Virtual Reality

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A PROJECT REPORT

ON
“VIRTUAL REALITY”
DREAMING WITH YOUR EYES OPEN

Submitted to
DEPARTMENT OF
ELECTRONICS AND
TELECOMMUNICATION

In Partial fulfillment of the Requirement for the Award of


BACHELOR’S DEGREE IN ELECTRONICS
AND TELECOMMUNICATION ENGINEERING
BY
SHAIKH RABIYA 17ET11
TUNGEKAR UTBA 17CE09
TUNGEKAR AMINA 17ET12
CHAUHAN PRATIMA 16ET01
PATHAN GAUSIYA 19ET05
PASHTE PRANJALI 18DET22
KHAN SAAIMA 18DET07

UNDER THE GUIDANCE OF


PROF. TAIB QURAISHI

DEPARTMENT OF ELECTRONICS
AND TELECOMMUNICATION ENGINEERING
Anjuman-I-Islam’s Kalsekar Technical Campus
Plot No. 2 3, Sector - 16, Near Thana Naka,
Khandagaon, New Panvel - 410206
2019-2020
AFFILIATED TO

UNIVERSITY OF MUMBAI
Anjuman-i-Islam’s Kalsekar Technical Campus
SCHOOL OF ENGINEERING & TECHNOLOGY
Plot No. 2 3, Sector - 16, Near Thana Naka,
Khandagaon, New Panvel - 410206

CERTIFICATE
This is to certify that the project entitled
“VIRTUAL REALITY”
DREAMING WITH YOUR EYES OPEN

submitted by
SHAIKH RABIYA 17ET11
TUNGEKAR UTBA 17CE09
TUNGEKAR AMINA 17ET12
CHAUHAN PRATIMA 16ET01
PATHAN GAUSIYA 19ET05
PASHTE PRANJALI 18DET22
KHAN SAAIMA 18DET07

is a record of bonafide work carried out by them, in the partial fulfilment of the
requirement for the award of Degree of Bachelor of Engineering (Electronics and
telecommunication Engineering) at Anjuman-I-Islam’s Kalsekar Technical Campus, N
Mumbai under the University of MUMBAI. This work is done during year 2018-2019
under our guidance.

Date: / /

(Prof. TAIB QURAISHI) (Prof. TAIB QURAISHI)


Project Supervisor Project Coordinator

(Prof. AFZAL SHAIKH) DR. ABDUL RAZAK HONNUTAGI


HOD, EXTC Department Director

External Examiner
Forwarding Letter

Anjuman-I-Islam’s Kalsekar Technical Campus,


New Panvel,
Navi Mumbai,
410206

Dear Reader

We the students of TE.EXTC assigned with the below mentioned group code are
submitting the report entitled “VIRTUAL REALITY”
. This report encompasses various aspects of analytical mechanisms with its
key impact and various benefits to the society.
This report also highlights some of the ethical and unethical use of the V I R T U A
R E A L I T Y analysis mechanisms which will help the reader to be aware of how to ta
the most from this field in a good cause.

Yours Sincerely,
ET-A1
Acknowledgements

We would like to take the opportunity to express our sincere thanks to our guide
Mr. Taib Quraishi, Assistant Professor, Department of Humanities Applied sci-
ences, AIKTC, School of Engineering, Panvel for his invaluable support and guid-
ance throughout my project research work. Without his kind guidance & support
this was not possible.

We are grateful to him for his timely feedback which helped us track and sched-
ule the process effectively. His time, ideas and encouragement that he gave , helped
us to complete our project efficiently.

We would like to express deepest appreciation towards DR. ABDUL RAZAK


 HONNUTAGI, Director, AIKTC, Navi Mumbai, Prof.Afzal Shaikh , Head of
Department of ELECTRONICS AND TELECOMMUNICATION Engineering Prof. Taib
Quraishi, Project Coordinator
whose valuable guidance supported us in completing this project.
At last we must express our sincere heartfelt gratitude to all the staff members of
EXTC Engineering Department who helped us directly or indirectly during this
course of work.
Project Approval for Bachelor of Engineering
¨ “VIRTUAL REALITY” by
This project entitled
SHAIKH RABIYA, TUNGEKAR UTBA, TUNGEKAR AMINA, PRANJALI PASHTE, CHAUHAN
PRATIMA, PATHAN GAUSIYA, KHAN SAAIMA
is approved for the degree of Bachelor of Engineering in Department of Electronics
Telecommunication Engineering.

Examiners
1. ..............................
2. ..............................

Supervisors

1. ..............................
2. ..............................

