Virtual Reality
Virtual Reality
Virtual Reality
ON
“VIRTUAL REALITY”
DREAMING WITH YOUR EYES OPEN
Submitted to
DEPARTMENT OF
ELECTRONICS AND
TELECOMMUNICATION
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: / /
External Examiner
Forwarding Letter
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.
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
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
CHAPTER 1:INTRODUCTION
CHAPTER 3:TYPES OF VR
CHAPTER 4:TECHNOLOGIES OF VR
CHAPTER 5:ARCHITECTURE OF VR SYSTEM
CHAPTER 6:APPLICATION OF VR
CHAPTER 8:SUMMARY
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.
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.
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.
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.
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
-IMMERSIVE
-AUGMENTED
-PROJECTED
-WINDOW ON A WORLD
SYSTEM (DESKTOP)
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.
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.
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.
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.
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:
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 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.
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:
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 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.
12
CHAPTER 5
ARCHITECTURE
OF VR
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
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.
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
This is discussed further in the virtual reality treatment for PTSD (post traumatic
stress disorder) article.
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.
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.
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.
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.
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.
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.
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, 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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