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Discovery Engineering, Volume 2, Number 5, August 2013

Discovery Engineering ‱ PERSPECTIVES ‱ ELECTRONICS & COMMUNICATION

discovery

Engineering

ISSN 2320 – 6675

EISSN 2320 – 6853

PERSPECTIVES ‱ ELECTRONICS & COMMUNICATION

Integrating real with the virtual: welcome to the virtual reality
Aman Jain1, Aman Wahi2, Ravi Ahuja3☌
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1. Student (B.Tech 5 sem), Electronics and Communication Engineering Dronacharya College of Engineering, Gurgaon-123506, India
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2. Student (B.Tech 5 sem), Electronics and Communication Engineering Dronacharya College of Engineering, Gurgaon-123506, India
th
3. Student (B.Tech 5 sem), Electronics and Computer Engineering Dronacharya College of Engineering, Gurgaon-123506, India
☌

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Corresponding author: Student (B.Tech 5 sem), Electronics and Computer Engineering Dronacharya College of Engineering, Gurgaon-123506, India,
Email: raviahuja1994@gmail.com Mobile No: (+91)9868003270
Received 19 June; accepted 24 July; published online 01 August; printed 16 August 2013

ABSTRACT
With advancement of the technology, sitting in front of computer and playing 2D games is now a bore. Here, we come up with a very new idea – virtual
reality. Virtual reality is a world, which is not present around us in the physical state, yet we experience it by using modern day technology. The modern
science has allowed us to not only play the games but to experience it. Though it is not real we are still trying to make it very much similar to the real world
environment so that we can interact with the real world by seeing it, hearing it, touching it, smelling it and feeling it. Though the virtual world is so
fantasizing and fun to watch it should satisfy three of the following conditions: total realism, physical interaction and no boundaries. To make our virtual
world more interactive we use the technology of programmable matter and claytronics. The programmable matter is the matter which consists of tiny
modular robots that can change its shape accordingly and can transform from one shape to another.
To Cite this Article:
Aman Jain, Aman Wahi, Ravi Ahuja. Integrating real with the virtual: welcome to the virtual reality. Discovery Engineering, 2013, 2(5), 10-12

of us live in a world with a unique 3-Dimensional
structure still having difference in shape, size, color, texture
at every corner. Virtual reality is the concept of modern
science and technology in which we try to replicate and
create a world which is very much similar to the real world in
addition that it is lot more interesting and we can alter all the
happenings in that world with a single click. All of us are
familiar with the video games that we often used to play in
front our TV or computer screen. But the twist is that in the
concept of virtual reality we not only play those games we
actually live it! All the five senses of the human i.e. vision,
hearing, interaction, smell and lastly feel are to be implied in
a virtual realistic system. This technology was started by a
3D screen and some speakers which later get advanced to
head mounted glasses and the virtual sphere. This
technology very much relates to the most fascinating
ingredient of Star Trek series i.e. Holodeck. A holodeck is a
virtual realistic system which consists of several machines
that are working together to give a realistic experience to the
user as the real world does.

2. VIRTUAL REALITY
The concept of virtual reality can be best described as:
“Virtual Reality is electronics simulations of environments
experienced via head mounted eye glasses and wired
clothing enabling the end user to interact in realistic threedimensional situations” (Jonathan Steuer, 1993).
Aman Jain et al.
Integrating real with the virtual: welcome to the virtual reality,
Discovery Engineering, 2013, 2(5), 10-12,
www.discovery.org.in/de.htm

According to the modern science and technology the virtual
reality system should be able to satisfy the three conditions
specified below:
1. Total realism
2. Physical interaction
3. No boundaries

2.1. Total realism
Total realism is the ability to create a magical world that is
thoroughly realistic. This should include the basic need for
the real world humans to interact with the virtual world i.e.
vision. For this the most convincing grown technology is
THE CAVE located at South Jersey Technology Park at
Rowan University. The cave virtual automatic environment
of just the cave is an immersive virtual reality environment
where projectors are used to the project a specific picture on
to the three, four or six sides of a cubical room and the
special 3D glasses are used to make it more realistic (Figure
1). But that’s not all. What makes the thing so fascinating to
the sci-fi science is that the picture projected on the walls of
a room actually disturbs as you move your head. This is
achieved by using cameras and trackers and synchronizing
them with each other. The theory is that what you see from
those glasses actually gets recorded by the chips installed in
the glass which is then sent to the trackers and then to the
cameras installed on the screen in the form of Infrared light
which we can’t see but the cameras do. When we move our
head in any direction the recorded picture is sent to the

