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Seminar Report
VIRTUAL REALITY
United College of Engineering & Research, Naini
DEPARTMENT OF INFORMATION TECHNOLOGY
Created by:
Rashmi Gupta (1301013027)
Content
1. Introduction
2. Working
3. Architecture
4. Typesof Virtual Reality
5. Application
6. FutureScope
7. Impact
8. Conclusion
Introduction
The term 'Virtual Reality' (VR) was initially coined by Jaron Lanier, founder of
VPL Research (1989).
Definition:
Virtual Reality (VR) is the illusion of a three-dimensional, interactive,
computer-generated reality where sight, sound, and sometimes even
touch are simulated to create pictures, sounds, and objects that actually seem
real.
It can also be defined as “An artificial reality that projects the user into a 3D
space generated by the computer. A virtual reality system uses stereoscopic
goggles that providethe 3D imaginary and some sort of tracking device, which
may be the goggles themselves for tracking head and body movement.
Virtual Reality is an enabling technology that has wide applications in
training, product design, etc. Virtual reality (VR) technology is being used to
resolve problems in real-world situations. The National Aeronautics and
Space Administration (NASA) is using VR to train astronauts to repair the
Hubble Space Telescope.
Working
The relationship between our actions and their perceivable results is ruled by
what we call the laws of nature. It is general understanding that our actions
act upon real objects, which react according to the laws of nature, what then
can be perceived. Virtual Reality Facilities (VRFs) simulate the action
perception relationship in a physically correct manner but without involving
real objects or real events. Just the same do mathematical models of nature
(physical theories). So it stands to reason that VRFs can be considered as
analog models of nature.
Virtual Reality works on the principle of Perception:
 Depth Perception
 Accuracy and Field View
 Sound Perception
 Olfactory Perception
 Position & force perception
 Touch Perception
Architecture
INPUT DEVICES:
Data gloves, wands, stair steppers. These and other interface devices used in
virtual environments serve as portals into virtual reality.
1. Data gloves:
Data gloves offer a simple means of gesturing commands to the
computer. Rather than punching in commands on a keyboard, if you're
wearinga head-mounted display, you program thecomputer to change modes
in response to the gestures you make with the data gloves.
Pointingupwardsmay mean zoom in; pointingdown, zoom out. A shake
of your fist may signal the computer to end the program.
2. Wands:
Wands, the simplest of the interface devices, come in all shapes and variations.
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
 left or right
This versatility coupled with simplicity are the reasons for the wand's
popularity.
Types of virtual reality
1. Windows on World (Wow)
◦ Also called Desktop VR.
◦ Conventional computer monitor to display the 3D virtual world.
2. Immersive VR
◦ Completely immerse the user's personal viewpoint inside the
virtual 3D world.
◦ The user has no visual contact with the physical word.
◦ Often equipped with a Head Mounted Display (HMD).
3. Immersive VR
◦ Completely immerse the user's personal viewpoint inside the
virtual 3D world.
◦ The user has no visual contact with the physical word.
◦ Often equipped with a Head Mounted Display (HMD).
Applications
ARCHITECTURE& CONSTRUCTION:
Virtual reality is already showingits potential in the architecture and
construction industries. A buildingcan be created as a navigable, interactive,
and immersiveexperiencewhile still being designed, so that both architect
and client can experience the structureand make changes before construction
begins.
In the future, clients will want to experience their house or buildingin virtual
reality before finaldesigns are completed and construction begins. Beyond
today'scapabilities, clients will not only be able to see the structure, but hear
soundsfrom within it, feel its textures, and experience its fragrances.
EDUCATION & TRANING:
 VR is just beginning to be applied in education and training. Students
can study anatomy or explore our galaxy.
 In the future, students will be able to learn through studying in virtual
worlds. Chemistry students will be able to conduct experiments without
risking an accidental explosion in the lab.
 Astronomy students will be able to visit a range of virtual galaxies to
study their properties.
 History students will be able to visit different historical events and
perhaps even participate in the action with historical figures.
