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Seminar On-”Virtual
Reality”
BY- HARSH VERMA
INDEX
What is Virtual
Reality?
History of
Virtual Reality
Literature
Review
Types
Components Applications
VR in Electrical
Engineering
Advantages
and
Disadvantages
Objectives Future Scope Conclusion References
Virtual
Reality
A feeling of Immersive-ness
What is
VIRTUAL
REALITY?
Virtual means ‘Near or Implied’ & Reality means the
state of things as they actually exist, thus virtual reality
is nothing but ‘Near Reality’. Virtual Reality is a
simulation of a physical entity into a virtual or imaginary
environment that is created using software’s or
programs that defy beliefs of a user compelling him/her
to accept it as actual reality.
“In simple terms, Virtual Reality is a fully immersive
computer simulated environment that gives the users
the feeling of being in that environment instead of the
one they are actually in”
History
• Virtual reality technology was invented in
1957 by Morton Heilig. His multimedia
device called the Sensorama is considered
one of the earliest VR systems. However,
the term ‘virtual reality’ was coined much
later in 1987 by researcher Jaron Lanier.
• Virtual reality technology has been used in
many different industries over the years,
from marketing and entertainment to space
missions and immersive breaking news
Virtual reality in the 50s & 60s
• 1957: Morton Heilig, a cinematographer, invented the
Sensorama, a theatre cabinet multimedia device that offered
viewers an interactive experience. The device stimulated the
users' senses with a viewing screen for sight, oscillating fans for
touch, devices that emitted smells, and audio speakers for sound.
• 1961: Comeau and Bryan, two Philco Corporation engineers,
created the first head-mounted display (HMD) called the
Headsight. The display had two video screens, one for each eye,
as well as a magnetic tracking device.
• 1966: Thomas Furness, a military engineer, developed the first
flight simulator for the Air Force. This sparked a lot of interest in
VR technology and how it could be used for training purposes.
• 1968: Ivan Sutherland, a Harvard professor and computer
scientist, invented the first VR / AR head-mounted display called
‘The Sword of Damocles’.
Virtual reality in the 70s & 80s
• 1978: Developed by MIT, the Aspen Movie Map used
photographs taken from a car in Aspen, Colorado to give viewers
what they called a “Surrogate Travel” experience.
• 1982: The movie Tron brought the concept of virtual reality to
the masses. Geared at gamers, the characters were immersed in
a fully virtual environment that simulated a video game.
• 1986: Furness worked on his Air Force simulation project
through the 80s and in the end developed the Visually Coupled
Airborne Systems Simulator (VCASS). The system gave pilots a
virtual view that streamlined the barrage of information they get
every moment.
• 1987: John Lanier, computer scientist, researcher, and artist,
coined the term ‘virtual reality’. He founded the Visual
Programming Lab (VPL) and developed a range of VR gear,
including the Dataglove alongside Tom Zimmerman, and the
EyePhone HMD – making VPL the first company to sell VR
goggles.
Virtual reality in the 90s & 00s
• 1991: The Virtuality Group released a series of games and arcade machines
bringing VR to the general public. Players would wear a pair of virtual reality
goggles and play immersive games in real-time.
• 1991: Sega attempted to bring a similar gaming experience to homes with its
console. The company never released the Sega VR headset accessory
because developers were comically worried it was too realistic and users
would get hurt.
• 1995: Nintendo Virtual Boy launched as the first portable console that could
display 3-D graphics.
• 1997: Georgia Tech and Emory University researchers teamed up to create
Virtual Vietnam.
• 1999: The Matrix came to theaters and had massive buzz, popularizing the
idea of virtual realities with an even bigger portion of the general public.
• 2001: SAS cube was introduced as the first PC based cubic room. The SAS
library eventually led to the Virtools VRPack.
• 2007: Google, with Immersive Media, announced Street View. The
technology launched with imagery for five mapped cities.