www.discovery.org.in
© 2013 Discovery Publication. All Rights Reserved

10

All

Page

1. INTRODUCTION
Discovery Engineering ‱ PERSPECTIVES ‱ ELECTRONICS & COMMUNICATION
Technology already allows us
to think of the contact lenses
which have LED’s or the
function of accessing the
internet and displaying the
result on your retina (Figure
2). In the future we will be able
to draw the huge world of
virtual reality onto a tiny
contact lens (Deering et al.
1992).

2.2 physical
interactions
A virtual realistic system
should not only be able to
make us see the real world in
Figure 1
Figure 2
Engineering
a virtual background but
should also have the ability to
Front view of the cave virtual automatic environment
Contact lens with embedded technology
interact with the user. In
simple words we should be
able to touch and feel what is
in the virtual world. Moreover it
is not practically possible to
include all the elements used
in the different types of virtual
world. Therefore we need
something that can change its
shape according to our
requirements, something that
can be called matter but can
change its shape, size and
color according to our need.
We call it programmable
matter.
Developed
by
Carnegie Mellon University,
US by the great scientist Seth
Goldstein in June 2002,
Discovery Engineering
catoms
or
programmable
matter is ready to bring a
Figure 3
Engineering
revolution in today’s modern
Applications of the programmable matter and claytronics
electronics. According to him
catom is defined as:
A group of tiny modular robots
that can communicate with
each other and can change
their shape, size and color
according to the surrounding
catom. In this way they create
voids which move towards the
edge to give it a different look
each time it is disturbed
(Chung et al. 1990).
In its basic design, the catom
is a millimeter size unit that
comprises of:
 A CPU.
 An energy store such as
onboard battery.
 A network device.
 A video output device
Discovery Engineering
Discovery Engineering
such as LCD or LED.
 Sensors like pressure
Figure 4
Engineering
Figure 5
sensors
and
photo
Front view of a virtual sphere
A cyber-walk Omni- directional treadmill
sensors.
camera which sends the signal to the projector to
 A means of locomotion
accordingly change the view. Moreover the pictures
 A mechanism for adhering to other catoms.
projected on the three sides of the cubes collaborate to
become a 3D view with different views on their respective
By this technology catoms can change its shape into
direction each controlled by a different computer. Not only
anything depending upon our requirements and interest and
that to give it a really interesting feature scientists have
in this way we can make our virtual world more realistic and
provide a real gaming experience with a controller and a
interesting. One example of the claytronics technology is
st
receiver. But is that all? I don’t think so. Though for the 21
blinky blocks which can change their color according to a
century it is much more fascinating and much like exploring
specific pattern (Figure 3). Till now we are able to visualize
but in the future it is definitely not enough. The solution can
fifty percent of our virtual world. It is consisting of a cubical
be instead of using macro screens controlled by equal size
room with speakers installed everywhere. The sight of the
computers we can think of something really small.
walls of our virtual room will not matter since our eyes
Aman Jain et al.
Integrating real with the virtual: welcome to the virtual reality,
Discovery Engineering, 2013, 2(5), 10-12,
www.discovery.org.in/de.htm

www.discovery.org.in
© 2013 Discovery Publication. All Rights Reserved

11

Discovery Engineering

Page

Discovery Engineering
Discovery Engineering ‱ PERSPECTIVES ‱ ELECTRONICS & COMMUNICATION
contain a lens that project the whole 3D picture of our virtual
background onto our retina. To make the environment more
realistic we can include solid interactive objects made of
programmable matter that will change its shape according to
the background. Now the question that arises out of
everybody’s mind is can our virtual world be infinite as our
real world?

