITY
Submitted in partial fulfilment of the requirement for the

BACHELOR OF TECHNOLOGY
IN
INFORMATION TECHNOLOGY
By
K.NIHARIKA-20R91A1225
Under the esteemed guidance of

Mrs.S.PAVANI (Assistant professor)

DEPARTMENT OF INFORMATION TECHNOLOGY


TEEGALA KRISHNA REDDY ENGINEERING COLLEGE
(Affiliated to JNTU, Hyderabad)

Medbowli, Meerpet, Saroornagar, Hyderabad-500097

(2020-2024)
CERTIFICATE

This is to certify that a technical seminar project on “VIRTUAL REALITY” that is being
submitted by K.NIHARIKA in bearing roll no 20R91A1225 in partial fulfilment of the requirement
for the award of the degree Bachelor Of Technology in Information Technology Engineering is a
record of bonafide work carried out by me.

The result of Investigation enclosed in this report have been verified and other satisfactory. The
result of embodied in this thesis have not been submitted to any other University or Institute for the
award of any Degree or Diploma.

Internal guide Head of Department

Mrs.S.PAVANI Dr.V.SIDDA REDDY

Assistant Professor Associate Professor

Principal

Dr.KMV.MADHAN KUMAR
ACKNOWLEDGEMENT

The satisfaction and euphoria that accompanies the successful completion of any task be
incomplete without the mention of the people who made it possible and whose encouragement and
guidance have crowed our efforts with success.

I extend my deep sense of gratitude to Principal Dr.KMV.Madhan Kumar, Teegala Krishna


Reddy Engineering College, Meerpet, for permitting me to undertake this project.

I am indicated to Dr.V.Sidda Reddy, Associate Professor and HOD, Information


Technology and Engineering, Teegala Krishna Reddy Engineering College, Meerpet, for his occident
support and guidance throughout my project.

I am indicated to my guide, Mrs.S.Pavani, Assistant Professor, Information technology and


Engineering, Teegala Krishna Reddy Engineering College, Meerpet, for her occident support and
guidance throughout my project.
Finally, I express thanks to one and all who have helped me in successfully completing this
project. Furthermore I would like to thank my family and friends for their moral support and
encouragement.

Submitted by:
K.NIHARIKA (20R91A1225)
DECLARATION

We are hereby declaring that the technical seminar entitled “VIRTUAL REALITY” is the work
during the academic year 2020-2024 and is submitted by partial fulfillment for the award of degree in
INFORMATION TECHNOLOGY from Jawaharlal Nehru
Technological University,Hyderabad.

SUBMITTED BY:

K.NIHARIKA
(20R91A1225)

CONTENTS
NAME OF THE TOPIC PAGE NO.

ABSTRACT 1

1.INTRODUCTION 2
2.HISTORY OF VIRTUAL REALITY 3

3.TYPES OF VIRTUAL REALITY 4

3.1 Windows on world

3.2 Immersive VR

3.3 Telepresence

3.4 Augmented VR

4.TECHNOLOGIES OF VR 6

4.1 Head Mounted Display

4.2 Data gloves

4.3Cave

4.4Software Packages

4.5 VRML

5.ARCHITECTURE OF VR SYSTEM 9

5.1 Input Processor

5.2 Simulation Processor

5.3 Rendering Processor


5.4 World Database

6.APPLICATIONS OF VIRTUAL REALITY 11

6.1 Virtual Reality in the Military

6.2 VR in Cinemas

6.3 VR in Automobiles

6.4 VR in Museums

7.MODERN VR EXPERIENCES 15

8.THE FUTURE OF VR 17

8.1 Ergonomics of Visual displays

8.2 Tracking Technologies

8.3 Biomedical Research

9.VIRTUAL OBJECTS GENERATION 20

10.ADVANTAGES AND DISADVANTAGES 21

10.1 Advantages of VR

10.2 Disadvantages of VR

11.ANALYSIS 22

11.1 Recurring Problems

11.2 Future use in Architecture

11.3 VR and Time Consumption


11.4 VR as a Communication Tool

12.VR SYSTEM HARDWARE 24

12.1 Input Devices

12.2 VR Engine

12.3 Output Devices

13.FUTURE WORKS 26

13.1 High Fidelity Systems

13.2 Cost-Saving

13.3 Colloborative

14.CONCLUSION 27

15.REFERENCES 28
VIRTUAL REALITY

ABSTRACT:

