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ACKNOWLEDGMENT
It would be selfish on our part, if we do not thank the people wholend us their thoughts, ideas & gave immense invaluable
suggestions during the course of our design and development
process.
First and foremost we must thank Miss Sraboni Goswami, our
project advisor without whose constant support and advice the
project would not have been in today‟s position. We are thankful to
our friends, classmates and family members who gave us immense
support to complete the project successfully on time.
Finally, if there lies a driving force that kept us going, helped me
not to deviate from our goal, bear us with our long stints on the
computer, it is the constant support and blessing of our parents.
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CONTENTS
Content Page
Executive summary 3
Introduction 4
What is Virtual Reality 5
Origin of Virtual Reality 6
Virtual Reality: Modeling the real world 7
Four key elements in experiencing Virtual Reality 9
Four technologies that are critical for Virtual Reality 10
Four auxiliary technologies that are also important for VR 11
User interaction with Virtual Reality 12
Virtual Reality Devices 16
Levels of immersion within Virtual Reality 19
Applications of Virtual Reality 22
Advantages of Virtual Reality 27
Disadvantage of Virtual Reality 28
Recommendation 29
Conclusion 30
Bibliography 31
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EXECUTIVE SUMMARY
Virtual reality (VR) allows a user to interact with a computer-
simulated environment, be it a real or imagined one. Users can
interact with a virtual environment either through the use of
standard input devices. The simulated environment can be similar to
the real world. No matter how much people thrush out slogan, that
VR can present realistic scenarios, it can also be used to present
scenarios that otherwise would be impossible to experience. The
power of VR is that it can take the created world, real or fantastic,and allow a user to interact with it. VR can allow one or many
people to interact with computer-generated objects and worlds in
the way that they would interact with the real-world (or other)
equivalents. The VR world is effectively an interface that gives users
some feeling of existence within an artificial world created by
computer graphics. For this purpose a variety of visualization
systems and external hardware devices are used to enableinteraction with the VR world. Specialist hardware devices are
available that can give users a greater sense of immersion within
the world. Devices can also be designed to give users feedback from
the virtual world. The most important thing in VR since 1994 is not
the advance in the technologies, but increasing adoption of its
technologies and techniques to increase productivity, team
communication, and reduce costs. Thus VR is all in all a boom as VR
is now really real and is a multi-dimensional effort covering
everything from mechanical engineering and psychophysiology.
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INTRODUCTION
Virtual Reality is no more a dream or a science fiction story
anymore. It is a Reality, though Virtual, but hardly distinguishable
from the real or original. We can easily experience it and thoroughly
enjoy what it has to offer. Amazingly, Virtual Reality has found
widespread application and uses concerning the different facts in the
life of man. We often argue about the benefits of the advancement
of science and technology in various fields, but Virtual Reality needs
no corroboration for its positive uses and purposes. This is just the
beginning of the more far reaching progress that all of us are about
to witness in the sphere of Virtual Reality in future.
We have put in our best endeavor to apprise the reader about the
wonderfully amazing world of Virtual Reality and its uses and
applications. We hope that the reader shall find this project work
useful and informative.
VIRTUAL REALITY
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WHAT IS VIRTUAL REALITY?
Virtual reality (VR) is a technology which allows a user to interact
with a computer-simulated environment, be it a real or imagined
one. 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, haptic systems now include tactile
information, generally known as force feedback, in medical and
gaming applications. 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,
the Polhemus boom arm, and/or omnidirectional treadmill. The
simulated environment can be similar to the real world.
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ORIGIN OF VIRTUAL REALITY
The origin of the term virtual reality is uncertain. It has been
credited to The Judas Mandala, a 1982 novel by Damien Broderick
where the context of use is somewhat different from todays Virtual
Reality. The VR developer Jaron Lanier claims that he coined the
term. A related term coined by Myron Krueger, "artificial reality",
has been in use since the 1970s. The concept of virtual reality was
popularized in mass media by movies such as Brainstorm and The
Lawnmower Man etc., and the VR research boom of the 1990s was
motivated in part by the non-fiction book Virtual Reality by Howard
Rheingold. The book served to demystify the heretofore niche area,
making it more accessible to less technical researchers and
enthusiasts, with an impact similar to what his book The Virtual
Community had on virtual community research lines closely related
to VR.