Literature
Review
• Development of a Virtual System for Real-Time Control of Electric
Substation. The team developed a system named VRCEMIG. The
objective of this system is to allow field events to update the reality of
control centre of the electrical company.[1]
• Virvirtualnstruments in Electrical Engineering
Implementing the applications (devices virtual simulating and data acqthe question) into the LabVIEW graphical
programming environment was realised based on theoretical aspects and eexperimental determinations in the
laboratory by using accurate devices[2]
• Virtual reality applied to a full simulator of electrical sub-stations
An application designed for training electrical sub-station operators by using a virtual reality application has
been set out in this paper.[3]
• The virtual reality framework for engineering object manuscript
A framework for the virtual reality of engineering objects has been developed. This framework may simulate
different equipment related to virtual reality.[4]
Types Of Virtual Reality
Non-Immersive Semi-Immersive Fully Immersive
Non-Immersive
• Non-immersive simulations are
the least immersive implementation
of virtual reality technology. In a non-
immersive simulation, only a subset of
the user’s senses are stimulated,
allowing for peripheral awareness of
the reality outside the virtual reality
simulation. Users enter into these
three-dimensional virtual
environments through a portal or
window by utilizing standard high-
resolution monitors powered by
processing power typically found on
conventional desktop workstations.
Semi-Immersive
• Semi-immersive simulations provide
a more immersive experience, in which the user is partly
but not fully immersed in a virtual environment. Semi-
immersive simulations closely resemble and utilize many
of the same technologies found in flight simulation.
Semi-immersive simulations are powered by high
performance graphical computing systems, which are
often then coupled with large screen projector systems
or multiple television projection systems to properly
stimulate the user’s visuals.
Fully Immersive
• Fully-immersive simulations provide
the most immersive implementation of virtual
reality technology. In a fully-immersive simulation,
hardware such as head-mounted displays and
motion detecting devices are used to stimulate all
of a user’s senses. Fully immersive simulations are
able to provide very realistic user experiences by
delivering a wide field of view, high resolutions,
increased update rates (also called refresh rate),
and high levels of contrast into a user’s head-
mounted display (HMD).
Key Components in a Virtual
Reality System
1. PC ( Personal
Computer)/Console/Smartphone 2. Head-Mounted Display 3. Input Devices
Hardware
• The hardware produces stimuli that override the senses of the
user [ based on human motions. The VR hardware
accomplishes this by using sensors for tracking motions of user
such as button presses, controller movements, eye and other
body part movements. It also considers the physical
surrounding world because only engineered hardware and
software does not constitute the complete VR system. The
organism (users) and its interaction with the hardware is
equally important
• VR hardware constitute of sensors which act as transducer to
convert the energy it receives into a signal from an electrical
circuit. This sensor has receptor to collect the energy for
conversion and organism has sense organs such as eyes and
ears for the same purpose. As the user moves through the
physical world, it has its own configuration space which are
transformed or configured correspondingly
VR DEVICES
• VR devices are the hardware products used for VR technology to happen. The different key components of VR system are
discussed below. The figure (number) shows the high-level view of Virtual World Generator (VWG). The inputs are received
from the user and his surroundings and appropriate view of the world are rendered to displays for VR experiences.
Personal Computer (PC)/Console/Smartphone
• Computers are used to process inputs and outputs sequentiallay. To power the content creation and production significant
computing power is required, thereby making PC/consoles/smartphones important part of VR systems. The VR content is what
users view inside and perceive so it is equally important as other hardwares.
Input devices
• Input devices provides users the sense of immersion and determines the way a user communicates with the computer. It helps
users to navigate and interact within a VR environment to make it intuitive and natural as possible. Unfortunately, the current
state of technology is not advanced enough to support this yet. Most commonly used input devices are joysticks, force
Balls/Tracking balls, controller wands, data gloves, trackpads, On-device control buttons, motion trackers, bodysuits, treadmills
and motion platforms (virtual omni).
Output Devices
• Devices that each stimulate a sense organ. Output devices are used for presenting the VR content or environment to the users
and it is utmost devices to generate an immersive feeling. These include visual, auditory or haptic displays. Like input devices,
the output devices are also underdeveloped currently because the current state-of-art VR system does not allow to stimulate
human senses perfect ideal manners. Most systems support visual feedback, and only some of them are enhanced it by audio
or haptic information.
Software
Apart from input, output hardware and its coordination, the
underlying software is also equally important . It is
responsible for the managing of I/O devices, analyzing
incoming data and generating proper feedback . The whole
application is time-critical and software must manage it:
input data must be handled timely and the system response
that is sent to the output displays must be prompt in order
not to destroy the feeling of immersion. The developer can
start with basic software development kit (SDK) from a VR
headset vendor and build their own VWG from scratch. SDK
usually provide the basic drivers, an interface to access
tracking data and call graphical rendering libraries. There are
some ready-made VWG for particular VR experiences and has
options to add high-level scripts.