The virtual reality also offers much potential as a tool for non-traditional learners and these non-
traditional learners include the physically challenged people and people who are going through the
rehabilitation. A sample of the use of virtual reality is the avail of it by the medical student’s training to
become a surgeon. The abbreviation of it is known as VR and it is used by the artists as well because they
utilize it as the creative tool and a medium of expression in the arts. The users of the virtual reality get fully
immersed or partially immersed in the surroundings. The total immersion or full immersion refers to the
person who avails a device to shield him/her from the real world and the partial immersion refers to the
user who can manipulate a virtual reality environment but not locked in the device. The virtual reality
technology can immerse a person in the computer produced the world which is made by the user like a
room, city, and building. With the aid of virtual reality, the users can virtually go anywhere better than the
human imaginations.

1
1.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 virtual reality.

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
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 virtual reality industry.

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.

3
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 children at 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)

4
Fig.3.1Telepresence

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).

5
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.

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,
6
and surface texture. Finemotion 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.4.2. Data glove

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.

7
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
4.5. 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 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

8
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.

5.1 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.

5.2 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 tasks programmed into the world and determine
the actions that will take place in the virtual world.

5.3 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. 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.
9
5.4 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 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.

10
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 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 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.

11
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 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 separate location to the patientce.

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 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.

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

12
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 of VR Training. Virtual reality (VR) technology is revolutionizing the way
companies provide employees with engaging learning experiences that help them acquire knowledge and
skills, achieve performance goals, and stay safe.

There are many more uses of VR than first realised which range from academic research through 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 Realestate

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.

13
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

14
7.MODERN VR EXPERIENCES

This section provides a quick overview of what people are doing with VR systems, and provides a
starting point for searching for similar experiences on the Internet. Here, we can only describe the
experiences in words and pictures, which is a long way from the appreciation gained by experiencing them
yourself. This printed medium (a book) is woefully inadequate for fully conveying the medium of VR.
Perhaps this is how it was in the 1890s to explain in a newspaper what a movie theater was like! If possible,
it is strongly recommended that you try many VR experiences yourself to form first-hand opinions and
spark your imagination to do something better.
VR Hollywood movies continue to offer increasing degrees of realism. Why not make the viewers
feel like they are part of the scene? Movie directors are entering a fascinating new era of film. The tricks of
the trade that were learned across the 20th century need to be reinvestigated because they are based on the
assumption that the cinematographer controls the camera viewpoint. In VR, viewers can look in any
direction, and perhaps even walk through the scene. What should they be allowed to do? How do you make
sure they do not miss part of the story? Should the story be linear, or should it adapt to the viewer's actions?
Should the viewer be a first-person character in the film, or a third-person observer who in invisible to the
other characters? How can a group of friends experience a VR film together? When are animations more
appropriate versus the capture of real scenes?
It will take many years to resolve these questions and countless more that will arise. In the
meantime, VR can also be used as a kind of ``wrapper'' around existing movies
Whatever standard movies or videos that are on the user's hard drive can be streamed to the screen
in the theater. These could be 2D or 3D movies. A projector in the back emits flickering lights and the audio
is adjusted to mimic the acoustics of a real theater.
This provides an immediate way to leverage all content that was developed for viewing on a screen,
and bring it into VR. Many simple extensions can be made without modifying the films. For example, in a
movie about zombies, a few virtual zombies could enter the theater and start to chase you. In a movie about
tornadoes, perhaps the theater rips apart. You can also have a social experience.

15
6.1 VR Cinemas

Imagine having ``movie night'' with your friends from around the world, while you sit together in
the virtual movie theater. You can even have the thrill of misbehaving in the theater without getting thrown
out.
Image generation is crucial in every VR system. Some aspects of it (like constant frame-rate rendering
and CS transformations) were already addressed in previous sections, but there is one more important issue
to mention: speed. To sustain an immersion feeling a high frame rate is required, but visual scenes are
getting larger and more detailed (the number of polygons in the viewing frustum is growing).