2.3. Infinite World
When we look at our design of a virtual world we would
come to know that it is a cubical room of some inches which
is not even closer to our real world. So in order to make our
virtual similar to the real world we have to make it infinite
without any boundaries which is in first thought looks next to
impossible. But modern engineering has found a solution.
The first step that was initiated in the direction of making the
virtual world infinite is known as virtual sphere. As the name
suggest it is a giant 10 foot sphere that is rested on a special
platform that allows the sphere to move in any direction
depending on the users step (Figure 4). Today it is used in
military training, home gaming and some shows. Another
technology that emerges after the virtual sphere is known as
Cyber-walk Omni-directional treadmill. It includes simple
engineering techniques. It comprises of straps which is
bound on a platform (Figure 5). These straps move
horizontally allowing the user to move in horizontal direction.
Further the platform move vertically allowing the user to
move in any direction in two dimensions. This enables the
user to walk endlessly on the same platform which gives the
feeling of an infinite world. Until now our model of a virtual
universe is almost complete. The only thing remaining is to
implement all the above discussed technologies onto a
single unit. However in order to make our virtual world more
fascinating as well as adventurous some extra features can
be added into it. So far we have discussed all the various
methods to construct a virtual world that is very much similar
to our real world and we can interact with this virtual world
through our senses like vision, hearing, touch and interact.
But there is something that is missing i.e. the smell factor.
According to a study, there are about 10,000 aromas that
are present in our universe which combines in a specific
proportion to give a definite unique smell same as the color
combination. So to make our virtual world more realistic we
can have ten thousand canisters hanging on the roof that
produce different aromas which further can constitute to
different smell according to the background. Though this is
not as easy as the color combinations but still there is very
much chance that we can obtain it.
Another advanced feature in the field of virtual reality is
something that allows the user to feel and to experience that

is experienced by the virtual world. The device used in
known as Computer Combat Jacket. Presently it is used by
the computer game players to experience the shot or blast
that the virtual player is experiencing. The jacket consists of
several sensors that form a 3D framework of the user in the
real world and matches it with the identical 3D framework of
the virtual player. Using 3 dimensional coordinates system it
detects which part virtual framework gets affected by the
gunshot and sends the signal to the pressure gauge which
applies different amount of pressure depending upon the
impact of the shot.

3. APPLICATIONS
The concept of virtual reality could be a great boon to us. It
can be applied in different fields depending upon the area of
interest and focus. Some of the currently used and future
possible applications are listed below:
1. It can be used in military training where the environment
of a battle war can be simulated on a screen. Having no
limitations of space the trainee can move in any direction
according to the need and can have real battle experience
without risking his own life (Brooks, 1988).
2. It is being applied in gaming zones where the players not
only play the game with a remote control but they
experience it around themselves. This makes the game
more fascination and interesting.
3. The technology of virtual reality can be very helpful for
explorers especially space explorers. The satellite images
which will be get can be projected on our 3D screen and can
be experienced and explained in a more efficient way.

4. CONCLUSION
So far we are discussing various methods of creating a
virtual world with a real life experience. Virtual world is a
place where you can find, explore and experience the world
which is not practically possible with your physical
appearance. This can be achieved through a science fiction
yet possible discovery in the future of mankind known as
Holodeck. A holodeck is a group of various machines and
computers working together to form a virtual environment
where we can interact with the virtual world through our
senses i.e. vision, hearing, smell, feel and interact. The most
common use of virtual reality today is in the gaming zones
where people can interact with the environment of the
games. But in the distant feature it is believed to go beyond
that and can be a very useful tool for the modern
technology.

REFERENCE
1.

2.

Brooks FP. Grasping Reality through Illusion: Interactive
Graphics serving Science. Proc. SIGCHI ‘88, May 1988, pp
1-11
Chung JC, Harris et al. Exploring Virtual Worlds with HeadMounted Displays. Proc. SPIE, 1990, 1083-05, 42-52

3.
4.

Deering, M. High Resolution Virtual Reality Computer
Graphics, 1992, 26 (2), 195-201
Jonathan Steuer, Defining Virtual Reality: Dimensions
Determining Telepresence, paper 104, 15 October 1993, pp
5-6

RELATED RESOURCE
1.

3.

Cruz-Neira C, Sandin DJ, DeFanti TA, Kenyon R, Hart JC.
‘The CAVE’, Audio Visual Experience Automatic Virtual
Environment. Communications of the ACM, 1992, 64-72

Page

12

2.

