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TECHNICAL SEMINAR REPORT
ON
"VIRTUAL REALITY"
A technical seminar report submitted in partial fulfillment of
The requiernent of Bachehr of Technology,
By:-
Name: SUMIT KUMAR SF1ARMA
Roil No: 11142507
Branch: CSE
Year: 2014-2018
MAHARISHI MARKANDESHWAR UNIVERSITY
MULLANA, AIVIB ALA, 133207
MMU MULLANA
DEPT.01' COMPUTER SCIENCE AND ENGINEERING
MM UNIVERSITY.. MULL AN A., AMBALA
2
ACICSOWLEDGENENT
I take this opportunity to express my hearty thanks to all those who individually as well as collectively
helped me in the successful comption of this seminar.
I would Ike to express my immense gratitude and sincere thanks to prof. Neeraj Mangla, whose co -
operative guidance has helped me in successfulcompletion of thig seminar.
Name: Sunlit Kumar Sharma
Branch: CS E
Roll no: 11142507
3
ABSTRACT
VIRTU AL REALITY
Virtual reality or virtual realities (VR), which can be referred to as irnmersive multimedia or C omputer-
simulated reality, replicates an environment that sinuLates a physical presence in places in the real world
or an imal_ned world, allowing the user to interact with that world. Virtual realities artificially create
sensory experience, which can include sight, touch, hearing, and smell
Most up- to-date virtual realities are displayed either on a of screen or with an HD VR special
stereoscopic displays, and some simuhtions include additional sensory information and focus on real sound
through speakers or headphones targeted towards VR users, Some advanced haptic systems now include
tactile information, genera W known as force feedback in medical, gaming and military applications,
Furthermore, virtual reality covers re nice communication environments which provide virtual presence of
users with the concepts of telepresence and to to or a vitual artifact (VA) ether through the use of
standard input devices such as a keyboard and mouse, or through inukimodal devices such as a wired glove
or omnidirectional treadmills. The immersive environment can be similar to the real world in order to creak
a lifelke experience—for example, in simulatiom for piipt or combat training—or it can differ signific antiy
from reality, such as in VR games,
Virtual reality is an artifi2ial envirotunent that is created with software and presented to the user in such a
way that the user suspends belief and accepts it as a real environment. On a computer, virtual reality is
primarily experienced through two of the five senses:sight and sound.
The simplest form of virtual reality is a 3-D image that can be explored interactively at a personal computer,
asually by manipulating keys or the mouse so that the content of the image moves in some direction or
ziaoms in or out. More sophisticated efforts involve such approaches as wrap-around dis play screens, actual
rooms augmented with wearable computers, and haptic devices that let you feel the display images.
4
CERTIFICATE:
It is certified that the work contained in this report titled "VIRTUAL REALITY" i the original
work done by Sumit Kumar Shanna and has been carried out under my supervision.
Prof Neeraj Mangla
Seminar Supervisor
Department of C SE
INALM University, Mauna
Ambala
S
CONTENTS
pages
Acknowledgments 2
Abstract 3
Certificate 4
Table of Contents
Chapter1:Introduction
Chapter 2: lbe History of VR 7-8
Chapter 3: Types of NTR 9-10
Chapter 4: Technologies of VR 11-13
Chapter 5: Architecture of VR System 14-15
Chapter 6: Application of VR 16-17
C ha pte r 7: Curre nt Proble m & FutureWork 1g-19
Chapter 8: Summary 20-21
References
CHAPTER 1
INTRODUCTION;
The definition of virtual reality comes naturally, from the definitions thr both 'virtual' and
'reality'. The definition of clirtuar is near and reality is ‘vliat we experience as human
beligs. So the term 'virtual reality' baskally means 'near-reality'. This could, of course,
mean anything but it usuaily refers to a spec type of reality emulation.
We no the world through our senses and perception systems. In school we all learned
that we I-
Kive live senses: taste, touch, mull, sight and hearing. These are however only our
most obvious sense organs. 11-
ie truth is that hununs imve many mom senses than this, such
as a sense of balance for exampL The other sensory inputs.. plus some specid processing
of sensory htbrmation by our brains ensures that we have a rich flow of information from
the environment to our minds.
