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VIRTUAL
REALITY
Nowadays computer graphics is used in many domains of our life. At the
end of the 20th century it is difficult to imagine an architect, engineer, or
interior designer working without a graphics workstation.
These machines are equipped with better and faster graphics boards and
their prices fall down rapidly.
It allows to see the surrounding world in other dimension.
But not enough: people always want more.
They want to step into this world and interact with it instead of just
watching a picture on the monitor.
Virtual Reality (VR).
INTRODUCTION
HISTORY
1965
• Ivan Sutherland
• The beginning of VR.
1982
• Bonnie Mac bird
• The First Computer – Generated Movie
1983
• Myron Krueger
• First Virtual Environment
1987
• Michael piller
• Idea of Immersive VR.
1995
• Silicon Graphics
• VR modeling Language
1999
• Larry and Andy
• VR movie grosses $750M worldwide.
2004
• Facebook purchases a company that makes virtual reality headsets, Oculus VR, for $2
billion.
1950
• The concept of virtual reality is basically started
Virtual reality (VR) is not a new concept. A seminar paper by Ivan
Sutherland that introduced the key concepts of immersion in a simulated
world, The screen is a window through which one sees a virtual world.
The challenge is to make that world look real, act real, sound real, feel
real .Sutherlands challenge interface metaphor to a synthesized world
Growing community of researchers and industries. virtual reality is seen
as a way to overcome limitations of standard human-computer interfaces;
virtual reality technology opens the door to new types of applications
that exploit the possibilities offered by presence simulation.
What is Virtual Reality ?
2.Requirements
The goal of virtual reality is to put the user in the loop of a real-time
simulation, immersed
in a world that can be both autonomous and responsive to its actions.
The requirements for virtual reality applications are defined by analyzing
the needs in terms
of input and output channels for the virtual world simulator.
2.1 User input
We Interact with the world mainly throughlocomotion manipulation
We communicate information mostly by means of voice,gestures, and
facial expressions
Gestural communication as well as locomotion make full body motion
analysis desirable, while verbal communication with the computer or
other users.
2.2 Sensory Feedback
Our sense of physical reality is a construction derived as geometric, and
dynamic information directly presented to our senses. The output
channels of a virtual reality application correspond thus to our senses:
vision, touch and force perception, hearing,smell, taste. Sensory
simulation is thus at the heart of virtual reality technology.
2.3 Spatio-Temporal
Ability to meet synchronization.
Second, varying delays in the various output devices
Worse, synchronization errors also result from varying distances between
user and devices. sacrifice synchronization to enable low-latency, audio-
only communication.
VIRTUAL REALITY DEVICES
A variety of input devices allow the user to navigate through a virtual
environment and to interact with virtual objects. Directional sound,
tactile and force feedback devices, voice recognition and other
technologies are being employed to enrich the immersive experience
and to create more "sensualized" interfaces.
The sensors measure the bending angles of the joints of the thumb and
the lower and middle knuckles of the others fingers, Attached to the back
is a Polhemus sensor to measure orientation and position of the gloved
hand. This information, along with the ten flex angles for the knuckles is
transmitted through a serial communication line to the host computer.
THE DATA GLOVE
The Logitech 3D mouse Figure is based on a ultrasonic position
reference array, which is a tripod consisting of three ultrasonic
speakers set in a triangular position, emits ultrasonic sound
signals from each of the three transmitters. These are used to
track the receiver position, orientation and movement. It
provides proportional output in all 6 degrees of freedom: X, Y, Z,
Pitch, Yaw, and Roll.
3D MOUSE AND SPACE BALL
Wands, the simplest of the interface devices, come in all shapes and
variations. Most io rate on-off buttons to control variables in a simulation
or in the display of data. Others have knobs, dials, or joy sticks. Their
design and manner of response a re tailored to the application. Fig 4.
Wand Most wands operate with six degrees of freedom; that is, by
pointing a wand at an object, you can change its position and orientation
in any of six directions: forward or backward, up or down, or left or
right.
