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A Technical Seminar On: Kamala Institute of Technology & Science

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The document discusses virtual reality including its definition, how it works, types, tools, applications, advantages and disadvantages.

Virtual reality is an artificial environment 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.

Virtual reality works by immersing the user in a simulated 3D environment through specialized electronic equipment like headsets and gloves that provide visual, auditory, and haptic feedback.

A Technical Seminar on

KAMALA INSTITUTE OF TECHNOLOGY & SCIENCE


SINGAPUR, HUZURABAD

M. Pramod (I.T) K. Sindhuja (I.T)


mpramod1990@gmail.com kodak.sinsi@gmail.com
Mob: 8142297290
CONTENTS

S.No Topics

1. Abstract

2. Introduction

3. Virtual Reality

4. How Virtual Reality Works?

5. Types of VR

6. Tools of VR

7. Heritage & Archaeology

8. The Social implications of VR

9. Applications

10. Advantages & Disadvantages

11. Features

Conclusion
ABSTRACT: VIRTUAL REALITY:

Virtual reality is an artificial environment Virtual reality is an artificial environment


that is created with software and presented to the that is created with software and presented to the
user in such a way that the user suspends belief user in such a way that the user suspends belief
and accepts it as a real environment. and accepts it as a real environment. On a
Virtual Reality pioneers such as Ivan computer, virtual reality is primarily experienced
Sutherland, Michael Noll, and Myron Krueger through two of the five senses: sight and sound.
all had their parts to play in the creation of The simplest form of virtual reality is a 3-
'modern-day' VR. Popular culture and D image that can be explored interactively at a
the science fiction genre both have also had personal computer, usually by manipulating keys
profound effects on research as to the social or the mouse so that the content of the image
implications of VR. moves in some direction or zooms in or out.
In this paper we will discuss about More sophisticated efforts involve such
VIRTUAL REALITY, its working, tools of approaches as wrap-around display screens,
virtual reality, types of virtual reality, its heritage actual rooms augmented with wearable
& archaeology, social implications of virtual computers, andhaptics devices that let you feel
reality, applications, advantages and the display images.
disadvantages.

HOW VIRTUAL REALITY WORKS ?


INTRODUCTION:
What do you think of when you hear the
The term "artificial reality", coined words virtual reality (VR)?
by Myron Krueger, has been in use since the Do you imagine someone wearing a
1970s; however, the origin of the term "virtual clunky helmet attached to a computer with a
reality" can be traced back to the French thick cable? Do visions of crudely rendered
playwright, poet, actor, and director Antonin pterodactyls haunt you? Do you think of Neo
Artaud. In his seminal book The Theatre and Its and Morpheus traipsing about the Matrix? Or do
Double (1938), Artaud described theatre as "la you wince at the term, wishing it would just go
réalite virtuelle", a virtual reality "in which away?
characters, objects, and images take on the If the last applies to you, you're likely a
phantasmagoric force of alchemy's visionary computer scientist reengineer, many of whom
internal dramas".  now avoid the words virtual reality even while
The idea of Virtual Reality began well they work on technologies most of us associate
before the advent of the computer, but in dealing with VR. Today, you're more likely to hear
only with the VR in the sense in which we know someone use the words virtual
it, all its history has occurred over the past 40 environment (VE) to refer to what the public
years. knows as virtual reality. We'll use the terms
Virtual Reality pioneers such as Ivan interchangeably in this article.
Sutherland, Michael Noll, and Myron Krueger
all had their parts to play in the creation of
'modern-day' VR.Popular culture and the science
fiction genre both have also had profound effects
on research as to the social implications of VR.