While virtual reality originally denoted a fully immersive tethered
system, the term has since been used to describe systems lacking
wired gloves, full body suits, etc., such as those driven by VRML and
X3D on the World Wide Web and occasionally even text-based
interactive systems such as MOOs or MUDs. Non-immersive virtual
reality uses a normal monitor, and the person manipulates the
virtual environment using a keyboard, a mouse, a joystick or a
similar input device. The term was used in the early 1990s to
denote 3D computer and video games, particularly first-person
shooters.
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VIRTUAL REALITY: MODELLING
THE REAL WORLD
Video or paintings can be used to represent certain limited
conditions, but a computer-based model is theoretically unbounded.
For example, the same model of an airport may be viewed under a
variety of programmed conditions (bad weather, night-time etc.).
The scope for designing worlds, and the objects within them, is
limitless as real-world constraints, such as gravity, dimension or
even common sense, do not have to apply.
Airplane simulator
Whilst VR can present realistic scenarios, it can also be used to
present scenarios that otherwise would be impossible to experience.A developer could construct a rocket for travel to distant galaxies,
or reconstruct the streets of ancient Pompeii. Theoretically such
boundless opportunity is available in any graphics medium,
dependent only on the skill and imagination of the illustrator. The
power of VR is that it can take the created world, real or fantastic,
and allow a user to interact with it. Interactivity is one of the core
elements of VR and separates it from other two and three-
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dimensional graphics mediums. VR can allow one or many people to
interact with computer-generated objects and worlds in the way
that they would interact with the real-world (or other) equivalents.
Users can apparently fly to distant galaxies or, if they so wish, stand
on the streets of Pompeii just before Vesuvius erupts!
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FOUR KEY ELEMENTS IN
EXPERIENCING
VIRTUAL REALITY
1. A virtual world an imaginary space, often (but not necessarily)
manifested through a medium.
2. Immersion (physical and mental) having a sense of “presence”
within an environment; this can be purely a mental state, or can be
accomplished through physical means Mental Immersion a state of
being deeply engaged, with suspension of disbelief [one can achieve
mental immersion with books, movies, … many different kinds of
media].
3. Physical Immersion bodily entering into a medium.
4. Interactivity in a virtual reality experience, participants are able
to move around and change their viewpoint, generally through
movements of their head.
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FOUR TECHNOLOGIES THAT
ARE CRITICAL FOR
VIRTUAL REALITY
1. The visual (and aural and haptic) displays that immerse the user
in the virtual world and that block out contradictory sensory
impressions from the real world.
2. The graphics rendering system that generates, at 20 - 30
frames/second, the ever-changing images.
3. The tracking system that continually reports the position and
orientation of the user‟s head and limbs.
4. The database construction and maintenance system for building
and maintaining detailed and realistic models of the virtual world.
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FOUR AUXILIARY
TECHNOLOGIES THAT ARE
ALSO IMPORTANT FOR VR
1. Synthesized sound, displayed to the ears, including directional
sound and simulated sound fields.
2. Display of synthesized forces and other haptic sensations to the
kinesthetic senses.
3. Devices, such as tracked gloves with pushbuttons, by which the
user specifies interactions with virtual objects.
4. Interaction techniques that substitute for the real interactions
possible with the physical world.
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USER INTERACTION WITH
VIRTUAL REALITY
The degree of interaction that users have in a VR world depends
loosely on engineering within the world itself and the hardware that
they use to interact with it. A VR world is effectively an interface
that gives users some feeling of existence within an artificial world
created by computer graphics. Users may be represented in the
world in a range of forms: as a complete virtual body, as a part of a
body such as a hand or as a controllable viewpoint. The world can
be engineered to give users control of elements within it, for
example a vehicle, and navigation can be enhanced by including
three-dimensional signposts, instruments or buttons. It is also
possible to add text or other two-dimensional graphic aids to a VR
world to assist users in their tasks.