WANDS
One of the most "immersive" virtual environments is the CAVE. It
provides the illusion of immersion by projecting stereo images on the
walls and floor of a room-sized cube. Cave Several persons wearing
lightweight stereo glasses can enter and walk freely inside the CAVE. A
variety of input devices like data gloves, joysticks, and hand-held wands
allow the user to navigate through a virtual environment and to interact
with virtual objects.
CAVE
•A darkened cubicle
•Sense of being inside the v.environment
•Burden less, free movement
•Complete 3D effect
•3D Crystal-eyes shuttering glasses
•Future: Cave-to-cave teleconferences
BOOM
The Binocular Omni Orientation Monitor, or BOOM, is similar to a head-mount except
that there's no fussing with a helmet. The BOOM's viewing box is suspended
from a two-part, rotating arm. Simply place your forehead against the
BOOM's two eyeglasses and you're in the virtual world. To change Fig 7.
Boom your perspective on an image, grab the handles on the side of the
viewing box and move around the image in the same way you would if it
were real Bend down to look at it from below; walk around it to see it
from behind. Control buttons on the BOOM handles usually serve as the
interface although you can hook up data gloves or other interface
devices.
Viewing box suspended from rotating arm
•Grab the handles and move around
•More telepresenceas compared to HMDs
HEAD-MOUNTED DISPLAY
The head-mounted display (HMD) was the first device providing its
wearer with an immersive experience. A typical HMD houses two
miniature display screens and an optical system that channels the images
from the screens to the eyes, thereby, presenting a stereo view of a virtual
world. As a result, the viewer can look around and walk through the
surrounding virtual environment.
•Simplest form of VR
•Portable viewing screens
•Projection of images
•Response to head
movements
•Used in flight simulators
Haptic Interfaces
Haptic feedback interface enables user to actually "touch" computer-
generated objects and experience force feedback via the human hand.
The CyberGrasp is a lightweight, unencumbering force-reflecting
exoskeleton that fits over a
CyberGloveand adds resistive force feedback to each finger. With the
CyberGrasp force feedback system, users are able to explore the physical
properties of computer-generated 3D objects they manipulate in a
simulated 'virtual world.'
Types of Virtual
Reality
Non-
immersive
Augmented
Reality
Immersive
systems
INTERNET
BASED
(VRML)
REAL TIME
DIRECT OR
INDIRECT
VIEW OF A
REAL WORLD
WORKSTATION +
3D INPUT AND
OUT PUT DEVICE
Non-immersive systems are the
least immersive implementation of
VR techniques Interaction with the
virtual environment can occur by
keyboards, mice and trackballs
Using the desktop system, the virtual
environment is viewed through a
portal or window by utilizing a
standard high resolution monitor.
Non-Immersive systems
Augmented reality
•Stay in real world, but see simulated objects.
•Augmented Reality can be used for training.
•We define Augmented Reality (AR) as a real-time direct or indirect view
of a physical real-world environment that has been enhanced by adding
virtual computer-generated information to it.
•Augmented Reality aims at simplifying the user’s life by bringing virtual
information not only to his immediate surroundings, but also to any
indirect view of the real-world environment, such as live-video stream.
Immersive systems
create sense o f immersion
• In a virtual reality environment, a user experiences immersion, or the
feeling of being inside and a part of that world.
•He is also able to interact with his environment in meaningful ways.
• The combination of a sense of immersion and interactivity is called.
Telepresence.In other words, an effective VR experience causes you to
become unaware of your real surroundings and focus on your existence
inside the virtual environment
Virtual Reality Application
 OPERATIONS IN DANGEROUS ENVIRONMENTS
 There are still many examples of people working in dangerous or
hardship environments that could benefit from the use of VR-
mediated teleportation.
 Workers in radioactive, space, or toxic environments could be
relocated to the safety of a VR environment where they could
'handle' any hazardous materials without any real danger using
teleoperation or telepresence.