Bishop G, Fuchs H, et al. Research Directions in Virtual
Environments. Computer Graphics, 1992, 26(3), 153-177
Codella C, Jalili R, Koved L, Lewis B, Ling DT, Lipscomb
JS, Rabenhorst D, Wang CP, Norton A, Sweeny P, Turk G.
Interactive simulation in a multi-person virtual world. ACM
Human Factors in Computing Systems, CHI ‘92 Conf., May
1992, pp. 329-334

Aman Jain et al.
Integrating real with the virtual: welcome to the virtual reality,
Discovery Engineering, 2013, 2(5), 10-12,
www.discovery.org.in/de.htm

www.discovery.org.in
© 2013 Discovery Publication. All Rights Reserved

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  • 1. Discovery Engineering, Volume 2, Number 5, August 2013 Discovery Engineering ‱ PERSPECTIVES ‱ ELECTRONICS & COMMUNICATION discovery Engineering ISSN 2320 – 6675 EISSN 2320 – 6853 PERSPECTIVES ‱ ELECTRONICS & COMMUNICATION Integrating real with the virtual: welcome to the virtual reality Aman Jain1, Aman Wahi2, Ravi Ahuja3☌ th 1. Student (B.Tech 5 sem), Electronics and Communication Engineering Dronacharya College of Engineering, Gurgaon-123506, India th 2. Student (B.Tech 5 sem), Electronics and Communication Engineering Dronacharya College of Engineering, Gurgaon-123506, India th 3. Student (B.Tech 5 sem), Electronics and Computer Engineering Dronacharya College of Engineering, Gurgaon-123506, India ☌ th Corresponding author: Student (B.Tech 5 sem), Electronics and Computer Engineering Dronacharya College of Engineering, Gurgaon-123506, India, Email: raviahuja1994@gmail.com Mobile No: (+91)9868003270 Received 19 June; accepted 24 July; published online 01 August; printed 16 August 2013 ABSTRACT With advancement of the technology, sitting in front of computer and playing 2D games is now a bore. Here, we come up with a very new idea – virtual reality. Virtual reality is a world, which is not present around us in the physical state, yet we experience it by using modern day technology. The modern science has allowed us to not only play the games but to experience it. Though it is not real we are still trying to make it very much similar to the real world environment so that we can interact with the real world by seeing it, hearing it, touching it, smelling it and feeling it. Though the virtual world is so fantasizing and fun to watch it should satisfy three of the following conditions: total realism, physical interaction and no boundaries. To make our virtual world more interactive we use the technology of programmable matter and claytronics. The programmable matter is the matter which consists of tiny modular robots that can change its shape accordingly and can transform from one shape to another. To Cite this Article: Aman Jain, Aman Wahi, Ravi Ahuja. Integrating real with the virtual: welcome to the virtual reality. Discovery Engineering, 2013, 2(5), 10-12 of us live in a world with a unique 3-Dimensional structure still having difference in shape, size, color, texture at every corner. Virtual reality is the concept of modern science and technology in which we try to replicate and create a world which is very much similar to the real world in addition that it is lot more interesting and we can alter all the happenings in that world with a single click. All of us are familiar with the video games that we often used to play in front our TV or computer screen. But the twist is that in the concept of virtual reality we not only play those games we actually live it! All the five senses of the human i.e. vision, hearing, interaction, smell and lastly feel are to be implied in a virtual realistic system. This technology was started by a 3D screen and some speakers which later get advanced to head mounted glasses and the virtual sphere. This technology very much relates to the most fascinating ingredient of Star Trek series i.e. Holodeck. A holodeck is a virtual realistic system which consists of several machines that are working together to give a realistic experience to the user as the real world does. 2. VIRTUAL REALITY The concept of virtual reality can be best described as: “Virtual Reality is electronics simulations of environments experienced via head mounted eye glasses and wired clothing enabling the end user to interact in realistic threedimensional situations” (Jonathan Steuer, 1993). Aman Jain et al. Integrating real with the virtual: welcome to the virtual reality, Discovery Engineering, 2013, 2(5), 10-12, www.discovery.org.in/de.htm According to the modern science and technology the virtual reality system should be able to satisfy the three conditions specified below: 1. Total realism 2. Physical interaction 3. No boundaries 2.1. Total realism Total realism is the ability to create a magical world that is thoroughly realistic. This should include the basic need for the real world humans to interact with the virtual world i.e. vision. For this the most convincing grown technology is THE CAVE located at South Jersey Technology Park at Rowan University. The cave virtual automatic environment of just the cave is an immersive virtual reality environment where projectors are used to the project a specific picture on to the three, four or six sides of a cubical room and the special 3D glasses are used to make it more realistic (Figure 1). But that’s not all. What makes the thing so fascinating to the sci-fi science is that the picture projected on the walls of a room actually disturbs as you move your head. This is achieved by using cameras and trackers and synchronizing them with each other. The theory is that what you see from those glasses actually gets recorded by the chips installed in the glass which is then sent to the trackers and then to the cameras installed on the screen in the form of Infrared light which we can’t see but the cameras do. When we move our head in any direction the recorded picture is sent to the www.discovery.org.in © 2013 Discovery Publication. All Rights Reserved 10 All Page 1. INTRODUCTION