Everything that we know about our reality co nt s b way of our senses. In other words, our
entire experience of reality is sinvily a combimtion of sensory iformation and our brains
sense-makiig mechanism s for that intbrmation. It stands to reason then, that if you can
present your senses with madc-w hforn-
ratioR yc perception of reality wouki also
change in response to it. You would be presented with a version of real ii),' that in't really
there, but fro rspective it would be perceived as real. Something. we would refer
to as a virtual reality.
Answering "what is vitail reality" in technical terms is straight -forward. Vitail reality is
the term used to describe a three-climensia nal, con-
puter generated envi-
onment which cm
be eviored and iiteracted with by a person That person becomes part of this virtual world
or is immersed within this cnvironment and whist there, is able to manipulate objects or
perform a series of actions.
The concepts behind virtual reality are based upon theori!s about a long held hunzin desire
to escape the boundaries of the 'real world' by embracing cyberspace.
7
CHAPTER 2
litsroRY OF VIRTUAL REALITY:
In 1950, flight simulators were buil by US Air Force to trail student pilots. In 1965,
a research program for corrputer graphics called The Ultimate Display" was laid out. Until
that time VR was just a concept and was not very popuktr.in 1988, commercial development
of VR began In 1991, first comrrercial entertainment VR system was released.
Virtual reality in die 21st centim
The fist fifteen years of the 21st century has seen major, rapid advawe m ent in the
development of virtual reality. Computer technology, especially small and powerful mobile
technologies, have exploded while prices are constantly driven down_ The rise of smartpho n e s
with high-dens it displays and 3D graphics capabilities has enabhd a E.- ncratK) n of
lightweight aril practical virtual reality devices. The video game industry has continued to
drive the development of consumer virtual reality unabated. Depth sensing cameras sensor
suites, motion contrulbrs and natural human interfaces are aitady a part of daily human
computing tasks.
Recently companies lice Go o& have released ritual reality products such as the
Googb Cardboard, a DIY headset tfut uses a smartphone to drive it, Companies lke Samsung
have taken this concept further with products such as the Galaxy Gear, which is mass produced
and contains "smart" features such as gesture control.
Developer versions of a l consumer products have also been available for a few years, so
there has been a steady stream of software projects creating content for the immanent mark_et
entrance of modem virtual reality.
8
Fig..211
It seems ebar that 2016 will be a key year in the virtual really industry Multip consumer
devices that seem to frially answer the unfulfilled promises made by vi -
tail reality i the
1990s wM come to market at tit time. These iiclucle the pioneering Oculus Rift, which was
purchased by social media giant Facebook in 2014 for the staggering. sum of $213N. An
incredible vote of confidence in vhere the industry is set to go. When the Oculus Rift releases
in 2016 it will be competing with products from Valve Corporation and FITC , Microsoft as
well as Sony Con-
puter Entertainment, These heavyweights are s to be followed b many
other enterprises, should the market take of as expected
CHAPTER 3
TYPES OF VIRTUAL RTEALITY:
Waxlovis on World (WOW): With this kind of system. also known as "desktop YR the
user sees the 3-D work] through the 'window' of the computer screen anti rlivigates tirough
the space with a control device such as a mouse. Like immersive viThal reality, this
provides afirst-person experience. Om low-cost example of a 'Through the vvindow' virtua
reality system is the 3-D architectural design phnning tool Vittus WalkThrough that makes
it possible to explore virtual reality on a Macintosh or IBM computer, Deveki ped as a
computer visualization tool to help plan complex high-tech filmmak_ing for the movie The
Abyss. Vitus Walk:Through is now used as a set design and planning tool tbr many
Hollywood movies and advertisements as well as architectural phinning and cducadonal
applications. simihr, less eTensive and k s s soplistiated program that is starting to
find use in elementary and secondary schools is Vitus VR ( Law, 1994; Pantelid is, nd).
blame rs ivi UR : Usually when we think of virtual reality. WO think_ of immersiw systems
involving. computer interface devices such as a head-mounted display (HIVID), fiber-optic
wired glows. position tracking devices, and audio systems providing 3 - D (binalral) sound.