 English students could be on stage at the Globe Theater as it was when
Shakespeare's plays were first presented. They will also be able to enter
into a book and interact with its characters.
BUSINESS:
Already, several companies have created three-dimensional visualizations of
the stock market. The use of virtual reality in stock market trading will greatly
increase in the future.
Those companies trading on various stock markets globally will require this
virtual-reality application to identify trends and make trades more rapidly.
They will, in fact, be interacting with the stock market in real time.
MARKETING:
Virtual reality is just beginning to be used by companies who want customers
to experience their products and to understand them better. They've found
that a new technology, such as virtual reality, draws people to their exhibits
and involves them with a product much more than standard displays.
Sapporo, a beer company in Japan, allows customers to visit its production
plant to experience the beer-making process in virtual reality.
In the future, virtual reality will be used to develop and test products with
much greater customer involvement. A company will be able to create
products, gain customer feedback, and then modify the products much more
rapidly and inexpensively.
GAMES:
Virtual Reality Wireless TV Tennis Game comes with a toy tennis racket that
senses the player's swing, while Wireless TV Virtual Reality Boxing includes
boxing gloves that the player wears and jabs with.
MEDICINE:
 Virtual reality is just beginning to be used in medicine and medical
research.
 Virtual reality is also being used at UNC and other locations to practice
aiming X-rays before cancer treatments of that type are performed.
 Several companies, such as Maryland, and others are creating virtual
bodies, a kind of "body electronic," to enhance medical training.
 In the future, medical students will study anatomy by dissecting virtual
cadavers much more cost effective and efficient way of studying the
human body.
 Medical students and surgeons will practice virtual surgery before
attempting a new procedure. They may even practice an operation for a
specific patient, whose unique body characteristics have been scanned
into the computer.
 Different diseases and medical emergencies can also be simulated to
test a medical student or doctor’s knowledge regarding treatment.
Future Scope
It is unclear exactly where the future of virtual reality is heading.
 In the short run, the graphics displayed in the HMD will soon reach a
point of near realism.
 The audio capabilities will move into a new realm of three-dimensional
sounds.
 There are, however attempts being currently made to simulate smell. It
is worth mentioning that simulating smells, while it can be done very
realistically, requires costly research and development.Thus far basic,
and very strong smells such as burning rubber, cordite, gasoline fumes,
and so-forth have been made.
 VR is very much tied into therapeutic, training, and engineering
demands.
As new trials and applications are tried out and more data gathered,
Hamada says he is sure the technology “will take communications to a new
level in content richness, compared to today’s communications, which
only offers images and sounds”.
It has long been feared that Virtual Reality will be the last invention of
humans, as once simulations become cheaper and more widespread, no one
will ever want to leave their "perfect" fantasies.
Impact
There has been increasing interest in the potential social impact of new
technologies, such as virtual reality.
Mychilo S. Cline argues that virtual reality will lead to a number of
important changes in human life and activity.
He argues that:
1. Virtual reality will be integrated into daily life and activity and will be
used in various human ways.
2. Techniques will be developed to influence human behavior,
interpersonal communication, and cognition (i.e., virtual genetics).
3. As we spend more and more time in virtual space, there will be a
gradual “migration to virtual space,” resulting in important changes in
economics, worldview, and culture.
4. The design of virtualenvironmentsmay be used to extend basic human
rights into virtual space, to promote human freedom and well-being,
and to promote social stability as we move from one stage in socio-
political development to the next.
Conclusion
 Virtual reality has been heavily criticized for being an inefficient method
for navigating non-geographical information.
 The major obstacle is the headaches dueto eye strain, caused by VR
headsets. Repetitive Strain Injury can also result from repeated use of
the handset gloves.
 Visualization of complicated, large data is helpfulfor understandingand
analysis.
 VR offersus a new way to interact with computer
 VR enables us to experience the virtual world that is impossible in real
world
 VR is changing our life, eventually VR will increasingly become a partof
our life.
