Subject: Augmented and Virtual reality
Practice Question Solutions
Module 1
1. Explain types of VR
2. Explain Key Elements of Virtual Reality Experience
3. Differentiate between Virtual Reality, Telepresence, Augmented Reality, and
Cyberspace
4. Explain VR paradigms
5. Write examples/ advantages/disadvantages of large screen stationary displays /
Desktop VR displays /Hand-based VR displays / Desktop VR displays/ Fishtank VR
6. Explain collaboration in VR
7. Explain the term CAVE/ BOOM
8. Write examples of Stationary displays, Head-based displays, Hand-based displays
Module 2
1. Explain why there is a need for a homogeneous transformation matrix.
2. Justify: 3D rotation is not commutative or Why is 3D rotation more complicated than
2D?
3. Explain Euler's rotation theorem
4. Numerical on quaternion
Ex 1: Find Axis-Angle of rotation corresponding to Quaternion (1, 0,0,0)
Ex2: Compute coordinates of rotated points if given point P=(0,0,1,0) and consider
executing a yaw rotation by π/2 (using quaternion).
5. Explain Yaw, pitch, and roll
6. Explain quaternion (why and how) and explain how it handles all problems with 3D
rotations .
7. Explain different transformations in VR (Viewport transformation, Canonical
transformation, Eye transformation etc...)
Module 5
1. Describe applications of Augmented Reality.
2. Explain Marker detection Procedure.
3. Elaborate Camera transformation.
4. Discuss in brief imperceptible markers.
5. Draw a flowchart of a simple AR system.
6. Draw mediated reality taxonomy.
7. Explain Template markers.
8. Illustrate when to use marker based tracking.
Module 1
1. Explain types of VR
There are four types of Virtual Reality:
● Non immersive VR: Non-immersive virtual reality is a type of virtual reality in which
you interact with a computer generated virtual environment where you can control
some characters or activities within the experience, but the virtual environment is not
directly interacting with you (i.e. without the feel of immersion). Video games are a
prime example of non-immersive VR.
● Fully Immersive VR: It is the complete opposite of Non immersive VR. It ensures a
realistic virtual experience, where you feel as if you are physically present in the
virtual world and the events occurring there are happening to you, be it sight, sound
or even scent. Special equipment like VR glasses, gloves, body detectors equipped
with sense detectors are used to provide this experience, by sending data from the
sensors to the virtual environment in real time. Eg: car racing games
● Semi Immersive VR: It lies in between fully and non immersive VR. By using a
computer screen or VR glasses, you can move around in a virtual environment but
other than your visual experience there are no physical sensations to enhance the
experience. It provides a partially virtual environment. Eg: Flight simulators, virtual
tours
● Collaborative VR: This a type of virtual reality where users from different locations
can come together in a virtual environment in the form of 3D projected characters
and communicate through speech and text. VR collaboration platforms offer users
the ability to choose and edit avatars to represent their likeness as well as custom
environments to host a virtual meet-up, within that, users can host virtual
presentations, edit and visualize designs, collaborate and socialize on any team
projects.
2. Explain Key Elements of Virtual Reality Experience
● A Virtual World: A virtual world is the content of a given medium. It may exist solely in
the mind of its originator or be broadcast in such a way that it can be shared with
others, which means a virtual world can exist without being displayed in a virtual
reality system. A computer based virtual world is the description of objects within a
simulation, when we view that world via a system that brings those objects and
interactions to us in a physically immersive, interactive presentation, we are
experiencing it via virtual reality.
● Immersion: Immersion is a medium that qualifies if its participants are able to
perceive something other than they would have without an external influence. It
acknowledges the possibility of perceiving something besides the world you are
currently living in, in two ways: you can either perceive an alternate world or the
normal world from another point of view.
An alternate world might be a representation of an actual space that exists
elsewhere, or it could be a purely imaginary environment (in the minds of novelists,
composers, and other artists and creative individuals).
Mental immersion state of being deeply engaged; suspension of disbelief;
involvement. Physical immersion bodily entering into a medium; synthetic stimulus of
the body's senses via the use of technology; this does not imply all senses or that the
entire body is immersed/engulfed. Physical immersion is a defining characteristic of
virtual reality; mental immersion is probably the goal of most media creators.
● Sensory Feedback: The VR system provides direct sensory feedback to the
participants based on their physical position. In most cases, it is the visual sense that
receives feedback, although touch experiences are also possible.
Achieving immediate interactive feedback requires the use of a high-speed computer
as a mediating device. Position tracking is the computerized sensing of the position
(location and/or orientation) of an object in the physical world. In order to base the
sensory output of the VR system on the position of the participant, the system must
track their movement. A typical VR system will track the head of the participant and
at least one hand or an object held by the hand.