Immersive virtual reality provides an incrnediate, first-person expernce. With some
applications, there is a treadmill interface to simulate the exp-erietx:e of waking through
virtual space. Anti in place of the he display, there is the BOOM vi from
Fake Space Labs which hangs suspended in front of the viewer's face, not on it, so it is not
as heavy and tiling to wear as the head-mounted display. in immersive R. the user is
placed inside the in-
ngc; the generated in is assigned properties which make it look and
act real in temis of visual perception and in son cases aural anJ tactib perception (Brooks,
1988; Tt-
ubitt, 1990; Begauk, 1991; Markolf, 1991; Minsky, 1991; Gehriv, 1992). 'There
is even research on creating virtual smells; an application to patent such a product has been
submitted by researchers at the Southwest Research Institute (Varner, 1993).
Tele presence: The concept of cyberspace is liked to the notion of tebpresence, the
feeling of being in a location other than where you actually are Rehted to this a
13
teboperation means that you can control a robot or another device at a distarre. In the
Jason Project, children at different sites across the U.S. have the opportanty to teleoperate
the unmanned subn-
K.u-
ine Jason, the nan-
esake for this innovative science education project
directed by Robert Balkird, a scntist as the Wo-ocis Hole Oceanographic Instikie (EDS,
1991; Uln-
ran, 1993; McLellan, 1995).
Fig.3.1
Augmented VR: A variation of immersive vitual reality is Augmented Reality where a
see-through hyer of computer graphics is superimposed over the real world to highli ght
certain features and entunce understanding One application of augmented reality is in
aviation, where certain controls can be highlighted, for exam ph the controls needed to land
an airplane. And many medical applications are under development (Taubes, 1994b).
Recently, for the list time, a surgeon conducted surrry to remove a brail tumor using an
augmented reality system; a video image superimposed with 3 - D gap hies helped the
doctor to see the site of the operation more effectively (Satava, 1993)

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virtual-reality-report (1).docx

  • 1. 1 TECHNICAL SEMINAR REPORT ON "VIRTUAL REALITY" A technical seminar report submitted in partial fulfillment of The requiernent of Bachehr of Technology, By:- Name: SUMIT KUMAR SF1ARMA Roil No: 11142507 Branch: CSE Year: 2014-2018 MAHARISHI MARKANDESHWAR UNIVERSITY MULLANA, AIVIB ALA, 133207 MMU MULLANA DEPT.01' COMPUTER SCIENCE AND ENGINEERING MM UNIVERSITY.. MULL AN A., AMBALA
  • 2. 2 ACICSOWLEDGENENT I take this opportunity to express my hearty thanks to all those who individually as well as collectively helped me in the successful comption of this seminar. I would Ike to express my immense gratitude and sincere thanks to prof. Neeraj Mangla, whose co - operative guidance has helped me in successfulcompletion of thig seminar. Name: Sunlit Kumar Sharma Branch: CS E Roll no: 11142507
  • 3. 3 ABSTRACT VIRTU AL REALITY Virtual reality or virtual realities (VR), which can be referred to as irnmersive multimedia or C omputer- simulated reality, replicates an environment that sinuLates a physical presence in places in the real world or an imal_ned world, allowing the user to interact with that world. Virtual realities artificially create sensory experience, which can include sight, touch, hearing, and smell Most up- to-date virtual realities are displayed either on a of screen or with an HD VR special stereoscopic displays, and some simuhtions include additional sensory information and focus on real sound through speakers or headphones targeted towards VR users, Some advanced haptic systems now include tactile information, genera W known as force feedback in medical, gaming and military applications, Furthermore, virtual reality covers re nice communication environments which provide virtual presence of users with the concepts of telepresence and to to or a vitual artifact (VA) ether through the use of standard input devices such as a keyboard and mouse, or through inukimodal devices such as a wired glove or omnidirectional treadmills. The immersive environment can be similar to the real world in order to creak a lifelke experience—for example, in simulatiom for piipt or combat training—or it can differ signific antiy from reality, such as in VR games, Virtual reality is an artifi2ial envirotunent that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment. On a computer, virtual reality is primarily experienced through two of the five senses:sight and sound. The simplest form of virtual reality is a 3-D image that can be explored interactively at a personal computer, asually by manipulating keys or the mouse so that the content of the image moves in some direction or ziaoms in or out. More sophisticated efforts involve such approaches as wrap-around dis play screens, actual rooms augmented with wearable computers, and haptic devices that let you feel the display images.