 The excessive claims about VR seen around 1989havebeen tempered,
and VR now has a solid infrastructureof developers, and a receptive
public. This success can partly be attributed to the technology itself, but
the processis morecomplexand is strongly connected with the cultural
context into which the technology was introduced.

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Virtual Reality Report

  • 1. Seminar Report VIRTUAL REALITY United College of Engineering & Research, Naini DEPARTMENT OF INFORMATION TECHNOLOGY Created by: Rashmi Gupta (1301013027)
  • 2. Content 1. Introduction 2. Working 3. Architecture 4. Typesof Virtual Reality 5. Application 6. FutureScope 7. Impact 8. Conclusion
  • 3. Introduction The term 'Virtual Reality' (VR) was initially coined by Jaron Lanier, founder of VPL Research (1989). Definition: Virtual Reality (VR) is the illusion of a three-dimensional, interactive, computer-generated reality where sight, sound, and sometimes even touch are simulated to create pictures, sounds, and objects that actually seem real. It can also be defined as “An artificial reality that projects the user into a 3D space generated by the computer. A virtual reality system uses stereoscopic goggles that providethe 3D imaginary and some sort of tracking device, which may be the goggles themselves for tracking head and body movement. Virtual Reality is an enabling technology that has wide applications in training, product design, etc. Virtual reality (VR) technology is being used to resolve problems in real-world situations. The National Aeronautics and Space Administration (NASA) is using VR to train astronauts to repair the Hubble Space Telescope.
  • 4. Working The relationship between our actions and their perceivable results is ruled by what we call the laws of nature. It is general understanding that our actions act upon real objects, which react according to the laws of nature, what then can be perceived. Virtual Reality Facilities (VRFs) simulate the action perception relationship in a physically correct manner but without involving real objects or real events. Just the same do mathematical models of nature (physical theories). So it stands to reason that VRFs can be considered as analog models of nature. Virtual Reality works on the principle of Perception:  Depth Perception  Accuracy and Field View  Sound Perception  Olfactory Perception  Position & force perception  Touch Perception
  • 5. Architecture INPUT DEVICES: Data gloves, wands, stair steppers. These and other interface devices used in virtual environments serve as portals into virtual reality. 1. Data gloves: Data gloves offer a simple means of gesturing commands to the computer. Rather than punching in commands on a keyboard, if you're wearinga head-mounted display, you program thecomputer to change modes in response to the gestures you make with the data gloves. Pointingupwardsmay mean zoom in; pointingdown, zoom out. A shake of your fist may signal the computer to end the program. 2. Wands: Wands, the simplest of the interface devices, come in all shapes and variations. 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  left or right This versatility coupled with simplicity are the reasons for the wand's popularity.
  • 6. Types of virtual reality 1. Windows on World (Wow) ◦ Also called Desktop VR. ◦ Conventional computer monitor to display the 3D virtual world. 2. Immersive VR ◦ Completely immerse the user's personal viewpoint inside the virtual 3D world. ◦ The user has no visual contact with the physical word. ◦ Often equipped with a Head Mounted Display (HMD). 3. Immersive VR ◦ Completely immerse the user's personal viewpoint inside the virtual 3D world. ◦ The user has no visual contact with the physical word. ◦ Often equipped with a Head Mounted Display (HMD).
  • 7. Applications ARCHITECTURE& CONSTRUCTION: Virtual reality is already showingits potential in the architecture and construction industries. A buildingcan be created as a navigable, interactive, and immersiveexperiencewhile still being designed, so that both architect and client can experience the structureand make changes before construction begins. In the future, clients will want to experience their house or buildingin virtual reality before finaldesigns are completed and construction begins. Beyond today'scapabilities, clients will not only be able to see the structure, but hear soundsfrom within it, feel its textures, and experience its fragrances.