Chairman
.............................
Declaration
we declare that this written submission represents our ideas in our own words
and where others ideas or words have been included, we have adequately cited and
referenced the original sources. we also declare that we have adhered to all principl
academic honesty and integrity and have not misrepresented or fabricated or falsifie
idea/data/fact/source in our submission. we understand that any viola-
tion of the above will be cause for disciplinary action by the Institute and can also
evoke penal action from the sources which have thus not been properly cited or from
whom proper permission has not been taken when needed.
SHAIKH RABIYA
Roll Number: 17ET11

TUNGEKAR UTBA
Roll Number: 17CE09

TUNGEKAR AMINA
Roll Number: 17ET12

PRANJALI PASHTE
Roll Number: 18DET22

CHAUHAN PRATIMA
Roll Number: 16ET01

PATHAN GAUSIYA
Roll Number: 16ET05

KHAN SAAIMA
Roll Number: 18DET07
Preface

We are glad to present our project entitled “VIRTUAL REALITY”


DREAMING WITH YOUR EYES OPEN
. The objective of this report is to explain the various terms
related to data analysis and its key mechanisms. As we are well aware of the fact
data is in huge demand at this point of time, so preforming analytical practise has
become a crucial factor.

This report will highlight various mechanisms that has been implemented, its key
impact on society, various applications, some pros and cons of the same.
ABSTRACT
Virtual Reality (VR) is an environment that is simulated by a
computer. Most virtual reality environments are primarily
visual experiences, displayed either on a computer screen or
through special stereoscopic displays, but some simulations
include additional sensory information, such as sound
through speakers or headphones. Some advanced and
experimental systems have included limited tactile, haptic
force feedback. Users can interact with a virtual environment
either through the use of standard input devices such as a
keyboard and mouse, or through multimodal devices such
as a wired glove, boom arm, and/or unidirectional treadmill.
The simulated environment can be similar to the real world,
for example, simulations for pilot or combat training, or it
can differ significantly from reality, as in VR games. In
practice, it is currently very difficult to create a high-fidelity
virtual reality experience, due largely to technical limitations
on processing power and image resolution. However, those
limitations are expected to eventually be overcome as
processor and imaging technologies become more powerful
and cost effective over time.
Very few people, however, really know what VR is, what its basic
principles and its open problems are. In this report a historical
overview of virtual reality is presented, basic terminology and classes
of VR systems are listed. An insightful study of typical VR systems is
done and finds the challenges of Virtual Reality.
Contents

Forwarding Letter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii


Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iv
Project I Approval for Bachelor of Engineering . . . . . . . . . . . . . . . . . . . . . v
Declaration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vi
Preface ................................................ .. vii
Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . viii
Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . x

CHAPTER 1:INTRODUCTION

CHAPTER 2:THE HISTORY OF VR

CHAPTER 3:TYPES OF VR

CHAPTER 4:TECHNOLOGIES OF VR
CHAPTER 5:ARCHITECTURE OF VR SYSTEM

CHAPTER 6:APPLICATION OF VR

CHAPTER 7:CURRENT PROBLEM AND FUTURE WORK

CHAPTER 8:SUMMARY

References and Bibliography


List of Figures

1.1 AUGMENTED REALITY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3


2.1 HEAD MOUNTED DISPLAY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.1 DATA GLOVE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.2 TELEPRESENCE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.3 VIRTUAL REALITY PARACHUTING SIMULATION. . . . . . . . . . . . . . . .
Chapter 1
Introduction

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai

1
Chapter 1
Introduction
The definition of virtual reality comes, naturally, from the definitions for both ‘virtual’
and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as 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 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.

So, in summary, virtual reality entails presenting our senses with a computer generated
virtual environment that we can explore in some fashion.

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai 2
In technical terms…
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.

Features of virtual reality systems


There are many different types of virtual reality systems but they all share the same
characteristics such as the ability to allow the person to view three-dimensional images. These
images appear life-sized to the person.

Plus they change as the person moves around their environment which corresponds with the
change in their field of vision. The aim is for a seamless join between the person’s head and eye
movements and the appropriate response, e.g. change in perception. This ensures that the virtual
environment is both realistic and enjoyable.

A virtual environment should provide the appropriate responses – in real time- as the person
explores their surroundings. The problems arise when there is a delay between the person’s
actions and system response or latency which then disrupts their experience. The person
becomes aware that they are in an artificial environment and adjusts their behaviour accordingly
which results in a stilted, mechanical form of interaction.

The aim is for a natural, free-flowing form of interaction which will result in a memorable
experience.

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai 3
Why have virtual reality?
This may seems like a lot of effort, and it is! What makes the development of virtual
reality worthwhile? The potential entertainment value is clear. Immersive films
and video games are good examples. The entertainment industry is after all a multi-
billion dollar one and consumers are always keen on novelty. Virtual reality has
many other, more serious, applications as well.