  • 4. 4 CERTIFICATE: It is certified that the work contained in this report titled "VIRTUAL REALITY" i the original work done by Sumit Kumar Shanna and has been carried out under my supervision. Prof Neeraj Mangla Seminar Supervisor Department of C SE INALM University, Mauna Ambala
  • 5. S CONTENTS pages Acknowledgments 2 Abstract 3 Certificate 4 Table of Contents Chapter1:Introduction Chapter 2: lbe History of VR 7-8 Chapter 3: Types of NTR 9-10 Chapter 4: Technologies of VR 11-13 Chapter 5: Architecture of VR System 14-15 Chapter 6: Application of VR 16-17 C ha pte r 7: Curre nt Proble m & FutureWork 1g-19 Chapter 8: Summary 20-21 References
  • 6. CHAPTER 1 INTRODUCTION; The definition of virtual reality comes naturally, from the definitions thr both 'virtual' and 'reality'. The definition of clirtuar is near and reality is ‘vliat we experience as human beligs. So the term 'virtual reality' baskally means 'near-reality'. This could, of course, mean anything but it usuaily refers to a spec type of reality emulation. We no the world through our senses and perception systems. In school we all learned that we I- Kive live senses: taste, touch, mull, sight and hearing. These are however only our most obvious sense organs. 11- ie truth is that hununs imve many mom senses than this, such as a sense of balance for exampL The other sensory inputs.. plus some specid processing of sensory htbrmation by our brains ensures that we have a rich flow of information from the environment to our minds. Everything that we know about our reality co nt s b way of our senses. In other words, our entire experience of reality is sinvily a combimtion of sensory iformation and our brains sense-makiig mechanism s for that intbrmation. It stands to reason then, that if you can present your senses with madc-w hforn- ratioR yc perception of reality wouki also change in response to it. You would be presented with a version of real ii),' that in't really there, but fro rspective it would be perceived as real. Something. we would refer to as a virtual reality. Answering "what is vitail reality" in technical terms is straight -forward. Vitail reality is the term used to describe a three-climensia nal, con- puter generated envi- onment which cm be eviored and iiteracted with by a person That person becomes part of this virtual world or is immersed within this cnvironment and whist there, is able to manipulate objects or perform a series of actions. The concepts behind virtual reality are based upon theori!s about a long held hunzin desire to escape the boundaries of the 'real world' by embracing cyberspace.
  • 7. 7 CHAPTER 2 litsroRY OF VIRTUAL REALITY: In 1950, flight simulators were buil by US Air Force to trail student pilots. In 1965, a research program for corrputer graphics called The Ultimate Display" was laid out. Until that time VR was just a concept and was not very popuktr.in 1988, commercial development of VR began In 1991, first comrrercial entertainment VR system was released. Virtual reality in die 21st centim The fist fifteen years of the 21st century has seen major, rapid advawe m ent in the development of virtual reality. Computer technology, especially small and powerful mobile technologies, have exploded while prices are constantly driven down_ The rise of smartpho n e s with high-dens it displays and 3D graphics capabilities has enabhd a E.- ncratK) n of lightweight aril practical virtual reality devices. The video game industry has continued to drive the development of consumer virtual reality unabated. Depth sensing cameras sensor suites, motion contrulbrs and natural human interfaces are aitady a part of daily human computing tasks. Recently companies lice Go o& have released ritual reality products such as the Googb Cardboard, a DIY headset tfut uses a smartphone to drive it, Companies lke Samsung have taken this concept further with products such as the Galaxy Gear, which is mass produced and contains "smart" features such as gesture control. Developer versions of a l consumer products have also been available for a few years, so there has been a steady stream of software projects creating content for the immanent mark_et entrance of modem virtual reality.