  • 2. Discovery Engineering ‱ PERSPECTIVES ‱ ELECTRONICS & COMMUNICATION Technology already allows us to think of the contact lenses which have LED’s or the function of accessing the internet and displaying the result on your retina (Figure 2). In the future we will be able to draw the huge world of virtual reality onto a tiny contact lens (Deering et al. 1992). 2.2 physical interactions A virtual realistic system should not only be able to make us see the real world in Figure 1 Figure 2 Engineering a virtual background but should also have the ability to Front view of the cave virtual automatic environment Contact lens with embedded technology interact with the user. In simple words we should be able to touch and feel what is in the virtual world. Moreover it is not practically possible to include all the elements used in the different types of virtual world. Therefore we need something that can change its shape according to our requirements, something that can be called matter but can change its shape, size and color according to our need. We call it programmable matter. Developed by Carnegie Mellon University, US by the great scientist Seth Goldstein in June 2002, Discovery Engineering catoms or programmable matter is ready to bring a Figure 3 Engineering revolution in today’s modern Applications of the programmable matter and claytronics electronics. According to him catom is defined as: A group of tiny modular robots that can communicate with each other and can change their shape, size and color according to the surrounding catom. In this way they create voids which move towards the edge to give it a different look each time it is disturbed (Chung et al. 1990). In its basic design, the catom is a millimeter size unit that comprises of:  A CPU.  An energy store such as onboard battery.  A network device.  A video output device Discovery Engineering Discovery Engineering such as LCD or LED.  Sensors like pressure Figure 4 Engineering Figure 5 sensors and photo Front view of a virtual sphere A cyber-walk Omni- directional treadmill sensors. camera which sends the signal to the projector to  A means of locomotion accordingly change the view. Moreover the pictures  A mechanism for adhering to other catoms. projected on the three sides of the cubes collaborate to become a 3D view with different views on their respective By this technology catoms can change its shape into direction each controlled by a different computer. Not only anything depending upon our requirements and interest and that to give it a really interesting feature scientists have in this way we can make our virtual world more realistic and provide a real gaming experience with a controller and a interesting. One example of the claytronics technology is st receiver. But is that all? I don’t think so. Though for the 21 blinky blocks which can change their color according to a century it is much more fascinating and much like exploring specific pattern (Figure 3). Till now we are able to visualize but in the future it is definitely not enough. The solution can fifty percent of our virtual world. It is consisting of a cubical be instead of using macro screens controlled by equal size room with speakers installed everywhere. The sight of the computers we can think of something really small. walls of our virtual room will not matter since our eyes Aman Jain et al. Integrating real with the virtual: welcome to the virtual reality, Discovery Engineering, 2013, 2(5), 10-12, www.discovery.org.in/de.htm www.discovery.org.in © 2013 Discovery Publication. All Rights Reserved 11 Discovery Engineering Page Discovery Engineering
  • 3. Discovery Engineering ‱ PERSPECTIVES ‱ ELECTRONICS & COMMUNICATION contain a lens that project the whole 3D picture of our virtual background onto our retina. To make the environment more realistic we can include solid interactive objects made of programmable matter that will change its shape according to the background. Now the question that arises out of everybody’s mind is can our virtual world be infinite as our real world? 