There are a wide variety of applications for virtual reality which include:

 Architecture
 Sport
 Medicine
 The Arts
 Entertainment
Virtual reality can lead to new and exciting discoveries in these areas which impact
upon our day to day lives.

Wherever it is too dangerous, expensive or impractical to do something in reality,


virtual reality is the answer. From trainee fighter pilots to medical
applications trainee surgeons, virtual reality allows us to take virtual risks in order to
gain real world experience. As the cost of virtual reality goes down and it becomes
more mainstream you can expect more serious uses, such as education or
productivity applications, to come to the fore. Virtual reality and its cousin
augmented reality could substantively change the way we interface with our digital
technologies. Continuing the trend of humanising our technology.

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai 4
Chapter 2
HISTORY OF VR

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai

5
When we commonly think of Virtual Reality our first thought is to turn to a modern VR headset as well
as all of the various PC applications which are beginning to include virtual-reality support. Virtual-
reality actually has an extensive history with a concept that dates all the way back to the 1930s. In this
article we will discuss the history of VR and how it has evolved since an early concept into the amazing
simulation experience that you can have in your home today.

fig 2.1

VR development in 1930s:
In Pygmalions Spectacles, Stanley G. Weinbaum explains a goggle based
game in which individuals can watch a holographic recording of virtual stories
including touch and smell. This amazing vision of the future would actually
turn into what we think of as virtual-reality today. While it's difficult to
introduce touch and smell elements into the average virtual-reality experience,
these are visions that creators have in mind for the very near future of virtual-
reality experiences. It's amazing to think that 85+ years ago, people were
already thinking about creating simulation experiences using technology. We
still think of these types of plans as we look towards the future of VR. With
rapidly changing technology however, these improvements to the VR
simulation experience may be far closer than decades away.

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai 6
VR development in 1960s:
VR headsets actually started development in the 1960s. Just 30 years from the original thought
of a VR headset, Ivann Sutherland created the very first VR headset for use with military
applications. Using a specialized military software as well as a motion control platform, the first
VR headsets were designed for use in training exercises. These VR training tools have now
become the standard in the military for training for flight exercises, combat situations and more.
An immersive experience is definitely required to push military personnel and prepare them in a
safe training environment before they enter into the field. Many air forces around the world
require an extensive amount of VR training simulations before they will even let a pilot into one
of their aircraft. With the initial development using specialized software and motion controls, VR
research would continue to pave the way for training in the military and beyond. Today’s
military VR headsets are far more advanced, compact and immersive and these training
programs as well as the technology will continue to develop a little bit faster than some of the
products that we might find as regular consumers.

VR development in 2014:
Oculus VR represents the latest revolution in VR technology. When Facebook officially acquired
the Oculus VR system, this showed that virtual-reality was becoming a huge concern for many of
the world's top developers. Although the Oculus Rift was formed out of a kickstarter campaign
in 2012, the deal in 2014 represented a huge boost in their funding and confidence. Later in
2015, Oculus began to acquire other companies like Surreal Vision and built partnerships with
Samsung to develop the Samsung gear VR. As one of the leading companies in VR development,
Oculus has fully functioning VR systems for consumers to purchase and use at home. With
support for a wide range of applications and further applications being developed for specific
use with their VR systems, this was a huge leap forward for VR. After gaining international
attention with the demand after the Facebook deal, this would propel many other developers
into creating their own VR development firms. Oculus in a way started a brand-new VR

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai 7
renaissance with a call to create immersive and simulated experiences for the average consumer.
Previous VR headsets were very technical and inaccessible for the average computer user, but
with plug-and-play compatibility and a wide host of supported applications, Oculus gave the
average consumer hope that they can enjoy VR again.
VR development in 2016 and beyond:
With the initial surge after Oculus Rift, companies all over the world began
building their own VR headsets and producing some fantastic new tech. With
so many new devices coming out from many of the world's top manufacturers,
we are seeing huge developments when it comes to apps, 360° cameras,
inexpensive headsets, VR glass experiences and more. As 3-D graphics continue
to get better and is processing power lines at an exponential rate, VR is
becoming a focus for many developers in the future. There are many consumer
products coming out to compete with Oculus based off its demand as well as
generic products for use with smart phone technology. As many smart phones
have the accelerometer data, advanced soundcards and graphic sets for 3d
rendering users are opting to watch 360 videos and try virtual-reality apps with
their smartphone and home devices like Google Cardboard. Other users
however are holding out for products like the Oculus Rift, Playstation VR and
more. With all of these devices set to drop in mass circulation by the end of
2016 or the start of 2017 we are truly going to start seeing at home VR
experiences which are widespread.