These two needs are addressed by high performance hardware image generators (IG). Several
vendors like SGI, Intergraph, Evans&Sutherland, Division or SUN offer a variety of graphics boards that
have different speeds, capabilities and prices

16
8.THE FUTURE OF VR

The future of every new technology, including virtual reality, must be considered in two different
aspects: technological and social. Technological aspects include new research directions and potential use
of them for scientific aims. Social aspects include the influence of new inventions on people: individuals
and society as a whole.
8.1 Ergonomics of visual displays
Up to now, the major interest was paid to visual feedback and visual display technologies.
Nevertheless the quality of nowadays shipped HMDs is far from ideal: resolution is significantly below
eye’s resolving capability, luminance and color ranges do not cover the whole eye’s perception range
(brightness range and gamut respectively), and finally the field of view is relatively narrow. All these
disadvantages make virtual worlds appear “artificial” and unreal, which severely contributes to the
simulator sickness. Despite continuous improvement of operational parameters, LCD- and CRT-based
HMDs (currently at 1280x1024 resolution on 1.2”x1” area [Burd94]) will not offer the ultimate quality.
To overcome these miniaturization problems a competitive solution was presented recently by
HITLab – a virtual retinal display [Koll93, Tidw95]. It uses a laser beam that projects images directly on
the user’s retina. Nowadays this technology offers approximately the quality of an average LCD screen.
Yet, it is very promising: theoretical limits of such displays are essentially equal to the limits of the
human eye. An alternative approach for presenting images to VR user(s) are large projection screens.
Images can be seen with bare eyes, have better brightness and resolution than typical HMDs. Stereo
viewing is possible with light and comfortable LCD shutter- or polarization-glasses.
For the full immersion (360˚ look around) CAVE-type displays or recently introduced domed
projection screens can be used [Lant95]. Toshiba Corporation has lately developed a “volumescanning”
display consisting of many slices of semi-transparent LCD screens.
This new technology allows three-dimensional viewing of stereoscopic images without any
additional equipment [Kame92, Kame93].

17
8.2 Tracking technologies
Today’s tracking technologies have many limitations. First and foremost: in many cases the tracked
volume is very restricted. In practice the user is bound very closely to some point in space (i.e. tracker
reference point) and cannot walk around freely. Moreover, the quality of tracking is often not sufficient –
most of currently used technologies are very sensitive to environmental conditions (the quality of
measurement decreases dramatically with the distance) and introduce considerable latency.
An ideal tracker should be small and lightweight so that it can be comfortably worn by the user. The
working volume for the inside tracking should be big enough to allow free walking for example in a big
room. And at least, the tracker should be immune to any kind of interferences that would guarantee the
equally high measurement precision in the whole volume.
A partial solution for the inside tracking was developed at the UNC – the “optical ceiling” that
allows tracking of the user inside an area of about three by four meters. This approach gives the user
unbound movement freedom and equal tracking precision in the whole working volume.
The inside-out tracking paradigm used in this system offers good quality of orientation
measurement but position measurements still lack the requested precision. The whole installation is
relatively expensive (needs ceiling LED panels and proper controlling of and requires heavy optical
equipment (cameras) to be attached to the HMD.
Nevertheless it is currently the best alternative for the ultimate inside tracking. The idea of outside
tracking is very promising – it may open new possible applications of VR, like navigation systems or place-
sensitive information services.
The currently existing Global Positioning System (GPS) does not offer quality of position
measurement that is sufficient for virtual reality yet, but further development in this area may bring the
required improvements.
Such a high precision GPS in combination with source-independent orientation tracking devices (as
used by the i-glasses! for example) may become then a solution for medium quality but cheap and wide-
spread global VR or AR systems.
8.3 Biomedical research
Sophisticated input and output devices are some of the most expensive parts of VR systems. The
development in the area of microelectronics gives a hope that new, high power “silicon architectures” will
be elaborated relatively fast. On the other hand, current “standard” output and input devices are far below
the satisfying quality. The improvement of them (better resolution, precision etc.) is extremely expensive
mainly because it is bound by technological frontiers. To overcome these problems, biomedical signal
processing could be used both for input and output.
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Based on biosignals measured by electrodes, muscle activity could be detected [Lust93]. By
processing these signals, the positions of body parts could be tracked. Moreover, this approach can be used
for improvement of existing motion prediction techniques (e.g., head movement).
Knowing neural signal patterns that force muscle actions and knowing the head “transfer function”
(i.e. how the head reacts on muscle input), one could more precisely predict the future position and
orientation of the head. The output of computers can be directly connected to the human nerves: instead of
building high (but still too low for the human eye) resolution displays, images could be fed directly into the
eye nerves, instead of providing force and tactile feedback, appropriate nerves in different parts of the body
can be stimulated and so on.
Ultimately one can imagine the direct stimulation of brain cells in order to artificially generate
sensations perceived by human senses. One could just “plug” himself/herself into the computer as
envisioned in William Gibson’s science-fiction novels [Gibs83]. The only question is: Is this what we really
want?