 SCIENTIFIC VISUALIZATION
 Scientific Visualization provides the researcher with immediate
graphical feedback during the course of the computations and
gives him/her the ability to 'steer' the solution process.
 Application at NASA Ames Research Center is the Virtual
Planetary Exploration. It helps planetary geologists to remotely
analyze the surface of a planet. They use VR techniques to roam
planetary terrains.
 MEDICINE
 Until now experimental research and education in medicine
was mainly based on dissection and study of plastic models.
Computerized 3D human models provide a new approach to
research and education in medicine. Experimenting medical
research with virtual patients will be a reality.
 We will be able to create not only realistic looking virtual
patients, but also histological and bone structures. With the
simulation of the entire physiology of the human body,
 EDUCATION AND TRAINING
 The most common example is the flight simulator. This type
of simulator has shown the benefits of simulation
environments for training. They have lower operating costs
and are safer to use than real aircraft.
 They also allow the simulation of dangerous scenarios not
allowable with real aircraft.
VRML – Virtual Reality Modelling Language
•Purpose: The Virtual Reality Modeling Language is a file format for
describinginteractive 3D objects and worlds. VRML is designed to be
used on the Internet, intranets, and local client systems. VRML is also
intended to be a universal interchange format for integrated 3D graphics
and multimedia.
• Use: VRML may be used in a variety of application areas such as
engineering and scientific visualization, multimedia presentations,
entertainment and educational titles, web pages, and shared virtual
worlds.
•VRML is capable of representing static and animated dynamic 3D and
multimedia objects with hyperlinks to other media such as text,
sounds, movies, and images.
• VRML browsers, as well as authoring tools for the creation of VRML
files, are widely available for many different platforms.Some nodes are
container nodes or grouping nodes A VRML file is essentially a
collection of Objects called Nodes various shapes
• Nodes are arranged in hierarchical structures called scene graphs.
VRML is a language for describing 3-D image sequence and possible
users.
For ex. You can view a room and use controls to move the room as you
would experience it
. Many different fields can use VR as a way to train
students without actually putting anyone in harm's way.
• This includes the fields of medicine, law enforcement so on.e,
a VR community on the Internet, exploring virtual cities as well
as more fanciful environments.
• VR also helps patients recover from stroke and other injuries.
Telepresence applications
•Doctors are using VR to help reteach muscle movement such as walking
and grabbing as well as smaller physical movements such as pointing.
•The doctors use the malleable computerized environments to increase
or decrease the motion needed to grab or move an object.
ADVANTAGES
DISADVANTAGE
The hardware needed to create a fully immersed VR experience
is still cost prohibitive.(compare with car cost)
Programmers are still grappling with how to interact with V.E
Addiction cause Possible impacts on real body
One worry is that as VR environments become much higher
quality and immersive, they will become attractive to those wishing
to escape real life.
Training with a VR environment does not have the same consequences
as training and working in the real world.
This means that even if someone does well with simulated tasks in a
VR environment, that person might not do well in the real world.
Psychological damage; identity problems
 Science fiction literature and film have
explored a range of futuristic VR
technologies and the experiential
opportunities they may offer.
 Virtual experience and virtual
identities via memory implants .
 Recording and sharing experiences.
 Games scenarios.
 Use of VR for deception and
control
Virtual reality has been
heavily criticized for
inefficient method for
navigating Non-geographical
information
Another obstacle is the
headaches,sickness due to eye
strain.
RSI can also Result from
repeated use of the handset
gloves. It may require
specialized training to operate
FUTURE POSSIBILITESCHALLENGE POSSIBILITES
Though the disadvantages of Virtual reality can disturb the human’s
perception ability, it’s advantages in different fields makes it user
friendly.
The sole objective of virtual reality is to give the user an environment as
realistic as possible and a thrilling sensory experience.
The technology of virtual reality is advancing rapidly and it won't be
long before it becomes a most exciting source of entertainment in our
homes.