A variety of visualisation systems and external hardware devices are
used to enable interactions with VR worlds. The level of 'immersion'
within a world is dependent upon the devices that are used, and the
sort of interactivity that is designed into the world. The most
common systems for viewing VR worlds can be summed up as
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• Projected
The user's field of vision is effectively filled by screens displaying
a projected virtual world. Projection may be onto large concave
screens in front of the user or within 'caves' or 'sheds' that users
walk into. The latter can fill a 360 degree field of vision.
• Headsets
Users wear stereoscopic glasses or head-mounted displays
(HMDs) which place small screens right in front of their eyes.
HMDs enhance users‟ feeling of immersion/interaction within a
world by excluding any glimpse of the real world and by revising
the view of the virtual world as the user move their head to look
around.
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• Desk-top.
The virtual world is projected onto the screen of a standard
computer monitor. This approach relies on interactive features
built into the world to provide a degree of immersion for users
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• Table-top
The virtual world is projected onto a horizontal table-top screen,
and is otherwise similar to the desk-top display. It allows
interaction in circumstances where a horizontal format is
appropriate. For example, a mechanic could learn how to fix a
virtual machine in a way that simulates working on a real table-
top.
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VIRTUAL REALITY DEVICES
Specialist hardware devices are available that can give users a
greater sense of immersion within the world. These devices include
the HMD and sensor or data-gloves, which are designed to allow
natural movements of the head or the hands in the real world to
control movements in a virtual world. However, the standard
computer keyboard, mouse, joystick or the more VR-specific
spaceball can enable a user to control a vehicle, avatar, tool or
viewpoint and offer a level of immersion within a virtual world.
Head Mounted Displays
Tiny displays, mounted in a helmet, suspended one in front of each
eye (in opaque HMDs), or projecting onto half-silvered mirrors in
front of each eye (in see-through HMDs)
Projection-Based Systems
A system in which the user is surrounded by images, projected onto
large screens. The prototypical example is the CAVE , developed by
Carolina Cruz-Neira et al. at the University of Illinois, Chicago, and
presented at SIGGRAPH in 1993.
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Comparison of HMDs and IPDs
IPDs offer:
1) A wide, surrounding field of view.
2) The ability to provide a shared experience to a small group
but, only one person (or none) in the group will be tracked
(1999) [now (2004), there are possibilities to track two
people].
Principal disadvantages of IPDs:
1) The cost of multiple image generation systems [now (2004),
this is not a serious limitation] space requirements for rear
projection [4-8 feet or more, depending on the size of the
screen]
2) Brightness limitations, due to large screen size [combined
with projector brightness limitations], which results in scenes
of approximately full-moon brightness, and hinders color
perception now (2004) companies like Christie Digital offerextremely high brightness projectors, such as the Mirage
10000 (10,000 lumens) but, these projectors, with native
stereoscopic capabilities, are extraordinarily expensive (MSRP
$150,000 each)
3) Corner and edge effects that intrude on displayed scenes [an
alternative: Dome systems, in which imagery is projected
onto a hemisphere surrounding the viewer(s)]
4) Reduced contrast and color saturation due to light scattering,
especially from opposing screens [this problem seems
inherent in the geometry; may be ameliorated by careful
choice of screen material.]
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Panoramic Displays
One or more screens arranged in a panoramic configuration; or a
single, curved screen, on which images from multiple projectors are
tiled together [issues: edge blending, on-the-fly color calibration,
viewpoint-dependent distortion correction, viewpoint-dependent
gain correction]
Workbenches
Flat, rear-projection screens that display images in stereo, and can
be set up in a horizontal or tilted position.
Boom
Developed by Fakespace a moveable, tracked stereoscopic display
that the viewer looks into.