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9. VIRTUAL OBJECTS GENERATION

The virtual space with virtual objects was generated by OpenGL, which is a software interface to
graphics hardware. Although it does not provide high-level commands for describing 3D models, it has an
advantage of high-speed polygon-rendering and is available for various hardware platforms (Shreiner, et
al., 2009; Hearn and Baker, 2004; Wright and Lipchak, 2004). The virtual table tennis ball, racquets, table
and room were constructed by using basic geometric primitives (i.e. points, lines and polygons) Their
shapes and sizes were designed according to the specifications of a standard table tennis game.
Ball The virtual ball is an orange sphere model with a diameter of 0.04m
Racquet Since there is no standard size or shape of a racquet, a round shape virtual racquet (two for
two-player game) with 0.15m diameter and 0.01m thickness was created. The red and black surfaces
represented the two rubber-layers on each racket, and the wood handle is pale yellow in colour that has a
length of 0.075m.
Table The virtual table consists of a rectangular board, a net and legs. The board has a height of
0.76m, and a size of 1.525m in width and 2.74m in length (ITTF, 2004). It is blue in colour with white
boundary lines. The net is represented by crossed grey lines, and the height of it is set to 0.15m.
Room The virtual room is a rectangular cuboid with 4m in width, 6m in length, and 3m in height.
The wood tiles on the floor and ceiling, as well as bricks and pictures on the wall are texture mapped.

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10. ADVANTAGES AND DISADVANTAGES
10.1 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.

10.2 Disadvantage of VR
10.2.1 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.
10.2.2 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 this type of setup
10.2.3 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 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.

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11.ANALYSIS
11.1 Recurring problems
A problem that every respondent mentioned in some way, is the inconvenience of using VR to help
with daily tasks. This study heavily suggests, that for VR to be used in a larger capacity in the architecture
role, then the issue of inconvenience must be resolved. From talking to the respondents, it seemed that the
issue of VR being time consuming was the biggest hindrance, and that is what for the most part causes VR
to be used so infrequently.
The problem of inconvenience according to the respondents are caused by a plethora of issues. The
issues that cause inconvenience are the lack of portability, hardware/software set up process, model
creation, and import. All those problems are consistent with the findings of Dashti & Vasques (2020). That
study suggests that managers found VR to be a technology that has not matured yet.
What is meant by immature according to Dashti & Vasques (2020) is that the technology is too
cumbersome, hard to use and time consuming. The need for a computer to use VR was also reiterated by
the respondents and this is consistent with the findings from Norlund & Rask, (2016).

11.2 Future use in architecture


According to the respondents, most of the ways VR could be used in the future are ways that help
make VR a more social experience. Using VR as a meeting tool, a creative tool and a public
communication tool all involved making it easier to both work with and convey ideas to people. That being
the co-workers and the public. Communication seems to be the strongest motivator that the 18 respondent
had in mind when suggesting ways that VR can be used in the future.
This is consistent with older research that suggests that VR can make communicating to the general
public and other project members easier, compared to traditional design presentation methods (Bergman,
2017). The other motivator seemed to be using VR to gain better understanding of the projects that are
being worked on, both during the design process and before it starts. Using VR in conjunction with AR was
suggested because the respondent thought that they would make better decisions if they saw what the
building looked like in the actual building site before the design process started. The other future use, that
was being able to work and edit models inside a virtual space was suggested because the respondent
thought it would help them gain a better understanding of the model.
They also thought it helped them see mistakes more easily and correct them while in VR. Better
understanding of design and decision making is a finding by an older study. 5.4 VR and time consumption
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The result of this study suggests that inconvenience in the set-up process was the most common issue with
VR for architects. The researcher suspects that this finding falls in line with the fact that the architectural
design process is an iterative process.
This is because during the design process, the models get drawn, reviewed, and then altered, and
this process can happen multiple times. This means that if VR is used to review a model by an architect,
then the user would have to import the model and set up the system multiple times. This could lead to VR
being time consuming, and using it being not worth the time investment if the iterative process is
implemented.

11.3 VR and time consumption


The result of this study suggests that inconvenience in the set-up process was the most common
issue with VR for architects. The researcher suspects that this finding falls in line with the fact that the
architectural design process is an iterative process.
This is because during the design process, the models get drawn, reviewed, and then altered, and
this process can happen multiple times. This means that if VR is used to review a model by an architect,
then the user would have to import the model and set up the system multiple times. This could lead to VR
being time consuming, and using it being not worth the time investment if the iterative process is
implemented.