Web is very suitable for VR applications, but the proper technology is
not yet there
CONCLUSION

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TREND TECHNOLOGY,general seminar ,DEGREE SEMINAR TOPICS,PG SEMINAR, VIRTUAL REALITY,3D,BJP

  • 2. Nowadays computer graphics is used in many domains of our life. At the end of the 20th century it is difficult to imagine an architect, engineer, or interior designer working without a graphics workstation. These machines are equipped with better and faster graphics boards and their prices fall down rapidly. It allows to see the surrounding world in other dimension. But not enough: people always want more. They want to step into this world and interact with it instead of just watching a picture on the monitor. Virtual Reality (VR). INTRODUCTION
  • 3. HISTORY 1965 • Ivan Sutherland • The beginning of VR. 1982 • Bonnie Mac bird • The First Computer – Generated Movie 1983 • Myron Krueger • First Virtual Environment 1987 • Michael piller • Idea of Immersive VR. 1995 • Silicon Graphics • VR modeling Language 1999 • Larry and Andy • VR movie grosses $750M worldwide. 2004 • Facebook purchases a company that makes virtual reality headsets, Oculus VR, for $2 billion. 1950 • The concept of virtual reality is basically started
  • 4. Virtual reality (VR) is not a new concept. A seminar paper by Ivan Sutherland that introduced the key concepts of immersion in a simulated world, The screen is a window through which one sees a virtual world. The challenge is to make that world look real, act real, sound real, feel real .Sutherlands challenge interface metaphor to a synthesized world Growing community of researchers and industries. virtual reality is seen as a way to overcome limitations of standard human-computer interfaces; virtual reality technology opens the door to new types of applications that exploit the possibilities offered by presence simulation. What is Virtual Reality ?
  • 5. 2.Requirements The goal of virtual reality is to put the user in the loop of a real-time simulation, immersed in a world that can be both autonomous and responsive to its actions. The requirements for virtual reality applications are defined by analyzing the needs in terms of input and output channels for the virtual world simulator. 2.1 User input We Interact with the world mainly throughlocomotion manipulation We communicate information mostly by means of voice,gestures, and facial expressions Gestural communication as well as locomotion make full body motion analysis desirable, while verbal communication with the computer or other users.
  • 6. 2.2 Sensory Feedback Our sense of physical reality is a construction derived as geometric, and dynamic information directly presented to our senses. The output channels of a virtual reality application correspond thus to our senses: vision, touch and force perception, hearing,smell, taste. Sensory simulation is thus at the heart of virtual reality technology. 2.3 Spatio-Temporal Ability to meet synchronization. Second, varying delays in the various output devices Worse, synchronization errors also result from varying distances between user and devices. sacrifice synchronization to enable low-latency, audio- only communication.
  • 7. VIRTUAL REALITY DEVICES A variety of input devices allow the user to navigate through a virtual environment and to interact with virtual objects. Directional sound, tactile and force feedback devices, voice recognition and other technologies are being employed to enrich the immersive experience and to create more "sensualized" interfaces.