2.3. Infinite World When we look at our design of a virtual world we would come to know that it is a cubical room of some inches which is not even closer to our real world. So in order to make our virtual similar to the real world we have to make it infinite without any boundaries which is in first thought looks next to impossible. But modern engineering has found a solution. The first step that was initiated in the direction of making the virtual world infinite is known as virtual sphere. As the name suggest it is a giant 10 foot sphere that is rested on a special platform that allows the sphere to move in any direction depending on the users step (Figure 4). Today it is used in military training, home gaming and some shows. Another technology that emerges after the virtual sphere is known as Cyber-walk Omni-directional treadmill. It includes simple engineering techniques. It comprises of straps which is bound on a platform (Figure 5). These straps move horizontally allowing the user to move in horizontal direction. Further the platform move vertically allowing the user to move in any direction in two dimensions. This enables the user to walk endlessly on the same platform which gives the feeling of an infinite world. Until now our model of a virtual universe is almost complete. The only thing remaining is to implement all the above discussed technologies onto a single unit. However in order to make our virtual world more fascinating as well as adventurous some extra features can be added into it. So far we have discussed all the various methods to construct a virtual world that is very much similar to our real world and we can interact with this virtual world through our senses like vision, hearing, touch and interact. But there is something that is missing i.e. the smell factor. According to a study, there are about 10,000 aromas that are present in our universe which combines in a specific proportion to give a definite unique smell same as the color combination. So to make our virtual world more realistic we can have ten thousand canisters hanging on the roof that produce different aromas which further can constitute to different smell according to the background. Though this is not as easy as the color combinations but still there is very much chance that we can obtain it. Another advanced feature in the field of virtual reality is something that allows the user to feel and to experience that is experienced by the virtual world. The device used in known as Computer Combat Jacket. Presently it is used by the computer game players to experience the shot or blast that the virtual player is experiencing. The jacket consists of several sensors that form a 3D framework of the user in the real world and matches it with the identical 3D framework of the virtual player. Using 3 dimensional coordinates system it detects which part virtual framework gets affected by the gunshot and sends the signal to the pressure gauge which applies different amount of pressure depending upon the impact of the shot. 3. APPLICATIONS The concept of virtual reality could be a great boon to us. It can be applied in different fields depending upon the area of interest and focus. Some of the currently used and future possible applications are listed below: 1. It can be used in military training where the environment of a battle war can be simulated on a screen. Having no limitations of space the trainee can move in any direction according to the need and can have real battle experience without risking his own life (Brooks, 1988). 2. It is being applied in gaming zones where the players not only play the game with a remote control but they experience it around themselves. This makes the game more fascination and interesting. 3. The technology of virtual reality can be very helpful for explorers especially space explorers. The satellite images which will be get can be projected on our 3D screen and can be experienced and explained in a more efficient way. 4. CONCLUSION So far we are discussing various methods of creating a virtual world with a real life experience. Virtual world is a place where you can find, explore and experience the world which is not practically possible with your physical appearance. This can be achieved through a science fiction yet possible discovery in the future of mankind known as Holodeck. A holodeck is a group of various machines and computers working together to form a virtual environment where we can interact with the virtual world through our senses i.e. vision, hearing, smell, feel and interact. The most common use of virtual reality today is in the gaming zones where people can interact with the environment of the games. But in the distant feature it is believed to go beyond that and can be a very useful tool for the modern technology. REFERENCE 1. 2. Brooks FP. Grasping Reality through Illusion: Interactive Graphics serving Science. Proc. SIGCHI ‘88, May 1988, pp 1-11 Chung JC, Harris et al. Exploring Virtual Worlds with HeadMounted Displays. Proc. SPIE, 1990, 1083-05, 42-52 3. 4. Deering, M. High Resolution Virtual Reality Computer Graphics, 1992, 26 (2), 195-201 Jonathan Steuer, Defining Virtual Reality: Dimensions Determining Telepresence, paper 104, 15 October 1993, pp 5-6 RELATED RESOURCE 1. 3. Cruz-Neira C, Sandin DJ, DeFanti TA, Kenyon R, Hart JC. ‘The CAVE’, Audio Visual Experience Automatic Virtual Environment. Communications of the ACM, 1992, 64-72 Page 12 2. Bishop G, Fuchs H, et al. Research Directions in Virtual Environments. Computer Graphics, 1992, 26(3), 153-177 Codella C, Jalili R, Koved L, Lewis B, Ling DT, Lipscomb JS, Rabenhorst D, Wang CP, Norton A, Sweeny P, Turk G. Interactive simulation in a multi-person virtual world. ACM Human Factors in Computing Systems, CHI ‘92 Conf., May 1992, pp. 329-334 Aman Jain et al. Integrating real with the virtual: welcome to the virtual reality, Discovery Engineering, 2013, 2(5), 10-12, www.discovery.org.in/de.htm www.discovery.org.in © 2013 Discovery Publication. All Rights Reserved