A virtual reality CAVE display projecting


images onto the floor, walls and ceiling to
provide full immersion.
Naming discrepancies aside, the concept The computer must be powerful enough
remains the same - using computer technology to to render three-dimensional images in real-time
create a simulated, three-dimensional world that or the experience will not be a complete one.
a user can manipulate and explore while feeling
as if he were in that world. Scientists, theorists
and engineers have designed dozens of devices
and applications to achieve this goal. Opinions
differ on what exactly constitutes a true VR
experience, but in general it should include:
 Three-dimensional images that appear
to be life-sized from the perspective of
the user
 The ability to track a user's motions, By using various sensors and input devices
particularly his head users can use their own movement to interact
and eye movements, and with the virtual environment. Each time the
correspondingly adjust the images on sensor detects a change, the entire computer
the user's display to reflect the change system (the reality engine) generates a new set
in perspective of graphics, appropriate to that change. For a
system to be recognizably ‘real’ the computer
In this article, we'll look at the defining
must be able to ‘sample’ the sensors about
characteristics of VR, some of the technology sixty times per second. This gives real-time
used in VR systems, a few of its applications, changes (apparently instantaneous, but really
some concerns about virtual reality and a brief with the shortest time lag possible).
history of the discipline. In the next section,
we'll look at how experts define virtual
Computers this fast do not exist at the present
environments, starting with immersion.
time, but with the power of computers doubling
every 18 months, it may be possible in the near
future.
To run the most basic VR system one
must have the following:

• one or more powerful computers TYPES:


• sensors (or input devices)
• display arrangements  Immersive
• virtual environment rendering software
 Non - immersive
 Augmented
 Text-based
 Desktop (Window on a World)
 Video Mapping

IMMERSIVE TYPES:

The ultimate version of VR systems they


let the user totally immerse in computer
generated world with the help of HMD that It was the first device providing
supports a stereoscopic view of the scene its wearer with an immersive experience.
accordingly to the user’s position and Evans and Sutherland demonstrated a
orientation. These systems may be enhanced by head-mounted stereo display already in
audio, haptic and sensory interfaces. 1965.

Example: Desktop VR:Fish Tank VR:

NON – IMMERSIVE TYPES:


Text-based VR: When a reader of a
certain text form a mental model of this virtual
world in their head from the description of
people, places and things. 2. BOOM:

Augmented VR: The idea of taking what is real BOOM is a head coupled stereoscopic
and adding to it in some way so that user obtains display device. Screens and optical system are
more information from their environment. housed in a box that is attached to a multi-link
arm.
Desktop VR (Window on a World):
Desktop VR is when a computer user
views a virtual environment through one or more
computer screens. A user can then interact with
that environment, but is not immersed in it. All
of the mastheads on this website are from
Desktop VR environments. 3. CAVE:

Video Mapping VR: It is a room with projections on all walls,


Video Mapping VR uses cameras to floor and ceiling. The users wear shutter glasses
project an image of the user into the computer to get a 3D view of the world. The users are able
program, thus creating a 2D computer character. to move and control the environment with some
Although fully immersed in the environment, it kind of input mechanism
is difficult to interact with the user’s
 Camera
surroundings.
 Device in hand

TOOLS:
1. Head Mounted Displays (HMD):
4.3D VIDEO Eyewear: jumpstart the mental and physical development
of his mentally handicapped gardener. James
Winner of a 2005 & 2006 Consumer Cameron's Avatar depicts a time when people's
Electronics Show Design Award. consciousness are virtually transported into
biologically grown avatars. Outside the genre of
science fiction, 1994's Disclosure, starring
Michael Douglas, based on the Michael Crichton
book of the same name, depicts a VR headset
being used as a navigation device for a prototype
computer file system.

Games:
This section does not cite any references or
sources.
Please help improve this article by adding
5. Input devise, Output Devise: citations to reliable sources. Unsourced
material may be challenged and removed.
6. Hardware: (July 2010)
7. Software:

