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Sab Final Report

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0% found this document useful (0 votes)
17 views10 pages

Sab Final Report

Uploaded by

bilal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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VIRTUAL REALITY

By

Aisha khan, M. Bilal. Bilal Hussain


Software Application in Business
Ma’am Rabiya Ali Khan
ACKNOWLEDGEMENT

We would like acknowledge the appreciation of our respected


Ma’am “ Rabiya Ali Khan” who provided us the opportunity to
present our efforts and idea through this project.
Furthermore we would like to thank our institute “PAF-KIET “
that provided us the opportunity and allow us to us the require
equipment to complete this report on specified time.

1
TABLE OF CONTENTS

introduction 1

3
history 4
applications 5
health and safety 6
Types of Virtual Reality…………………………………………………. 7
Scope of virtual reality……………………………………………………………7

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INTRODUCTION

Virtual reality (VR) is an interactive computer-generated experience


taking place within a simulated environment. It incorporates mainly
auditory and visual feedback, but may also allow other types of sensory
feedback like haptic. This immersive environment can be similar to the
real world or it can be fantastical. Augmented reality systems may also be
considered a form of VR that layers virtual information over a live camera
feed into a headset or through a smartphone or tablet device giving the
user the ability to view three-dimensional images.

Current VR technology most commonly uses virtual reality headsets or


multi-projected environments, sometimes in combination with physical
environments or props, to generate realistic images, sounds and other
sensations that simulate a user's physical presence in a virtual or imaginary
environment. A person using virtual reality equipment is able to "look
around" the artificial world, move around in it, and interact with virtual
features or items. The effect is commonly created by VR headsets
consisting of a head-mounted display with a small screen in front of the
eyes, but can also be created through specially designed rooms with
multiple large screens.

VR systems that include transmission of vibrations and other sensations to


the user through a game controller or other devices are known as haptic
systems. This tactile information is generally known as force feedback in
medical, video gaming, and military training applications.

3
HISTORY

Morton Heilig: The Inventor and "Father" of 'Virtual Reality'


Cinematographer Morton Heilig (dubbed by some "The Father of 'Virtual
Reality'") developed his Sensorama in the mid-1950's. This was an arcade-
style theatre cabinet that stimulated a lot of the user's senses not just their
sight and sound.
It also included a stereoscopic 3D display, fans, 'smell generators' and a
vibrating chair.
Morton was one of the greatest visionaries of his time and if he was alive
today would probably be called a Futurist. He was a Philosopher, Inventor,
Filmmaker and in general a man who looked towards the future and was
way ahead of his time.
But he didn't stop there. Later in the decade, he developed the now famous
Telesphere Mask. This device was patented in 1957 and featured, for the
first time ever, a head-mounted display (HMD)

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APPLICATIONS

VR is most commonly used in entertainment applications such as gaming


and 3D cinema. Consumer virtual reality headsets were first released by
video game companies in the early-mid 1990s. Beginning in the 2010s,
next-generation commercial tethered headsets were released by Oculus
(Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of
application development.[46] 3D cinema has been used for sporting
events, pornography, fine art, music videos and short films. Since 2015,
roller coasters and theme parks have incorporated virtual reality to match
visual effects with haptic feedback .
In robotics, virtual reality has been used to control robots in telepresence
and telerobotic systems. The technology is useful in robotics development
such as in experiments that investigate how robots—through virtual
articulations—can be applied as an intuitive human interface. For instance,
researchers can simulate how robots are remotely controlled in different
environments such as in space. Here, virtual reality not only offers insights
into the manipulation and locomotion of robotic technology but also
shows opportunities for inspection.
"World Skin, A Photo Safari in the Land of War" – Maurice Benayoun,
Jean-Baptiste Barrière, Virtual Reality Installation – 1997
In social sciences and psychology, virtual reality offers a cost-effective
tool to study and replicate interactions in a controlled environment. It can
be used as a form of therapeutic intervention. For instance, there is the
case of the virtual reality exposure therapy (VRET), a form of exposure
therapy for treating anxiety disorders such as post traumatic stress disorder
(PTSD) and phobias.
With the supervision of experts to provide feedback, simulated VR
surgical environment provide effective and repeatable training at a low
cost, allowing trainees to recognize and amend errors as they occur.
Virtual reality has been used in rehabilitation since the 2000s. Despite
numerous studies conducted, good quality evidence of its efficacy
compared to other rehabilitation methods without sophisticated and
expensive equipment is lacking for the treatment of Parkinson's disease. A
2018 review on the effectiveness of mirror therapy by virtual reality and
robotics for any type of pathology concluded in a similar way.