  • 8. 8 Fig..211 It seems ebar that 2016 will be a key year in the virtual really industry Multip consumer devices that seem to frially answer the unfulfilled promises made by vi - tail reality i the 1990s wM come to market at tit time. These iiclucle the pioneering Oculus Rift, which was purchased by social media giant Facebook in 2014 for the staggering. sum of $213N. An incredible vote of confidence in vhere the industry is set to go. When the Oculus Rift releases in 2016 it will be competing with products from Valve Corporation and FITC , Microsoft as well as Sony Con- puter Entertainment, These heavyweights are s to be followed b many other enterprises, should the market take of as expected
  • 9. CHAPTER 3 TYPES OF VIRTUAL RTEALITY: Waxlovis on World (WOW): With this kind of system. also known as "desktop YR the user sees the 3-D work] through the 'window' of the computer screen anti rlivigates tirough the space with a control device such as a mouse. Like immersive viThal reality, this provides afirst-person experience. Om low-cost example of a 'Through the vvindow' virtua reality system is the 3-D architectural design phnning tool Vittus WalkThrough that makes it possible to explore virtual reality on a Macintosh or IBM computer, Deveki ped as a computer visualization tool to help plan complex high-tech filmmak_ing for the movie The Abyss. Vitus Walk:Through is now used as a set design and planning tool tbr many Hollywood movies and advertisements as well as architectural phinning and cducadonal applications. simihr, less eTensive and k s s soplistiated program that is starting to find use in elementary and secondary schools is Vitus VR ( Law, 1994; Pantelid is, nd). blame rs ivi UR : Usually when we think of virtual reality. WO think_ of immersiw systems involving. computer interface devices such as a head-mounted display (HIVID), fiber-optic wired glows. position tracking devices, and audio systems providing 3 - D (binalral) sound. Immersive virtual reality provides an incrnediate, first-person expernce. With some applications, there is a treadmill interface to simulate the exp-erietx:e of waking through virtual space. Anti in place of the he display, there is the BOOM vi from Fake Space Labs which hangs suspended in front of the viewer's face, not on it, so it is not as heavy and tiling to wear as the head-mounted display. in immersive R. the user is placed inside the in- ngc; the generated in is assigned properties which make it look and act real in temis of visual perception and in son cases aural anJ tactib perception (Brooks, 1988; Tt- ubitt, 1990; Begauk, 1991; Markolf, 1991; Minsky, 1991; Gehriv, 1992). 'There is even research on creating virtual smells; an application to patent such a product has been submitted by researchers at the Southwest Research Institute (Varner, 1993). Tele presence: The concept of cyberspace is liked to the notion of tebpresence, the feeling of being in a location other than where you actually are Rehted to this a
  • 10. 13 teboperation means that you can control a robot or another device at a distarre. In the Jason Project, children at different sites across the U.S. have the opportanty to teleoperate the unmanned subn- K.u- ine Jason, the nan- esake for this innovative science education project directed by Robert Balkird, a scntist as the Wo-ocis Hole Oceanographic Instikie (EDS, 1991; Uln- ran, 1993; McLellan, 1995). Fig.3.1 Augmented VR: A variation of immersive vitual reality is Augmented Reality where a see-through hyer of computer graphics is superimposed over the real world to highli ght certain features and entunce understanding One application of augmented reality is in aviation, where certain controls can be highlighted, for exam ph the controls needed to land an airplane. And many medical applications are under development (Taubes, 1994b). Recently, for the list time, a surgeon conducted surrry to remove a brail tumor using an augmented reality system; a video image superimposed with 3 - D gap hies helped the doctor to see the site of the operation more effectively (Satava, 1993)