● Interactivity: For virtual reality to seem authentic, it should respond to user actions,
namely, be interactive. The ability to affect a computer-based world describes one
form of interactivity. Another form is the ability to change one's viewpoint within a
world. Virtual reality is more closely associated with the ability of the participant to
move physically within the world, obtaining a new vantage point through movements
of the head.
3. Differentiate between Virtual Reality, Telepresence, Augmented Reality, and
Cyberspace
4. Explain VR paradigms
● Stationary Displays: They are fixed in place. Although the display doesn’t move, the
world is rendered in response to the user’s bodily position.
● Head-based Displays: They move in conjunction with the user’s head. No matter
which way users turn their head, the display moves, remaining in a fixed position
relative to the body’s sensory inputs. The visual screens remain in front of the users’
eyes, and headphones on their ears.
● Hand-based Displays: are a special case of the head-based paradigm, where users
hold the display in their hand. For visual hand-based displays, monitoring both the
user’s head position as well as the position of the display is required, because the
direction of view is important. They are used to overlay computer graphics imagery
registered with the real world.
5. Write examples/ advantages/disadvantages of large screen stationary displays /
Desktop VR displays /Hand-based VR displays / Desktop VR displays/ Fishtank VR
● Large Screen Stationary Displays:
○ Ex: CAVE, wall displays, and table or desk displays use fixed-position screens
to fill a relatively large portion of the field-of-view (FOV) for one or more
viewers.
○ Advantages:
■ FOV coverage
■ The reduced amount of hardware worn by users, which improves the
ability to see colleagues physically standing next to them due to the
reduced negative impact of latency.
■ The ability of the user to continue to see the physical world while
viewing the virtual world also improves the safety of the system.
○ Disadvantages:
■ An incomplete view of the virtual world (field-of-regard),
■ Cost
■ The difficulty of masking the real world if desired
● Desktop VR Displays/ Fishtank VR:
○ Ex:
○ Advantages:
■ It can usually make use of an existing desktop computer with a few
inexpensive additions. The cost of creating such a system is not
excessive.
■ It can be used right at the user’s desk.
■ It is easier for the user to access, rather than going to another room to
make use of a VR system.
■ A VR system can nearly be completely implemented on a laptop
computer, except not many laptops offer stereoscopic display.
○ Disadvantages:
■ Very limited field-of-view and very limited field-of-regard.
■ Users are only able to see what is immediately in front of them, and a
little off to the side when they lean over.
■ Compared with the other types of visual VR displays, the cost is
minimal, but there are costs to upgrade to a stereoscopic image, along
with some input hardware and software to track the user’s movement.
● Hand-based Displays:
○ Ex: Binoculars, Magic Lens.
○ Advantages:
■ They have an advantage when a VR experience has a natural
interface for which the display is perfectly suited—as with the
binocular, or “magic-lens” interfaces described.
■ The user can choose when to look at a handheld display, it can be
combined with either physical reality or in a screen-based virtual
reality display such as a CAVE.
■ A virtual reality world can be augmented.
■ They tend to not be very encumbering.
○ Disadvantages:
■ They are less immersive, except when used to augment a larger view
6. Explain collaboration in VR
VR collaboration can be defined as a set of processes, tools, and policies that encourage
people to come together in a simulated virtual space where they can work together in
real-time. Collaboration can take place in many ways, space can be shared physically or
virtually, dialogs can be held synchronously (they may work simultaneously on the
environment) or asynchronously (one user works on an object and saves the state or
records the actions of all the work happening in and environment so that they can come
back later to work on it or allow other participants to continue their progress). A virtual entity
(avatar) can represent a human in that environment to help communicate with other
members of the environment. VR allows these avatars to manipulate and work on the 3D
objects in the 3D world through visual and aural senses.
7. Explain the term CAVE/ BOOM
CAVE (Cave Automatic Virtual Environment) is a virtual reality environment consisting of a
cube-shaped VR room in which the walls, floors and ceilings are projection screens and
needs to be dark when it is in use. The user wears a VR headset and interacts with wands,
joysticks or data gloves. Three-dimensional (3-D) images within the cave appear to float in
mid-air and the viewer can walk around an image to study it from all angles through the
headset. Sensors within the room track the viewer's position to align the perspective
correctly.
Binocular Omni-Orientation Monitor (BOOM) is a small box containing two CRT monitors that
can be viewed through the eye holes. The user can grab the box, keep it by the eyes and
move through the virtual world, as the mechanical arm measures the position and orientation
of the box.
8. Write examples of Stationary displays, Head-based displays, Hand-based displays
● Stationary Displays:
○ Visual displays include CAVE-type systems, single large screen systems, and
desktop monitors.
○ Aural displays include Loudspeakers.