  • 8. The sensors measure the bending angles of the joints of the thumb and the lower and middle knuckles of the others fingers, Attached to the back is a Polhemus sensor to measure orientation and position of the gloved hand. This information, along with the ten flex angles for the knuckles is transmitted through a serial communication line to the host computer. THE DATA GLOVE
  • 9. The Logitech 3D mouse Figure is based on a ultrasonic position reference array, which is a tripod consisting of three ultrasonic speakers set in a triangular position, emits ultrasonic sound signals from each of the three transmitters. These are used to track the receiver position, orientation and movement. It provides proportional output in all 6 degrees of freedom: X, Y, Z, Pitch, Yaw, and Roll. 3D MOUSE AND SPACE BALL
  • 10. Wands, the simplest of the interface devices, come in all shapes and variations. Most io rate on-off buttons to control variables in a simulation or in the display of data. Others have knobs, dials, or joy sticks. Their design and manner of response a re tailored to the application. Fig 4. Wand Most wands operate with six degrees of freedom; that is, by pointing a wand at an object, you can change its position and orientation in any of six directions: forward or backward, up or down, or left or right. WANDS
  • 11. One of the most "immersive" virtual environments is the CAVE. It provides the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube. Cave Several persons wearing lightweight stereo glasses can enter and walk freely inside the CAVE. A variety of input devices like data gloves, joysticks, and hand-held wands allow the user to navigate through a virtual environment and to interact with virtual objects. CAVE •A darkened cubicle •Sense of being inside the v.environment •Burden less, free movement •Complete 3D effect •3D Crystal-eyes shuttering glasses •Future: Cave-to-cave teleconferences
  • 12. BOOM The Binocular Omni Orientation Monitor, or BOOM, is similar to a head-mount except that there's no fussing with a helmet. The BOOM's viewing box is suspended from a two-part, rotating arm. Simply place your forehead against the BOOM's two eyeglasses and you're in the virtual world. To change Fig 7. Boom your perspective on an image, grab the handles on the side of the viewing box and move around the image in the same way you would if it were real Bend down to look at it from below; walk around it to see it from behind. Control buttons on the BOOM handles usually serve as the interface although you can hook up data gloves or other interface devices. Viewing box suspended from rotating arm •Grab the handles and move around •More telepresenceas compared to HMDs
  • 13. HEAD-MOUNTED DISPLAY The head-mounted display (HMD) was the first device providing its wearer with an immersive experience. A typical HMD houses two miniature display screens and an optical system that channels the images from the screens to the eyes, thereby, presenting a stereo view of a virtual world. As a result, the viewer can look around and walk through the surrounding virtual environment. •Simplest form of VR •Portable viewing screens •Projection of images •Response to head movements •Used in flight simulators
  • 14. Haptic Interfaces Haptic feedback interface enables user to actually "touch" computer- generated objects and experience force feedback via the human hand. The CyberGrasp is a lightweight, unencumbering force-reflecting exoskeleton that fits over a CyberGloveand adds resistive force feedback to each finger. With the CyberGrasp force feedback system, users are able to explore the physical properties of computer-generated 3D objects they manipulate in a simulated 'virtual world.'
  • 15. Types of Virtual Reality Non- immersive Augmented Reality Immersive systems INTERNET BASED (VRML) REAL TIME DIRECT OR INDIRECT VIEW OF A REAL WORLD WORKSTATION + 3D INPUT AND OUT PUT DEVICE
  • 16. Non-immersive systems are the least immersive implementation of VR techniques Interaction with the virtual environment can occur by keyboards, mice and trackballs Using the desktop system, the virtual environment is viewed through a portal or window by utilizing a standard high resolution monitor. Non-Immersive systems
  • 17. Augmented reality •Stay in real world, but see simulated objects. •Augmented Reality can be used for training. •We define Augmented Reality (AR) as a real-time direct or indirect view of a physical real-world environment that has been enhanced by adding virtual computer-generated information to it. •Augmented Reality aims at simplifying the user’s life by bringing virtual information not only to his immediate surroundings, but also to any indirect view of the real-world environment, such as live-video stream.
  • 18. Immersive systems create sense o f immersion • In a virtual reality environment, a user experiences immersion, or the feeling of being inside and a part of that world. •He is also able to interact with his environment in meaningful ways. • The combination of a sense of immersion and interactivity is called. Telepresence.In other words, an effective VR experience causes you to become unaware of your real surroundings and focus on your existence inside the virtual environment
  • 19. Virtual Reality Application  OPERATIONS IN DANGEROUS ENVIRONMENTS  There are still many examples of people working in dangerous or hardship environments that could benefit from the use of VR- mediated teleportation.  Workers in radioactive, space, or toxic environments could be relocated to the safety of a VR environment where they could 'handle' any hazardous materials without any real danger using teleoperation or telepresence.  SCIENTIFIC VISUALIZATION  Scientific Visualization provides the researcher with immediate graphical feedback during the course of the computations and gives him/her the ability to 'steer' the solution process.  Application at NASA Ames Research Center is the Virtual Planetary Exploration. It helps planetary geologists to remotely analyze the surface of a planet. They use VR techniques to roam planetary terrains.