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai 8
Chapter 3
TYPES OF VR

-IMMERSIVE
-AUGMENTED
-PROJECTED
-WINDOW ON A WORLD
SYSTEM (DESKTOP)

Department of electronics and telecommunication Engineering, AIKTC, New


Panvel, Navi Mumbai

9
Chapter 3
The majority of Virtual Entertainment (VE) systems that are currently available to
purchase require a personal computer to power them. And these systems also need
an HMD to help deliver the imagery integral to creating an immersive virtual world.

There are a number of different HMDs on the market at the moment, ranging from
affordable to expensive. Also, some of these devices are more accessible than
others. Google Cardboard, for example, is not only cheap, but due to the fact that it
has been developed for use with a smartphone, just about anyone can experience
Virtual Reality.

But let’s start with a device most will be aware of: the Oculus Rift.

Oculus Rift
At the top of the price range, Oculus Rift plans on being the gold standard
of Virtual Reality HMDs. Specifically designed for video gaming, it has a
high field of view, delivering the very best in immersive virtual
experiences.

Oculus Rift – VR headset


Source: Businessinsider.com

Purchased by Facebook in 2014, Oculus VR are certainly well-funded as


they seek to establish themselves as the go-to Virtual Reality hardware
and software company.
Department of Electronics and telecommunication, AIKTC, New Panvel, Navi
Mumbai 10
HTC Vive
HTC’s VR system – brought to us in partnership with Valve, and powered
by Steam VR – is the leading VR headset and controller combo on the
market today.

HTC Vive – VR and its kinds


Source: The Verge

Its best-in-class technology and content mark it out as a powerful, sleek,


and innovative piece of kit. HTC are delivering breakthrough room-scale
technology and fully immersive gaming experiences, and they’ve chalked
up a fair few awards to further underline their capabilities.

Samsung Gear VR
A little bit more affordable than the Oculus Rift, Samsung’s VR headset is
still powered by Oculus all the same. It does require a smartphone device
to power it, and naturally works best with Samsung brand phones such as
the Galaxy S6, S6 Edge, S7, and S7 Edge.
Samsung Gear VR – mobile VR headset with controller
Source: Samsung.com

Google Cardboard
Another VR headset option for use with your phone, this one is, as
previously mentioned, a great deal cheaper than most other HMDs. And it
couldn’t be easier to use. Simply order one, and once it’s in your
possession, fold it, slot your phone in, and explore a whole host of VR
apps. The perfect option for those who wish to only dip their toe into the
world of Virtual Reality.

Google Cardboard – mobile VR headset by Google


Source: Google Play

Treadmills and Haptic Gloves


Beyond the VR headsets, there are a number of supplementary devices
that serve to further improve the levels of immersion as the user enters
the virtual environment.

If there’s plenty of space (and expendable income) available, then the


Virtuix Omni Treadmill is ideal for allowing its user to take the VR
experience to another level. They can safely walk, run, or even jump in
Department of electronics and telecommunication, AIKTC, New Panvel, Navi
Mumbai
360-degrees, exploring simulated worlds and exercising at the same time.

And then there’s the question of mimicking another key sense – touch.
Haptic gloves, such as the ones developed by Manus VR, will track hand
movement using sensors, while vibrations will provide tactile feedback as
users navigate their way through games.

The Different Kinds of Virtual Reality


These different types of devices will all come together at
some point to create a complete set of VR hardware.
However, there will remain a number of different types of
Virtual Reality systems. One way to distinguish one from
another will be the mode with which it interfaces with its
users. The following are just some of those modes.
Window on World
This particular Virtual Reality system is perfect for the field of medicine.
Typically using a desktop monitor rather than an HMD, it allows its user to
visualize complex medical procedures such a surgeries or colonoscopies.
What’s more, it can also be used for the simulation of a number of training
scenarios.

Immersive System
The next step beyond the Window on World view is the immersion using
a virtual headset. By removing its users from the physical world, and
placing them in a virtual world, the sharp visuals and crisp audio delivered
via the HMD can help them escape everyday life and explore a far-off
land.

Telepresence
Telepresence is exactly what it sounds like: tele, “at a distance”, and
presence, “being present”.
The sensors are therefore controlled and operated remotely by the user.
Consider bomb disposal robots, undersea exploration, and drones as
being operated via telepresence VR.

Mixed Reality
The final kind of Virtual Reality that we will be looking at is Mixed Reality.
This is where computer generated inputs are brought together with the
previously mentioned telepresence inputs or the user’s view of the real
world to create a valuable output.
This could be a fighter pilot’s view of maps or key data points displayed
inside his helmet, or a surgeon being able to view real-time patient
information during a complex surgery while wearing an HMD.