Audio
Virtual reality audio may not be as technically-complex as
the visual components, however, it is an equally important
component to stimulate a user’s senses and achieve
immersion. Most virtual reality headsets provide users
with the option to use their own headphones in
conjunction with a headset. Other headsets may include
their own integrated headphones. Virtual reality audio
works via positional, multi-speaker audio (often called
Positional Audio) that gives the illusion of a 3-dimensional
world. Positional audio is a way of seeing with your ears
and is used in virtual reality because it can provide cues to
gain a user’s attention, or give them information that may
not be presented visually. This technology is already quite
common and often found in home theater surround sound
systems.
Human
Perception
Understanding a physiology of the human body and the
optical illusions are important to achieve maximum
human perceptual without side effects. The human
senses using different stimulus, receptor and sense
organ.
As virtual reality are supposed to simulate the real
world, it is important to know how to “fool the user’s
senses” to know what are the most important stimuli
and what is the accepted quality for subjective
viewing? Human vision provides the most of
information that are passed to our brain followed by
hearing, touch and other senses. System
synchronization of all stimuli with user’s actions are
also responsible for proper functioning of VR system.
Applications of Virtual
Reality
Virtual
Reality In
Military
Uses of Virtual Reality in
Military
• 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.
• Flight Simulation
• Medical Training
• Vehicle Simulation
• Virtual Bootcamp
• Battlefield Simulation
Virtual Reality in Healthcare
Uses Of VR In Medical Field
• Virtual reality is a new method for training different medical
groups. Based on this technology, professionals and students of
various medical sciences can determine their level of
competence for medical treatment before any performance on
the patient. Therefore, the aim of this study was to identify the
applications of virtual reality technology for training the medical
groups.
• Ways VR helps in treatment:-
• Relaxing Hospitalized Patients
• Restoring Low Vision
• Speeding up Recovery After Traumatic Brain Injury
• Watching Operations
Virtual Reality
in education
Uses of VR in
Education
• Wearing VR headset, students can experience high-
quality educational visualizations that have a positive
impact on the whole learning process. VR can help
students easily understand complex concepts, theories,
and subjects. they are able to digest and retain complex
information at a much higher rate
• Virtual Reality can change this and motivate them
towards academic achievement once more. By
using VR technology, teachers can attract the attention
of students to specially developed academic
material. Virtual Reality can make the processes and
situations described in academics to become real.
Virtual Reality in
Electrical
Engineering
VRCEMIG
• The objective of the VRCEMIG system is:-
• To allow field events to update the reality of
the control centre of the electric company.
• Change in components from the control
centre will update electric component
behaviour in the field.
3D VR Experiments
• Provides a Safe Virtual Environment to conduct
experiments .
• Efforts have been made to create a virtual
laboratory system by MHRD India.
Advantages and Disadvantages
Advantages
• Virtual Reality create a realistic
world.
• Enables to recreate real life
scenarios without real-life
dangers.
• It enhances exploration of new
places without us actually being
there.
Disadvantages
• The equipments in virtual reality
are very expensive.
• It requires complex tech as of
now.
• We can move actually like in the
real world.
Objective
• to create an adaptive 3D the virtual environment that meets the needs of trainee
interpreters and those who need to learn about how to work with interpreters;
• to develop a range of interpreting scenarios (e.g. a business meeting room, a
court room, a tourist office, a community centre) that can be run in different
modes (‘interpreting practice’, ‘exploration’ and ‘live’);
• to develop multilingual content for use in the interpreting scenarios of the virtual
environment (as source texts for interpreting practice), by using and adapting
existing multimedia corpora from the LLP project BACKBONE and the ELISA
corpus , and creating three new corpora in Greek, Russian and Hebrew;
• to create pedagogical activities for interpreting students and users of
interpreting services (e.g. interpreting skills, awareness-raising activities);
• to test and evaluate the virtual environment and the pedagogic content (the
multilingual material and the pedagogical activities) from both functional and
pedagogical perspectives;
• to disseminate the IVY products and outcomes with a particular focus on the IVY
evaluation workshops and an end-of-project dissemination seminar;
• to exploit the potential of the IVY solution and products, with a specific focus on
the potential areas for further development and the creation of good practice
guidelines which explore how best to integrate the IVY solution into existing
educational frameworks.