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HEALTH AND SAFETY

There are many health and safety considerations of virtual reality. Most
virtual reality systems come with consumer warnings, including: seizures;
developmental issues in children; trip-and-fall and collision warnings;
discomfort; repetitive stress injury; and interference with medical devices.
Some users may experience twitches, seizures or blackouts while using
VR headsets, even if they do not have a history of epilepsy and have never
had blackouts or seizures before. As many as one in 4000 people may
experience these symptoms. Since these symptoms are more common
among people under the age of 20, children are advised against using VR
headsets. Other problems may occur in physical interactions with one's
environment. While wearing VR headsets, people quickly lose awareness
of their real-world surroundings and may injure themselves by tripping
over, or colliding with real-world objects.
A number of unwanted symptoms have been caused by prolonged use of
virtual reality, and these may have slowed proliferation of the technology.
For example, in 1995, Nintendo released a gaming console known as the
Virtual Boy. Worn as a headpiece and connected to a typical controller,
the Virtual Boy received much criticism for its negative physical effects,
including "dizziness, nausea, and headaches". VR headsets may regularly
cause eye fatigue, as does all screened technology, because people tend to
blink less when watching screens, causing their eyes to become more dried
out. There have been some concerns about VR headsets contributing to
myopia, but although VR headsets sit close to the eyes, they may not
necessarily contribute to nearsightedness if the focal length of the image
being displayed is sufficiently far away. Virtual reality sickness (also
known as cyber sickness) occurs when a person's exposure to a virtual
environment causes symptoms that are similar to motion sickness
symptoms. The most common symptoms are general discomfort,
headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue,
drowsiness, disorientation, and apathy. These motion sickness symptoms
are caused by a disconnect between what is being seen and what the rest of
the body perceives. When the vestibular system, the body's internal
balancing system, does not experience the motion that it expects from
visual input through the eyes, the user may experience VR sickness.

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Types of Virtual Reality
• Immersive VR
• Non Immersive VR
• Window on world VR
IMMERSIVE VIRTUAL REALITY
• In immersive VR you are physically present in nonphysical world.
• It includes
• Continuity of surroundings.
• Freedom of movement.
• Physical interaction.
NON IMMERSIVE VIRYUAL REALITY
• The least immersive implementation of VR techniques.
• Large display but does not surround the user.
• Interaction with the virtual environment can occur by conventional
means such as keyboards, mice.
WINDOW ON WORLD VIRTUAL REALITY
• Desktop base virtual reality.
• A 3 dimensional display.
• Presentation of an artificial environment that replaces users' real-
world.
FUTURE OF VIRTUAL REALITY
The next evolution of Virtual Reality would be where you participate
physically in that VR world indeed. And it’s not just about sitting down -
if you’re a quarterback on example, you actually get to throw a football,
and thus you can interface with the team. This is a kind of stuff that it’s
going to happen. Headsets today are doing a great job at catering to your
visual senses, and as well a little bit of audio. And that’s just 2 of the
senses. Since you begin catering to the rest of the senses - temperature-
wise, body-wise, and smell, the reality factor of VR becomes stronger and
the virtual piece begins to fade.
Improving quality of life there are so many people that don’t want to live a
“normal” life. They deserve to be able to explore, live, and to experience
the wonder of the world.

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Gaming
The most obvious use for virtual reality is gaming! It offers an immersive,
intense, and impressive experience that elevates gaming to practically, a
whole new level.
Space exploration
The potential to fly around in space using a style interface similar to
Google maps would be fun and interesting.
Watching movies
Fully immersive VR movies - can offer so much fun!
Visiting” places
Not so long in the future, VR would allow tours of museums for people
that aren’t able to get to the building, also would let estate agents to give
potential buyers a look around for the property without them having to
leave the comfort of their own home. Simply, VR can be fully
incorporated into events, and this article may help you to get more info
about that.
Surgery
Imagine improved surgery with VR. We can have save more lives than
usual.
CONCLUSION
Visualization of complicated, large data is helpful for understanding and
analysis. VR offers us a new way to interact with computer. VR enables us
to experience the virtual world that is impossible in real world. VR is
changing our life, eventually VR increasingly become a part of our life.
References
https://www.quora.com/What-is-the-future-of-virtual-reality

https://en.wikipedia.org/wiki/Virtual_reality

https://www.techwalla.com/articles/uses-of-virtual-reality

https://www.vrs.org.uk/virtual-reality-applications/

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