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai
“Virtual reality”
Chapter 4
Technologies of VR
VIRTUAL REALITY is a way to create a computer-generated environment that
immerses the user into a virtual world. When we put on a VR headset it takes us
to a simulated set-up making us completely aloof from the actual surroundings. If
you ever have put on one you would know exactly what I am talking about.
While from an experiential perspective we do understand the concept but what
about the technical backend that goes into making it all possible. Do you really
know how virtual reality works? In this blog, we will understand the technology
behind virtual reality and the basic terminology surrounding the development of
a simulated ecosystem for a head-mounted display (VR headset).

The Basics of How VR Works:

The primary subject of virtual reality is simulating the vision. Every headset aims
to perfect their approach to creating an immersive 3D environment. Each VR
headset puts up a screen (or two - one for each eye) in front of eyes thus,
eliminating any interaction with the real world. Two autofocus lenses are
generally placed between the screen and the eyes that adjust based on individual
eye movement and positioning. The visuals on the screen are rendered either by
using a mobile phone or HDMI cable connected to a PC.

To create a truly immersive virtual reality there are certain prerequisites - a frame
rate of minimum 60fps, an equally competent refresh rate and minimum 100-
degree field of view (FOV) (though 180 degrees is ideal). The frame rate is the
rate at which the GPU can process the images per second, screen refresh rate is
the pace of the display to render images, and FOV is the extent to which the
display can support eye and head movement.
If either of these doesn’t work as per the standards the user can experience
latency i.e. too much time gap between their actions and the response from the
screen. We need the response to be less than 20 milliseconds to trick the brain
which is achieved by combining all the above factors in the right proportion.
Another issue that needs to be catered here is to prevent tearing (cybersickness)
resulting due to the inconsistency between the frame rate and refresh rate. If the
GPU’s fps is more than the screen refresh rate then the image can become
distorted. To counter this issue, we limit the framerate to the monitor’s refresh
rate this done using a tech called Vertical Sync (VSync).

Among the major headsets available today, Vive and Rift both have 110-degree
FOVs, Google Cardboard has 90, the GearVR has 96 and the new Google
Daydream offers up to 120 degrees. As for frame rate, both HTC Vive and
Oculus Rift come with 90hz displays, while the PlayStation VR offers a 60hz
display.
Other Elements of the VR Technology:

Apart from the image there are certain other elements that go into creating an
immersive VR experience, making users completely engrossed in the virtual
environment:

 The Impact of Sound:

Sound effects, when synced with the visuals, can create very engaging effects.
By using a headphone and 3D sound effects the user’s belief in the virtual
environment can be reassured. While crafting sound effects due care needs to be
taken about the consistency between the graphics and the sound. If you start
playing horror music in the background of a fairy tale movie it will just put the
user off.

 Eye and Head Tracking:

Eye and head tracking can be ensured using laser pointers, led lights or mobile
sensors. In mobile, we use the accelerometer to detect three-dimensional
movement, gyroscope for angular movement and magnetometer to identify the
position relative to the Earth. If we need to achieve a very high accuracy then
cameras and sensors can be installed in the room where you would use the
headset. Although this is a much costlier setup as compared to using basic phone
sensors.

Department of electronics and telecommunication, AIKTC, New Panvel, Navi Mumbai


Other Elements of the VR Technology:

Apart from the image there are certain other elements that go into creating an immersive VR
experience, making users completely engrossed in the virtual environment:

 The Impact of Sound:

Sound effects, when synced with the visuals, can create very engaging effects. By using a
headphone and 3D sound effects the user’s belief in the virtual environment can be
reassured. While crafting sound effects due care needs to be taken about the consistency
between the graphics and the sound. If you start playing horror music in the background of a
fairy tale movie it will just put the user off.

 Eye and Head Tracking:

Eye and head tracking can be ensured using laser pointers, led lights or mobile sensors. In
mobile, we use the accelerometer to detect three-dimensional movement, gyroscope for
angular movement and magnetometer to identify the position relative to the Earth. If we need
to achieve a very high accuracy then cameras and sensors can be installed in the room where
you would use the headset. Although this is a much costlier setup as compared to using basic
phone sensors.