● Head-based Displays:
○ Visual displays include the helmet-type display, and BOOM-type displays
(display box into which a user peers that can be moved around on
mechanical linkages).
○ Aural displays include Headphones.
● Hand-based Displays: Example of a haptic hand-based display is the Sensable
Technologies PHANToM arm. It provides a dual role by mechanically tracking the
user’shand as well as providing a force display to the hand.
Module 2
1. Explain why there is a need for a homogeneous transformation matrix.
2. Justify: 3D rotation is not commutative or Why is 3D rotation more complicated
than 2D?
3. Explain Euler's rotation theorem
4. Numerical on quaternion
Ex 1: Find Axis-Angle of rotation corresponding to Quaternion (1, 0,0,0)
Ex2: Compute coordinates of rotated points if given point P=(0,0,1,0) and consider
executing a yaw rotation by π/2 (using quaternion).
Given quaternion: P=(0,0,1,0)
1 1
Rotation quaternion: Q=( , 0, , 0)
2 2
1 1
Q-1=( , 0, − , 0)
2 2
Required coordinates = Q.P.Q-1
1 1
= (− ,0, ,0).Q-1
2 2
= (0,0,1,0)
5. Explain Yaw, pitch, and roll
6. Explain quaternion (why and how) and explain how it handles all problems with 3D
rotations .
7. Explain different transformations in VR (Viewport transformation, Canonical
transformation, Eye transformation etc...)
Module 5
1. Describe applications of Augmented Reality.
● Education: In an Augmented Reality interface students can be seated around a table
and see each other at the same time as a virtual heart floating in their midst. This
results in conversational behavior that is more similar natural face-to-face
collaboration than to screen based collaboration.
● Military: idea here is that an augmented-reality system could provide troops with vital
information about their surroundings, such as showing where entrances are on the
opposite end of a building,somewhat like X-ray vision. AR displays could also
highlight troop movements, and give soldiers the ability to move where the enemy
can't see them.
● Instant Information: Tourists and students could use these systems to learn more
about a certain historical event. It would immerse you in the event, and the view
would be panoramic.
● Gaming: The game could be projected onto the real world around you, and you
could, literally, be in it as one of the characters.
● Architecture: AR can aid in visualizing building projects, computer generated images
of structure can be superimposed into a real life local view of a property before a
physical building is constructed there. AR is also employed in the architecture and
construction industries for space planning and design visualization.
● Automotive Retail: AR can help you to drive to showroom visits & car sales, better
communicate technical details about a car or its components to the customers.
● Sports: team set-plays displayed right in front of you in 3D, pre-game practice with
computer generated opponents,virtual training environments,custom-built training
sets for individual athletes,and much more.
● Obstetrics: to provide visual insights into the stages of child bearing and its effects on
pregnant women.This World-first innovation that is set to revolutionize healthcare for
healthcare professionals and expectant mothers.
● Business Cards: Dynamic AR business cards allow you to fit a lot more into your
business cards, such as information about you, your businesses, company website,
portfolio. Some even allow you to add a voice message to further personalize your
card.
2. Explain Marker detection Procedure.
The first goal of a marker detection process is to find the outlines of potential markers, and
then to deduce locations of marker’s corners in the image. In addition, the detection system
needs to confirm that it really is a marker and decipher its identity. Finally, the system
calculates the pose using the information from the detected marker location. The basic
marker detection procedure consists of the following steps:
A. Image acquisition: acquisition of an intensity image.
B. Preprocessing: low level image processing,undistortion, line detection/line fitting,
detection of the corners of the marker. Before the actual detection of the marker, the
system needs to obtain an intensity image. The first task of the marker detection
process is to find the boundaries of the potential markers. Detection systems use two
approaches: either they first threshold an image and search for markers from the
binary image, or they detect edges from a grayscale image.
C. Detection of potential markers and discard of obvious non-markers: fast rejection of
obvious non-markers and fast acceptance test for potential markers.
D. Identification and decoding of markers: template matching (template markers),
decoding (data markers).
E. Calculation of the marker pose: estimation of marker pose iterative pose and
calculation for accurate pose.
3. Elaborate Camera transformation.
4. Discuss in brief imperceptible markers.
5. Draw a flowchart of a simple AR system.
The capturing module captures the image from the camera
The tracking module calculates the correct location and orientation for a virtual overlay. The
tracking module is the heart of the system, because it calculates the relative pose of the
camera in real time. Pose means the six degrees of freedom (DOF), the 3D location and 3D
orientation of an object.
The rendering module combines the original image and virtual components by using a
calculated pose and then renders the augmented image on display.
6. Draw mediated reality taxonomy.
7. Explain Template markers.
8. Illustrate when to use marker based tracking.