Future Scope
•Virtual Reality technology is a technology which breaks
the physical restrictions of experimentation.In the future more and
more things that are now only available in physical forms will be
available in virtual form.​
•Future of Virtual Technology is to make it more and
more immersive and real-like. Right now the boundary or
brickwall that VR technology faces is that it lacks the feel of
reality. That is to say that you can only see but
not feel the interaction with virtual reality.​
•With the development in Nerve Gear technology it will be solved.​
•It holds a special importance for the future of Electrical/Power
sector.With development of a fully functional and intractive
virtual network , we can have a virtual map of power systems and
devices and actually monitor and control them through virtual
interface without risk of human life.​
Conclusion
Virtual Reality is an innovative technology that solves many problems due to physical restrictions. VR technology can
create and recreate anything in virtual space; this gives it an almost endless possibility and a wide field where it can be
utilized.
Within the virtual world, a whole new world and can be created , it not only gives hope to those disabled but also hopes
to cure those suffering from phobias. In the near future, when a full dive VR system or Nerve Gear is available, it will
also give new life to those visually blind.
We and those who work and learn under the field of electrical engineering are always surrounded by dangers and
potential death threats due to accidents. VR technology is a boon for us engineers not only for educational purposes
but also for work as it provides us a virtual and interactive environment for work and studies without risk of life.
It can also help create a better and more skilled workforce.
References
• [1] Alexandre Cardoso, Edgard Lamounier Jr., Gerson Lima,
Luciene Oliveira, Leandro Mattioli, Gesmar Junior,
Alexandre Silva, and Kenedy Nogueira
• Virtual and Augmented Reality Group Faculty Of Electrical
Engineering, Federal University of Uberlandia(UFU).
•
• [2] VALENTIN DOGARU ULIERU, LUMINITA DRAGHICESCU,
LAURA SERBANESCU, IOANA STANCESCU Valahia University of
Targoviste ROMANIA
•
• [3] G. Romero, J. Maroto, J. Felez , J.M. Cabanellas, M.L.
Martinez, A. Carretero E.T.S. de Ingenieros Industriales,
Universidad Politecnica de Madrid, c/ Jose Gutierrez Abascal 2,
28006Madrid, Spain
• [4] Petr R. Ivankov, Nikolay P. Ivankov January 2, 2014
• [5] What is Virtual Reality?
• https://en.wikipedia.org/wiki/Virtual_reality
• [6]Types of Virtual Realities and Key Elements
• https://www.realitytechnologies.com/virtual-reality/
The future
is
Immersive…
.

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Virtual reality

  • 2. INDEX What is Virtual Reality? History of Virtual Reality Literature Review Types Components Applications VR in Electrical Engineering Advantages and Disadvantages Objectives Future Scope Conclusion References
  • 4. What is VIRTUAL REALITY? Virtual means ‘Near or Implied’ & Reality means the state of things as they actually exist, thus virtual reality is nothing but ‘Near Reality’. Virtual Reality is a simulation of a physical entity into a virtual or imaginary environment that is created using software’s or programs that defy beliefs of a user compelling him/her to accept it as actual reality. “In simple terms, Virtual Reality is a fully immersive computer simulated environment that gives the users the feeling of being in that environment instead of the one they are actually in”
  • 5. History • Virtual reality technology was invented in 1957 by Morton Heilig. His multimedia device called the Sensorama is considered one of the earliest VR systems. However, the term ‘virtual reality’ was coined much later in 1987 by researcher Jaron Lanier. • Virtual reality technology has been used in many different industries over the years, from marketing and entertainment to space missions and immersive breaking news
  • 6. Virtual reality in the 50s & 60s • 1957: Morton Heilig, a cinematographer, invented the Sensorama, a theatre cabinet multimedia device that offered viewers an interactive experience. The device stimulated the users' senses with a viewing screen for sight, oscillating fans for touch, devices that emitted smells, and audio speakers for sound. • 1961: Comeau and Bryan, two Philco Corporation engineers, created the first head-mounted display (HMD) called the Headsight. The display had two video screens, one for each eye, as well as a magnetic tracking device. • 1966: Thomas Furness, a military engineer, developed the first flight simulator for the Air Force. This sparked a lot of interest in VR technology and how it could be used for training purposes. • 1968: Ivan Sutherland, a Harvard professor and computer scientist, invented the first VR / AR head-mounted display called ‘The Sword of Damocles’.