Classic Virtual reality HMD with glove

In 1991, Virtuality (originally W


Industries) licensed the Amiga 3000 for use in
their VR machines, and released a VR gaming
Heritage and archaeology: system called the 1000CS. This was a stand-up
immersive HMD platform with a tracked 3D
Motion pictures: joystick. The system featured several VR games
including Dactyl Nightmare, Legend Quest,
Steven Lisberger's 1982 movie TRON Hero, and Grid Busters. The Aura Interactor
was the first mainstream Hollywood picture to Virtual Reality Game Wear is a chest and back
explore the idea of virtual reality. One year later, harness through which the player can feel
it would be fully expanded in the Natalie Wood punches, explosions, kicks, uppercuts, slam-
film Brainstorm. A VR-like system used to dunks, crashes, and body blows. It works with
record and play back dreams figures centrally in the Sega Genesis and Super Nintendo
Wim Wenders' 1991 film Until the End of the Entertainment System.
World. The 1992 film The Lawnmower Man
(which bore almost no resemblance to the In the Mage: The Ascension role-playing
Stephen King story of the same name on which game, the mage tradition of the Virtual Adepts is
it was ostensibly based) tells the story of a presented as the creators of VR. The Adepts'
research scientist who uses a VR system to ultimate objective is to move into virtual reality,
scrapping their physical bodies in favor of sight and sound models has been shown to be
improved virtual ones. Also, the .hack series invaluable in phobia treatment, like zoophobia,
centers on a virtual reality video game. This and acrophobia, as a step between basic
shows the potentially dangerous side of virtual exposure therapy such as the use of simulacra
reality, demonstrating the adverse effects on and true exposure. A much more recent
human health and possible viruses, including a application is being piloted by the U.S. Navy to
comatose state which some players assume. use a much more complex simulation to immerse
Metal Gear Solid bases heavily on VR usage, veterans suffering from PTSD in simulations of
either as a part of the plot (notably Metal Gear urban combat settings. Much as in phobia
Solid 2), or simply to guide the players through treatment, exposure to the subject of the trauma
training sessions. or fear leads to desensitization, and a significant
reduction in symptoms.
Radio:
Other research fields in which the use of
In 2009, British digital radio station BBC virtual reality is being explored are physical
Radio 7 broadcasted Planet B, a science-fiction medicine, rehabilitation, physical therapy, and
drama set in a virtual world. Planet B is the occupational therapy. In adult rehabilitation, a
largest ever commission for an original drama variety of virtual reality applications are
programme. currently being evaluated within upper and
lower limb motor rehabilitation for individuals
Fine art: recovering from stroke or spinal cord injury. In
pediatrics, the use of virtual reality is being
David Em was the first fine artist to evaluated to promote movement abilities,
create navigable virtual worlds in the 1970s. His navigational abilities, or social skills in children
early work was done on mainframes at III, JPL, with cerebral palsy, acquired brain injury, or
and Caltech. Jeffrey Shaw explored the potential other disabilities. Research evidence is emerging
of VR in fine arts with early works like Legible rapidly in the field of virtual reality for
City (1989), Virtual Museum (1991), and therapeutic uses. A number of recent reviews
Golden Calf (1994). Canadian artist Char Davies published in peer-reviewed journals have
created immersive VR art pieces Osmose (1995) summarized the current evidence for the use of
and Ephémère (1998). Maurice Benayoun's work Virtual Reality within pediatric and adult
introduced metaphorical, philosophical or rehabilitation. One such review concluded that
political content, combining VR, network, the field is potentially promising.
generation and intelligent agents, in works like
Is God Flat (1994), The Tunnel under the THE SOCIAL IMPLICATIONS OF
Atlantic (1995), and World Skin (1997). Other VIRTUAL REALITY?
pioneering artists working in VR have include
Luc Courchesne, Rita Addison, Knowbotic Whether virtual reality will have positive
Research, Rebecca Allen, Perry Hoberman, or negative implications on the social structure is
Jacki Morie, and Brenda Laurel. All mentioned debatable, but one thing is certain – VR will play
artists are documented in the Database of Virtual an increasingly important role in public and
Art. private life as we move towards the future.
Therapeutic uses: The idea of virtual reality faces
humankind with a completely new phenomenon,
The primary use of VR in a therapeutic what are the practical consequences of
role is its application to various forms of inhabiting a different reality?  (Sherman and
exposure therapy, ranging from phobia Judkins 1992)
treatments to newer approaches to treating
PTSD. A very basic VR simulation with simple
enjoyable (Biocca and interactions. (Biocca
Levy 1995) and Levy 1995)