11.4 VR as a communication tool


The theme of communication was brought up multiple times in the results of this study.
Communication was brought up firstly as an area in the use of VR that needed to be improved by solving
several hardware and software issues. Communication was also somewhat of a motivator when architects
suggested ways that VR can be used in the future. The researcher suspects that the reason that explains
communication being a motivator for the interview respondents is that the architectural design process
tends to be a highly cooperative process, that involves big groups of architects (Nordstrand, 2008).
Architects working in big groups is suspected to be specifically that explains the respondents taking
issue with the VR software not facilitating social interactions. That is because the isolation makes it harder
to work in bigger groups, because of only one person being able to experience the virtual world at a time.
The cooperative nature of the architectural design process design process could also explain why some of
the respondents wanted to see VR be used as a tool to facilitate virtual meetings.

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This would make it easier to communicate ideas quickly with coworkers and other parties that are
involved in the process, even when they are not physically in the same place.

12.VR SYSTEM HARDWARE


The major components of the hardware are the VR engine or computer system, input devices and
output devices

12.1 Input Devices


The input devices are the means by which the user interacts with the virtual world. They send
signals to the system about the action of the user, so as to provide appropriate reactions back to the user
through the output devices in real time. They can be classified into tracking device, point input device, bio-
controllers and voice device. Tracking devices sometimes referred to as position sensors, are used in
tracking the position of the user [1], and they include, electromagnetic, ultrasonic, optical, mechanical and
gyroscopic sensors, data gloves, neural and bio or muscular controllers [2].
Examples of point-input devices include 6DOF mouse and force or space ball. Their technology is
an adaptation of the normal mouse with extended functions and capability for 3D. Voice communication is
a common way of interaction among humans. So it feels natural to incorporate it into a VR system. Voice
recognition or processing software can be used in accomplishing this.

12.2 VR Engine
In VR systems, the VR engine or computer system has to be selected according to the requirement of the
application. Graphic display and image generation are some of the most important factors and time
consuming task in a VR system. The choice of the VE engine depends on the application field, user, I/O
devices, level of immersion and the graphic output required, since it is responsible for calculating and
generating graphical models, object rendering, lighting, mapping, texturing, simulation and display in real-
time.
The computer also handles the interaction with users and serves as an interface with the I/O devices. A
major factor to consider when selecting the VR engine is the processing power of the computer, and the

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computer processing power is the amount of senses (graphical, sound, haptic, etc) that can be rendered in a
particular time frame as pointed.
The VR engine is required to recalculate the virtual environment approximately every 33ms and produce
real time simulation of more than 24fps [4], furthermore, the associated graphic engine should be capable
of producing stereoscopic vision. The VR engine could be a standard PC with more processing power and a
powerful graphics accelerator or distributed computer systems interconnected through high speed
communication network.

12.3 Output Devices


The output devices get feedback from the VR engine and pass it on to the users through the
corresponding output devices to stimulate the senses. The possible classifications of output devices based
on the senses are: graphics (visual), audio (aural), haptic (contact or force), smell and taste. Of these, the
first 3 are frequently used in VR systems, while smell and taste are still uncommon.
Two possible common options for the graphics are the stereo display monitor, and the HMD which
provides a higher level of immersion. In the HMD, the two independent views produced are interpreted by
the brain to provide a 3D view of the virtual world. Audio or sound is an important channel in VR; its
importance is only surpassed by that of visual. 3D sound can be used in producing different sounds from
different location to make the VR application more realistic.
Haptic is used to allow the user feel virtual objects. This can be achieved through electronic signals
or mechanical devices.

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13. FUTURE WORKS
13.1 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.
13.2 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.
13.3 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.
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.

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14.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

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sketching. Interactions, 15(2), 28–36.
 Clore, G. L., Schiller, A. J., & Shaked, A. (2017). Affect and cognition: Three
principles. Current Opinion in Behavioral Sciences, 19, 78–82.
 Dorst, K., & Cross, N. (2001). Creativity in the design process: co-evolution of
problem–solution. Design Studies, 22(5), 425–437.
 Slater, M., & Sanchez-Vives, M. V. (2016). Enhancing our lives with immersive virtual
reality. Frontiers in Robotics and AI, 3, 74. https://doi.org/10.3389/frobt.2016.00074.
 Suh, N. P. (1990). The principles of design. Oxford, England: Oxford University Press.
 Zajonc, R. B. (1980). Feeling and thinking: Preferences need no inferences. American
Psychologist, 35(2), 151–175.

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