  • 20.  MEDICINE  Until now experimental research and education in medicine was mainly based on dissection and study of plastic models. Computerized 3D human models provide a new approach to research and education in medicine. Experimenting medical research with virtual patients will be a reality.  We will be able to create not only realistic looking virtual patients, but also histological and bone structures. With the simulation of the entire physiology of the human body,  EDUCATION AND TRAINING  The most common example is the flight simulator. This type of simulator has shown the benefits of simulation environments for training. They have lower operating costs and are safer to use than real aircraft.  They also allow the simulation of dangerous scenarios not allowable with real aircraft.
  • 21. VRML – Virtual Reality Modelling Language •Purpose: The Virtual Reality Modeling Language is a file format for describinginteractive 3D objects and worlds. VRML is designed to be used on the Internet, intranets, and local client systems. VRML is also intended to be a universal interchange format for integrated 3D graphics and multimedia. • Use: VRML may be used in a variety of application areas such as engineering and scientific visualization, multimedia presentations, entertainment and educational titles, web pages, and shared virtual worlds. •VRML is capable of representing static and animated dynamic 3D and multimedia objects with hyperlinks to other media such as text, sounds, movies, and images. • VRML browsers, as well as authoring tools for the creation of VRML files, are widely available for many different platforms.Some nodes are container nodes or grouping nodes A VRML file is essentially a collection of Objects called Nodes various shapes • Nodes are arranged in hierarchical structures called scene graphs.
  • 22. VRML is a language for describing 3-D image sequence and possible users. For ex. You can view a room and use controls to move the room as you would experience it
  • 23. . Many different fields can use VR as a way to train students without actually putting anyone in harm's way. • This includes the fields of medicine, law enforcement so on.e, a VR community on the Internet, exploring virtual cities as well as more fanciful environments. • VR also helps patients recover from stroke and other injuries. Telepresence applications •Doctors are using VR to help reteach muscle movement such as walking and grabbing as well as smaller physical movements such as pointing. •The doctors use the malleable computerized environments to increase or decrease the motion needed to grab or move an object. ADVANTAGES
  • 24. DISADVANTAGE The hardware needed to create a fully immersed VR experience is still cost prohibitive.(compare with car cost) Programmers are still grappling with how to interact with V.E Addiction cause Possible impacts on real body One worry is that as VR environments become much higher quality and immersive, they will become attractive to those wishing to escape real life. Training with a VR environment does not have the same consequences as training and working in the real world. This means that even if someone does well with simulated tasks in a VR environment, that person might not do well in the real world. Psychological damage; identity problems
  • 25.  Science fiction literature and film have explored a range of futuristic VR technologies and the experiential opportunities they may offer.  Virtual experience and virtual identities via memory implants .  Recording and sharing experiences.  Games scenarios.  Use of VR for deception and control Virtual reality has been heavily criticized for inefficient method for navigating Non-geographical information Another obstacle is the headaches,sickness due to eye strain. RSI can also Result from repeated use of the handset gloves. It may require specialized training to operate FUTURE POSSIBILITESCHALLENGE POSSIBILITES
  • 26. Though the disadvantages of Virtual reality can disturb the human’s perception ability, it’s advantages in different fields makes it user friendly. The sole objective of virtual reality is to give the user an environment as realistic as possible and a thrilling sensory experience. The technology of virtual reality is advancing rapidly and it won't be long before it becomes a most exciting source of entertainment in our homes. Web is very suitable for VR applications, but the proper technology is not yet there CONCLUSION