Fishtank VR
A system in which images are displayed on a desktop monitor,
usually in stereo, and coupled to the location of the head, which is
tracked, resulting in the illusion of looking into a „fishtank‟. [stereo
is configured so that the displayed objects appear to be behind thescreen surface]
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Partially Immersive
The hardware that is used in these systems allows users to remain
aware of their real-world surroundings rather than being fully
immersed in the virtual world. For example, a partially immersive
system may include a sensor-glove and a virtual hand but use a
desk-top screen for visualisation. In this case, users are fully aware
of their surroundings but can interact with the world with natural
movements using the glove. Desk-top systems which allow users to
control movements using a standard mouse offer a lesser degree of
immersion
Data-Gloves
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APPLICATIONS OF VIRTUAL
REALITY
The most important thing in VR since 1994 is not the advances in
technologies, but the increasing adoption of its technologies and
techniques to increase productivity, improve team communication,
and reduce costs.
VR is now really real.Virtual reality has been described as a
'multidisciplinary effort covering everything from mechanical
engineering to psychophysiology'.Some of the more obvious applications of VR are those where a
computer permits simulations of the real world in a safe, controlled
or more economical environment.
• Demonstration
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• Pilot production - has real users but remains in the
developers‟ hands, under test
• Production - has real users doing real work, with the systemin the users‟ hands.
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• Vehicle simulation - vehicle crash testing or wind-tunnel
experiments
• Entertainment —virtual sets, virtual rides.
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• Vehicle design —ergonomics, styling, engineering
• Training - National Aeronautics and Space Administration,
vehicle, surgery etc.
• Medicine - psychiatric treatment.
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ADVANTAGES OF VIRTUAL
REALITY
It is cheaper, safer, and more efficient to train in a simulator than in
a real aircraft or ship; with VR, it is possible to simulate emergency
scenarios. Great gains were found in the effects on the design
process. In the ability to more efficiently and effectively
communicate ideas.
It is more useful in training and experience.
Examples: Astronaut training at NASA Psychiatric treatment atGeorgia Tech-Emory.
• Fear of flying.
• Fear of heights.
• Fear of public speaking.
• Post-traumatic stress disorders.
• Fear of spiders.
For NASA, it offers the ability to simulate alternative physics. For
psychiatry, it can save money, and offers a „safe‟ form of exposure
to traumatic stimuli.
What aspects of the VR make it work so well?
• Immersion is complete (or nearly complete).
• The near-field haptics are perfect.
What aspects of the VR are critical to success?
• Realism of the graphics.
• Realism of the sound.
• Realism of the haptics.
• Realism of the motion.
• Realism of the interaction. (how the displays respond to
user’s actions)
• True scale.
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DISADVANTAGE OF VIRTUAL
REALITY
Of course, Virtual Reality has some disadvantages as well. First,
there is the cost: A Virtually Reality devices sells for more than
$6,000 and requires a monthly licensing fee. That price tag doesn't
put it out of reach for most users, but it is a significant investment.
Also, the medicinal therapy does not work for everyone--and it
works better for some people than for others. Some studies havefound, for example, that people who are more hypnotizable or more
easily able to block out distraction and be absorbed in an activity
like reading are also more likely to benefit from virtual reality
exposure therapy.
Some of principle disadvantages are.
• System latency.
• The farther the design gets from its originator, the better the
visuals need to be, in order to enable the viewer to get an
accurate, internalized perception of the design.
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RECOMMENDATION
Our research on VIRTUAL REALITY has revealed many hot
and open challenges in this ever growing field.
Technological:
• Lowering latency.
• Rendering massive models in real time.
• Choosing which display best fits each application (HMD,
CAVE, panorama, bench).
• Producing satisfactory haptic augmentation for VR
illusions.
Systems
• Interactive more effectively with virtual worlds:
• Manipulation• Specifying travel
• Wayfinding
• Making model worlds efficiently
• Modeling the existing world
• Modeling non-existing worlds
• Measuring the illusion of presence and its operational
effectiveness.
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BIBLIOGRAPHY
We are really thankful to:
• http://www.google.com
• http://www.wikipedia.com
• www-vrl.umich.edu/intro/index.html
• www.vrealities.com/
• www.activeworlds.com/
• www.worldviz.com
• www.sciencedaily.com/news/computers_math/virtual_reality/
• http://www.lectlaw.com/files/lit04.htm