  • 7. Virtual reality in the 70s & 80s • 1978: Developed by MIT, the Aspen Movie Map used photographs taken from a car in Aspen, Colorado to give viewers what they called a “Surrogate Travel” experience. • 1982: The movie Tron brought the concept of virtual reality to the masses. Geared at gamers, the characters were immersed in a fully virtual environment that simulated a video game. • 1986: Furness worked on his Air Force simulation project through the 80s and in the end developed the Visually Coupled Airborne Systems Simulator (VCASS). The system gave pilots a virtual view that streamlined the barrage of information they get every moment. • 1987: John Lanier, computer scientist, researcher, and artist, coined the term ‘virtual reality’. He founded the Visual Programming Lab (VPL) and developed a range of VR gear, including the Dataglove alongside Tom Zimmerman, and the EyePhone HMD – making VPL the first company to sell VR goggles.
  • 8. Virtual reality in the 90s & 00s • 1991: The Virtuality Group released a series of games and arcade machines bringing VR to the general public. Players would wear a pair of virtual reality goggles and play immersive games in real-time. • 1991: Sega attempted to bring a similar gaming experience to homes with its console. The company never released the Sega VR headset accessory because developers were comically worried it was too realistic and users would get hurt. • 1995: Nintendo Virtual Boy launched as the first portable console that could display 3-D graphics. • 1997: Georgia Tech and Emory University researchers teamed up to create Virtual Vietnam. • 1999: The Matrix came to theaters and had massive buzz, popularizing the idea of virtual realities with an even bigger portion of the general public. • 2001: SAS cube was introduced as the first PC based cubic room. The SAS library eventually led to the Virtools VRPack. • 2007: Google, with Immersive Media, announced Street View. The technology launched with imagery for five mapped cities.
  • 10. • Development of a Virtual System for Real-Time Control of Electric Substation. The team developed a system named VRCEMIG. The objective of this system is to allow field events to update the reality of control centre of the electrical company.[1] • Virvirtualnstruments in Electrical Engineering Implementing the applications (devices virtual simulating and data acqthe question) into the LabVIEW graphical programming environment was realised based on theoretical aspects and eexperimental determinations in the laboratory by using accurate devices[2] • Virtual reality applied to a full simulator of electrical sub-stations An application designed for training electrical sub-station operators by using a virtual reality application has been set out in this paper.[3] • The virtual reality framework for engineering object manuscript A framework for the virtual reality of engineering objects has been developed. This framework may simulate different equipment related to virtual reality.[4]
  • 11. Types Of Virtual Reality Non-Immersive Semi-Immersive Fully Immersive
  • 12. Non-Immersive • Non-immersive simulations are the least immersive implementation of virtual reality technology. In a non- immersive simulation, only a subset of the user’s senses are stimulated, allowing for peripheral awareness of the reality outside the virtual reality simulation. Users enter into these three-dimensional virtual environments through a portal or window by utilizing standard high- resolution monitors powered by processing power typically found on conventional desktop workstations.
  • 13. Semi-Immersive • Semi-immersive simulations provide a more immersive experience, in which the user is partly but not fully immersed in a virtual environment. Semi- immersive simulations closely resemble and utilize many of the same technologies found in flight simulation. Semi-immersive simulations are powered by high performance graphical computing systems, which are often then coupled with large screen projector systems or multiple television projection systems to properly stimulate the user’s visuals.
  • 14. Fully Immersive • Fully-immersive simulations provide the most immersive implementation of virtual reality technology. In a fully-immersive simulation, hardware such as head-mounted displays and motion detecting devices are used to stimulate all of a user’s senses. Fully immersive simulations are able to provide very realistic user experiences by delivering a wide field of view, high resolutions, increased update rates (also called refresh rate), and high levels of contrast into a user’s head- mounted display (HMD).