Department of electronics and telecommunication Engineering, AIKTC, New


Panvel, Navi Mumbai
11
Department of electronics and telecommunication, AIKTC, New Panvel, Navi
Mumbai

12
CHAPTER 5
ARCHITECTURE
OF VR

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai 13
“virtual reality”
Architecture of Virtual Reality Systems

The creation of VR systems to support virtual environments (VE) is a challenging


problem requiring diverse areas of expertise, ranging from networks to
psychology. Developing VEs is a very expensive task in terms of time and
financial and human resources. VEs can be applied in a broad range of areas,
such as scientific visualization, socializing, training, psychological therapy, and
gaming (for more details, see the “Applications” part of this book). Such a
diversity of applications produces a set of requirements that make it very
difficult, if not impossible, to build a single system that fits all needs.
The result has been the creation of monolithic systems that are highly
optimized to a particular application, with very limited reusability of
components for other purposes. According to Oliveira et al. [179], the problem
of lack of reusability is due to the current trend in the VE community:
developing a new VE system for each different application.
The “reinventing the wheel” and “not invented here” syndromes limit
the innovation and delay the use of VEs in wider areas for the general public.
Monolithic systems such as DIVE [180], MASSIVE [181], NPSNET [182], SPLINE
[183], and dVS/dVISE [184], among others, proliferated in the past due to the
lack of system flexibility for a particular application [179]. The introduction of
more modular architectures led to the emergence of toolkits such as
WorldToolkit [185], Avocado [186], VR Juggler [187], VHD++ [188], and Virtools
(http://www.virtools.com). These software suites have different degrees of
flexibility. Frameworks like VHD++ differ from others due to its specialized skills
in a particular domain, such as virtual humans simulation technologies. All of
them are based on a hierarchical representation of the virtual environment: a
scene graph

INPUT RENDERING
PROCESSOR PROCESSOR

SIMULATION
PROCESSOR

WORLD DATABASE
Department of electronics and telecommunication, AIKTC, New Panvel, Navi
Mumbai

15
Chapter 6
APPLICATIONS OF VIRTUAL REALITY

Department of Electronics and telecommunication , AIKTC, New Panvel, Navi


Mumbai 16
CHAPTER 6

Virtual Reality in the Military

Virtual reality parachuting simulation

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.

Military uses of virtual reality

These include:
 Flight simulation
 Battlefield simulation
 Medic training (battlefield)
Department of Electronics and telecommunication, AIKTC, New Panvel, Navi
Mumbai 17
 Vehicle simulation
 Virtual boot camp

Virtual reality is also used to treat post-traumatic stress disorder. Soldiers


suffering from battlefield trauma and other psychological conditions can learn
how to deal with their symptoms in a ‘safe’ environment. The idea is for them to
be exposed to the triggers for their condition which they gradually adjust to. This
has the effect of decreasing their symptoms and enabling them to cope to new or
unexpected situations.

This is discussed further in the virtual reality treatment for PTSD (post traumatic
stress disorder) article.

VR equipment and the military

Virtual reality training is conducted using head mounted displays (HMD) with an
inbuilt tracking system and data gloves to enable interaction within the virtual
environment.

Another use is combat visualisation in which soldiers and other related personnel
are given virtual reality glasses to wear which create a 3D depth of illusion. The
results of this can be shared amongst large numbers of personnel.

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.

Human simulation software

One example of this is the HumanSim system which enables doctors, nurses and
other medical personnel to interact with others in an interactive environment.
They engage in training scenarios in which they have to interact with a patient
but within a 3D environment only. This is an immersive experience which
measures the participant’s emotions via a series of sensors.

Virtual reality diagnostics


Virtual reality is often used as a diagnostic tool in that it enables doctors to arrive
at a diagnosis in conjunction with other methods such as MRI scans. This
removes the need for invasive procedures or surgery.

Virtual robotic surgery


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 telesurgery in which surgery is
performed by the surgeon at a separate location to the patient.

The main feature of this system is force feedback as the surgeon needs to be able
to gauge the amount of pressure to use when performing a delicate procedure.

But there is an issue of time delay or latency which is a serious concern as any
delay – even a fraction of a second – can feel abnormal to the surgeon and
interrupt the procedure. So there needs to be precise force feedback in place to
prevent this.

Robotic surgery and other issues relating to virtual reality and medicine can be
found in the virtual reality and healthcare section. This section contains a list of
individual articles which discuss virtual reality in surgery etc.

Virtual Reality in Fashion


Fashion is not something that immediately springs to mind when thinking about
virtual reality but nevertheless, it is used by the fashion industry in a variety of
ways.

These include:
 VR software for building virtual fashion stores
 3D avatars (virtual humans) to help with clothes design
 Fashion show in Second Life
 3D fashion portfolio

Second Life is discussed further as a separate article. Please see the Virtual
Reality Games section.

Virtual fashion show


There are situations in which the boundaries are blurred between fashion and
technology, for example, the use of virtual reality as part of a live fashion show.
In that scenario, a 3D image was projected into a real world setting, i.e. a catwalk
as part of the show.