  • 8. EDUCATION & TRANING:  VR is just beginning to be applied in education and training. Students can study anatomy or explore our galaxy.  In the future, students will be able to learn through studying in virtual worlds. Chemistry students will be able to conduct experiments without risking an accidental explosion in the lab.  Astronomy students will be able to visit a range of virtual galaxies to study their properties.  History students will be able to visit different historical events and perhaps even participate in the action with historical figures.  English students could be on stage at the Globe Theater as it was when Shakespeare's plays were first presented. They will also be able to enter into a book and interact with its characters. BUSINESS: Already, several companies have created three-dimensional visualizations of the stock market. The use of virtual reality in stock market trading will greatly increase in the future. Those companies trading on various stock markets globally will require this virtual-reality application to identify trends and make trades more rapidly. They will, in fact, be interacting with the stock market in real time. MARKETING: Virtual reality is just beginning to be used by companies who want customers to experience their products and to understand them better. They've found that a new technology, such as virtual reality, draws people to their exhibits and involves them with a product much more than standard displays. Sapporo, a beer company in Japan, allows customers to visit its production plant to experience the beer-making process in virtual reality.
  • 9. In the future, virtual reality will be used to develop and test products with much greater customer involvement. A company will be able to create products, gain customer feedback, and then modify the products much more rapidly and inexpensively. GAMES: Virtual Reality Wireless TV Tennis Game comes with a toy tennis racket that senses the player's swing, while Wireless TV Virtual Reality Boxing includes boxing gloves that the player wears and jabs with.
  • 10. MEDICINE:  Virtual reality is just beginning to be used in medicine and medical research.  Virtual reality is also being used at UNC and other locations to practice aiming X-rays before cancer treatments of that type are performed.  Several companies, such as Maryland, and others are creating virtual bodies, a kind of "body electronic," to enhance medical training.  In the future, medical students will study anatomy by dissecting virtual cadavers much more cost effective and efficient way of studying the human body.  Medical students and surgeons will practice virtual surgery before attempting a new procedure. They may even practice an operation for a specific patient, whose unique body characteristics have been scanned into the computer.  Different diseases and medical emergencies can also be simulated to test a medical student or doctor’s knowledge regarding treatment.
  • 11. Future Scope It is unclear exactly where the future of virtual reality is heading.  In the short run, the graphics displayed in the HMD will soon reach a point of near realism.  The audio capabilities will move into a new realm of three-dimensional sounds.  There are, however attempts being currently made to simulate smell. It is worth mentioning that simulating smells, while it can be done very realistically, requires costly research and development.Thus far basic, and very strong smells such as burning rubber, cordite, gasoline fumes, and so-forth have been made.  VR is very much tied into therapeutic, training, and engineering demands. As new trials and applications are tried out and more data gathered, Hamada says he is sure the technology “will take communications to a new level in content richness, compared to today’s communications, which only offers images and sounds”. It has long been feared that Virtual Reality will be the last invention of humans, as once simulations become cheaper and more widespread, no one will ever want to leave their "perfect" fantasies.
  • 12. Impact There has been increasing interest in the potential social impact of new technologies, such as virtual reality. Mychilo S. Cline argues that virtual reality will lead to a number of important changes in human life and activity. He argues that: 1. Virtual reality will be integrated into daily life and activity and will be used in various human ways. 2. Techniques will be developed to influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics). 3. As we spend more and more time in virtual space, there will be a gradual “migration to virtual space,” resulting in important changes in economics, worldview, and culture. 4. The design of virtualenvironmentsmay be used to extend basic human rights into virtual space, to promote human freedom and well-being, and to promote social stability as we move from one stage in socio- political development to the next.
  • 13. Conclusion  Virtual reality has been heavily criticized for being an inefficient method for navigating non-geographical information.  The major obstacle is the headaches dueto eye strain, caused by VR headsets. Repetitive Strain Injury can also result from repeated use of the handset gloves.  Visualization of complicated, large data is helpfulfor understandingand analysis.  VR offersus a new way to interact with computer  VR enables us to experience the virtual world that is impossible in real world  VR is changing our life, eventually VR will increasingly become a partof our life.  The excessive claims about VR seen around 1989havebeen tempered, and VR now has a solid infrastructureof developers, and a receptive public. This success can partly be attributed to the technology itself, but the processis morecomplexand is strongly connected with the cultural context into which the technology was introduced.