  • 15. Key Components in a Virtual Reality System 1. PC ( Personal Computer)/Console/Smartphone 2. Head-Mounted Display 3. Input Devices
  • 16. Hardware • The hardware produces stimuli that override the senses of the user [ based on human motions. The VR hardware accomplishes this by using sensors for tracking motions of user such as button presses, controller movements, eye and other body part movements. It also considers the physical surrounding world because only engineered hardware and software does not constitute the complete VR system. The organism (users) and its interaction with the hardware is equally important • VR hardware constitute of sensors which act as transducer to convert the energy it receives into a signal from an electrical circuit. This sensor has receptor to collect the energy for conversion and organism has sense organs such as eyes and ears for the same purpose. As the user moves through the physical world, it has its own configuration space which are transformed or configured correspondingly
  • 17. VR DEVICES • VR devices are the hardware products used for VR technology to happen. The different key components of VR system are discussed below. The figure (number) shows the high-level view of Virtual World Generator (VWG). The inputs are received from the user and his surroundings and appropriate view of the world are rendered to displays for VR experiences. Personal Computer (PC)/Console/Smartphone • Computers are used to process inputs and outputs sequentiallay. To power the content creation and production significant computing power is required, thereby making PC/consoles/smartphones important part of VR systems. The VR content is what users view inside and perceive so it is equally important as other hardwares. Input devices • Input devices provides users the sense of immersion and determines the way a user communicates with the computer. It helps users to navigate and interact within a VR environment to make it intuitive and natural as possible. Unfortunately, the current state of technology is not advanced enough to support this yet. Most commonly used input devices are joysticks, force Balls/Tracking balls, controller wands, data gloves, trackpads, On-device control buttons, motion trackers, bodysuits, treadmills and motion platforms (virtual omni). Output Devices • Devices that each stimulate a sense organ. Output devices are used for presenting the VR content or environment to the users and it is utmost devices to generate an immersive feeling. These include visual, auditory or haptic displays. Like input devices, the output devices are also underdeveloped currently because the current state-of-art VR system does not allow to stimulate human senses perfect ideal manners. Most systems support visual feedback, and only some of them are enhanced it by audio or haptic information.
  • 18. Software Apart from input, output hardware and its coordination, the underlying software is also equally important . It is responsible for the managing of I/O devices, analyzing incoming data and generating proper feedback . The whole application is time-critical and software must manage it: input data must be handled timely and the system response that is sent to the output displays must be prompt in order not to destroy the feeling of immersion. The developer can start with basic software development kit (SDK) from a VR headset vendor and build their own VWG from scratch. SDK usually provide the basic drivers, an interface to access tracking data and call graphical rendering libraries. There are some ready-made VWG for particular VR experiences and has options to add high-level scripts.
  • 19. Audio Virtual reality audio may not be as technically-complex as the visual components, however, it is an equally important component to stimulate a user’s senses and achieve immersion. Most virtual reality headsets provide users with the option to use their own headphones in conjunction with a headset. Other headsets may include their own integrated headphones. Virtual reality audio works via positional, multi-speaker audio (often called Positional Audio) that gives the illusion of a 3-dimensional world. Positional audio is a way of seeing with your ears and is used in virtual reality because it can provide cues to gain a user’s attention, or give them information that may not be presented visually. This technology is already quite common and often found in home theater surround sound systems.
  • 20. Human Perception Understanding a physiology of the human body and the optical illusions are important to achieve maximum human perceptual without side effects. The human senses using different stimulus, receptor and sense organ. As virtual reality are supposed to simulate the real world, it is important to know how to “fool the user’s senses” to know what are the most important stimuli and what is the accepted quality for subjective viewing? Human vision provides the most of information that are passed to our brain followed by hearing, touch and other senses. System synchronization of all stimuli with user’s actions are also responsible for proper functioning of VR system.
  • 23. Uses of Virtual Reality in Military • 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. • Flight Simulation • Medical Training • Vehicle Simulation • Virtual Bootcamp • Battlefield Simulation
  • 24. Virtual Reality in Healthcare
  • 25. Uses Of VR In Medical Field • Virtual reality is a new method for training different medical groups. Based on this technology, professionals and students of various medical sciences can determine their level of competence for medical treatment before any performance on the patient. Therefore, the aim of this study was to identify the applications of virtual reality technology for training the medical groups. • Ways VR helps in treatment:- • Relaxing Hospitalized Patients • Restoring Low Vision • Speeding up Recovery After Traumatic Brain Injury • Watching Operations
  • 27. Uses of VR in Education • Wearing VR headset, students can experience high- quality educational visualizations that have a positive impact on the whole learning process. VR can help students easily understand complex concepts, theories, and subjects. they are able to digest and retain complex information at a much higher rate • Virtual Reality can change this and motivate them towards academic achievement once more. By using VR technology, teachers can attract the attention of students to specially developed academic material. Virtual Reality can make the processes and situations described in academics to become real.