Second Life fashion

Another example is where fashion is influenced by technology, in particular


virtual worlds such as Second Life. The models and clothes are based upon
avatars in that environment.

Girl games and fashion

The meeting of fashion and virtual reality can be seen in games which are
designed for girls. These games combine fashion, music and technology in a way
designed to appeal to the interests of teenage girls.

Virtual Reality in Telecommunications


Telecommunications is another field which has utilised virtual reality
technology, in particular mobile communications which enables easy access to a
variety of VR based projects.

The main challenge is that of dealing with a medium which mainly relies upon
tone of voice, intonation, gesture and body language as compared to spoken
words. In fact, spoken words only account for a very small percentage of the
overall communication.

But traditional forms of communication such as the telephone are being


superseded by video conferencing, Skype and live chat. These communication
mediums can be used on the internet and other similar systems and are seen as
cheaper and more flexible.

Telecommunications can be used to help virtual reality systems such as surgery


simulation or telemedicine. An example of this is remote surgery in which
images from that surgery can be transmitted to various locations around the
world. It also enables surgery to be performed in remote locations using robotic
technology and virtual reality.
Virtual Reality in Film
Virtual reality is a very common theme in science fiction movies, where it is
often used a way to turn the fantastical into something that seems totally real.

TRON, for instance, was one of the first movies to use virtual reality as a plot
element. The main characters were taken from reality and transported into a
virtual world inside a computer. This is not 100% like the virtual reality we know
today but the concept of another reality inside of a computer reminds the same.

Some of the most popular movies of our time use concepts of virtual reality.
Some of these movies, which you’ve probably heard of, include:
 TRON & TRON Legacy
 The Matrix series
 Vanilla Sky

The list continues indefinitely. We can certainly expect such a list to continue
growing in the future as the ideas behind virtual reality are fully explored in film.

Second Life’s Film Festival

Second Life, at one time, partnered with the 48 Hour Film Project to produce the
first film festival to take place in a virtual world.

The participants of the festival had to create a film set totally within the world of
Second Life. In true 48HFP style, they were given a genre, a character, a proper
and a piece of dialogue, which must be incorporated into their films, and went
away to write and edit a Second Life film within 48 hours.

Virtual Reality in Engineering


Virtual reality engineering includes the use of 3D modelling tools and
visualisation 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.

Virtual reality and the design cycle

In some cases, virtual reality can be used from the start of the design lifecycle,
e.g. the initial concept through to the build and implementation stages. This is
reviewed at stages to check for faults, structural weaknesses and other design
issues.

Virtual reality and rail construction

Virtual reality engineering is employed by Balfour Beatty Rail, a rail


infrastructure contractor who includes this as part of their design process. It is
used for planning, prototyping and construction purposes, and helps with project
realisation.

Virtual reality and car design

Car manufacturers use virtual reality for prototyping purposes during the design
process. This enables them to produce several versions which are then tested and
changed as per the results. This removes the need to build a physical prototype
and speeds up the development stage. The result is a cost effective streamlined
process.

An example of this can be seen at the JLR Virtual Reality Centre in the UK. This
is state of the art virtual reality – both semi-immersive and CAVE systems – with
advanced tracking and projection facilities which is used to help design the next
generation of Land Rovers.

Virtual Reality and Education


Education is another area which has adopted virtual 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.
Virtual reality astronomy

For example, astronomy students can learn about the solar system and how it
works by physical engagement with the objects within. They can move planets,
see around stars and track the progress of a comet. This also enables them to see
how abstract concepts work in a three dimensional environment which makes
them easier to understand and retain.

This is useful for students who have a particular learning style, e.g. creative or
those who find it easier to learn using symbols, colours and textures.

One ideal learning scenario is medicine: virtual reality can be used to develop
surgery simulations or three dimensional images of the human body which the
students can explore. This has been used in medical schools both in the UK and
abroad.

The use of virtual reality in medicine is discussed in a series of separate articles


in the virtual reality and healthcare section.

Virtual reality and tech-savvy children

Then there is the fact that children today are familiar with all forms of
technology and use these at school as well as at home. They have grown up with
technology from a very early age and unlike adults, do not have any fear or
hesitation in using it.

Plus we live in a technological society. So it makes sense to implement virtual


reality as one of several forms of technology in order to educate tomorrow‘s
technological elite. Education has moved on from books, pencils and pens to the
use of interactive technologies to help impart knowledge and understanding .

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai
CHAPTER 7
FUTURE WORK ON VIRTUAL REALITY

Department of Electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai 18
What to expect in the future
What is the future for virtual reality gaming? Well, it looks exciting that’s for
certain with new developments invirtual reality gear and games consoles which
play VR games.

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 set up.