  • 29. VRCEMIG • The objective of the VRCEMIG system is:- • To allow field events to update the reality of the control centre of the electric company. • Change in components from the control centre will update electric component behaviour in the field.
  • 30. 3D VR Experiments • Provides a Safe Virtual Environment to conduct experiments . • Efforts have been made to create a virtual laboratory system by MHRD India.
  • 31. Advantages and Disadvantages Advantages • Virtual Reality create a realistic world. • Enables to recreate real life scenarios without real-life dangers. • It enhances exploration of new places without us actually being there. Disadvantages • The equipments in virtual reality are very expensive. • It requires complex tech as of now. • We can move actually like in the real world.
  • 32. Objective • to create an adaptive 3D the virtual environment that meets the needs of trainee interpreters and those who need to learn about how to work with interpreters; • to develop a range of interpreting scenarios (e.g. a business meeting room, a court room, a tourist office, a community centre) that can be run in different modes (‘interpreting practice’, ‘exploration’ and ‘live’); • to develop multilingual content for use in the interpreting scenarios of the virtual environment (as source texts for interpreting practice), by using and adapting existing multimedia corpora from the LLP project BACKBONE and the ELISA corpus , and creating three new corpora in Greek, Russian and Hebrew; • to create pedagogical activities for interpreting students and users of interpreting services (e.g. interpreting skills, awareness-raising activities); • to test and evaluate the virtual environment and the pedagogic content (the multilingual material and the pedagogical activities) from both functional and pedagogical perspectives; • to disseminate the IVY products and outcomes with a particular focus on the IVY evaluation workshops and an end-of-project dissemination seminar; • to exploit the potential of the IVY solution and products, with a specific focus on the potential areas for further development and the creation of good practice guidelines which explore how best to integrate the IVY solution into existing educational frameworks.
  • 33. Future Scope •Virtual Reality technology is a technology which breaks the physical restrictions of experimentation.In the future more and more things that are now only available in physical forms will be available in virtual form.​ •Future of Virtual Technology is to make it more and more immersive and real-like. Right now the boundary or brickwall that VR technology faces is that it lacks the feel of reality. That is to say that you can only see but not feel the interaction with virtual reality.​ •With the development in Nerve Gear technology it will be solved.​ •It holds a special importance for the future of Electrical/Power sector.With development of a fully functional and intractive virtual network , we can have a virtual map of power systems and devices and actually monitor and control them through virtual interface without risk of human life.​
  • 34. Conclusion Virtual Reality is an innovative technology that solves many problems due to physical restrictions. VR technology can create and recreate anything in virtual space; this gives it an almost endless possibility and a wide field where it can be utilized. Within the virtual world, a whole new world and can be created , it not only gives hope to those disabled but also hopes to cure those suffering from phobias. In the near future, when a full dive VR system or Nerve Gear is available, it will also give new life to those visually blind. We and those who work and learn under the field of electrical engineering are always surrounded by dangers and potential death threats due to accidents. VR technology is a boon for us engineers not only for educational purposes but also for work as it provides us a virtual and interactive environment for work and studies without risk of life. It can also help create a better and more skilled workforce.
  • 35. References • [1] Alexandre Cardoso, Edgard Lamounier Jr., Gerson Lima, Luciene Oliveira, Leandro Mattioli, Gesmar Junior, Alexandre Silva, and Kenedy Nogueira • Virtual and Augmented Reality Group Faculty Of Electrical Engineering, Federal University of Uberlandia(UFU). • • [2] VALENTIN DOGARU ULIERU, LUMINITA DRAGHICESCU, LAURA SERBANESCU, IOANA STANCESCU Valahia University of Targoviste ROMANIA • • [3] G. Romero, J. Maroto, J. Felez , J.M. Cabanellas, M.L. Martinez, A. Carretero E.T.S. de Ingenieros Industriales, Universidad Politecnica de Madrid, c/ Jose Gutierrez Abascal 2, 28006Madrid, Spain • [4] Petr R. Ivankov, Nikolay P. Ivankov January 2, 2014 • [5] What is Virtual Reality? • https://en.wikipedia.org/wiki/Virtual_reality • [6]Types of Virtual Realities and Key Elements • https://www.realitytechnologies.com/virtual-reality/