Us mere mortals have to make do with a semi-immersive set up such as a pair of


virtual reality glasses, low cost data glove and games console. But if it is the
experience you want then this is a perfectly good way of doing so. But don’t
expect the full, head mounted display (HMD), input device and high end
graphics experience which usually comes with high end systems only.

But like most forms of technology, the price starts to come down which is
usually due to affordable components and products becoming smaller and more
accessible. As more of them become available this also drives down the price
which places them within the reach of many more people than before.

Nanotech VR
There is talk about using nanotechnology as a means of allowing us to push
beyond the boundaries of the human body and enter into the digital world. You
would become one with the virtual environment. Your brain would be uploaded
into a computer system or network which would mean immortality but how
much of this is science fiction rather than hard facts?

Just to bring things back to the present: the reality at the moment is new advances
in gaming technology which makes full use of virtual reality. This will hopefully
lead to new types of games which push the boundaries as well as generating new
experiences.

Department of Electronics and telecommunication Engineering, AIKTC, New


Panvel, Navi Mumbai 19
Challenges for VR
Powerful computers and smartphones will be required
In spite of being full of potential, however, there are also some challenges that should
be addressed in order to ensure the success of VR. Among others, one of the most
significant would be the need for powerful devices that would complement the
headsets. Powerful computers and smartphones will be required to render the
effects that are anticipated. For Oculus Rift, for instance, a powerful video card is
needed for a computer, something you might not have at home, making the VR
technology inapplicable.

VR design
In addition, there are also challenges when it comes to aesthetics. Today’s VR headsets
look almost entirely the same – they are bulky, and they look silly. Manufacturers must
find a way in order to make the design more aesthetically-pleasing.

VR headsets should be affordable


Manufacturers will also be challenged to make VR headsets more affordable so
that more people will be able to purchase it. Most of the models currently available are
just too expensive for average buyers.

Lastly, and perhaps most importantly, the challenge is to find more applications. It is
currently being centered on game-based applications. It has also been recently talked
about because of being used for watching porn. Manufacturers are challenged to come
up with creative ways in order to increase the usefulness of such a promising device.

Conclusion
In sum, while it is undeniable that VR is big in today’s time, there is a lot of room for
improvement. There are limited choices when it comes to VR products available on the
market, and for many, it is still a bit expensive. Others lack knowledge on how it works,
which results into hesitation. There are also some obstacles that have yet to be
addressed and more opportunities to be uncovered. It would be safe to say that it is still
in its infancy, but slowly, it is getting to the top.

Department of Electronics and telecommunication Engineering, AIKTC, New


Panvel, Navi Mumbai 20
CHAPTER 8
SUMMARY

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai

21
S

It is computer hardware and software that produce virtual environments. Technology should
be capable of generating such environments in a way that makes them appear convincingly
real to human users and that allows them to interact with the environments in real time. With
available technology, however, there is a major trade-off between realistic images and
realistic interactivity.

Hardware requirements for virtual environments include very large physical memories,
multiple high-performance scalar processors, high-bandwidth mass storage devices, and
high-speed interface ports for various input and output peripherals. In the committee's
judgment, commercial market forces, if they continue to grow at the current rate, will
probably be sufficient to support the needed development. Therefore, the committee
recommends no aggressive federal involvement in computer hardware development in the
SE area at this time. Rather we conclude that hardware development remain largely a
private-sector activity. Should serious lags in development occur, the government might then
consider strategies for leveraging private-sector development efforts.

Software requirements are such that a major unified research program, focusing on the
generation, implementation, and application of virtual environments, should be undertaken.
The basic topics that need to be considered in such a program include: (1) multimodal
human-computer interactions, (2) rapid specification and rendering of visual, auditory, and
haptic images, (3) models and tools for representing and interacting with physical objects
under multimodal conditions (including automated model acquisition from real data), (4)
simulation frameworks (5) a new time-critical, real-time operating system suitable for virtual
environments with relatively simple input/output en, (6gistratioof real and virtual images in
augmented reality applications, (7) navigational cues in virtual space, (8) the behavior of
autonomous actors, and (9) computer generation of auditory and haptic images. Because the
natural tendency of computer scientists to concentrate on graphics

Department of Electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai 22
“virtual reality”
Advantages of Virtual Reality

1) It enables user to explore places.


2) Through Virtual Reality user can experiment with an artificial environment.
3) Virtual Reality makes the education more easily and comfort.

Disadvantages of Virtual Reality

1) The equipments used in virtual reality are very expensive.


2) It consists of complex technology.
3) In virtual reality environment we cant move by our own like in the real world.

Department of electronics and telecommunication, AIKTC, New Panvel, Navi


Mumbai
Reference

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