• a tremendous • could lead to low


opportunity for every self-esteem, feelings
'connected' person to of worthlessness and
find his or her field insignificance, even
and/or self-destructive
discipline(Biocca and acts (Cartwright 1994)
The chart below briefly outlines some of Levy 1995)
the major arguments for and against societies
inevitable submission to a virtual reality culture. • after using a medium
that provides total
freedom of expression
face-to-face
communication may
be found to be too
confining (Cartwright
Pros Cons 1994)
• VR is imaginably • an inescapable aspect
more personal than of social life is the Will we be cut off from reality living in a
electronic mail or formation and computer-generated fantasy?
instant messaging, or maintenance of Or will we be more involved with others having
even a letter or a interpersonal adopted a new method of social interaction?
telephone call relationships (Biocca
and Levy 1995) Does the future contains a VR world driven by
• VR is a great social commercialism and produces an offspring of
leveler, it may find a • interaction ought not techno-addicts and sociopaths? 
common ground be substituted for Or can we imagine a future driven by
across differences in community (Mayer researchers and educators, those who desire the
age, culture, and 1999) greatest common good over the almighty dollar?
linguistic
orientation (Biocca • separates the 'haves' Sherman and Judkins have written an
and Levy 1995) from the 'have-nots', a incredible book in regards to the projected
technology of future ramifications of a VR society, and you
• people will be drawn Information Age can purchase it by following this
together by similar Industrialized nations link: Glimpses of Heaven, Visions of Hell:
interests instead of Virtual Reality and its Implications.
purely by geographic • VR will provide a
location (Biocca and communication As the debate over the effects on society of
Levy 1995) environment in which VR, perhaps it is important to look back to VR
the dangers of visionary Ivan Sutherland and his statement
• communication will deception and the from 1965. “Why not create computers that
be both challenging benefits of creativity were designed to accommodate themselves to
and rewarding, more are amplified beyond the way humans worked?”
effective and the levels that humans
productive, and thus currently experience in
There seems to be little doubt among thinkers of
more their interpersonal
the social impact of VR, as much as television
has, and the Internet is, regarding playing its It is a new paradigm of user interface it
own part in the power games of our time. But offers great benefits in many application areas. It
like everything, humankind will adapt by provides an easy, powerful, intuitive way of
necessity. From health to education, torture to human-computer interaction. The user can watch
war, and art to government; virtual reality will and manipulate the simulated environment in the
increasingly make its presence felt and change same way we act in the real world, without any
the way we perceive things. ‘As time goes on, so need to learn how the complicated (and often
the technology will progress, and move further clumsy) user interface works.
away from its original aims, rather like
gunpowder. Virtual reality started in the abstract, ARCHITECTURAL:
and then moved on to war; perhaps ultimately it
will bring peace.’ (Sherman and Judkins 1992) Desktop computers equipped with
visualization packages and simple interface
devices are far from being an optimal solution
for data presentation and manipulation. Virtual
reality promises a more intuitive way of
interaction. The first attempts to apply VR as a
visualization tool were architectural walkthrough
systems.

In the future we will only be limited by our


imagination regarding the uses of virtual reality.
Thus it is neither good nor bad, but rather what
we make of it.

“It could be a lifesaving godsend, a


groundbreaking educational tool, a means of
becoming out best selves. Or, it could be a
mindless, energy-sapping diversion, an off-ramp
to electronic isolation, a playground for
immortality. Chances are, it will be all of these
things.” (Kershner 1995)

WEATHER SIMULATION:

TriVis accepts data from meteorological


services such as satellite data, statistically
corrected forecast data , precipitation data and
fronts information. Using TriVis to visualize
artificial clouds, meteorologists can predict
weather with increased accuracy . The data
gathered and analyzed by the TriVis system is
used by television weather reporters to show
their audiences storm system.

APPLICATIONS:
ENTERTAINMENT:

Constantly decreasing prices and


constantly growing power of hardware has
finally brought VR to the masses – it has found
application in the entertainment. In last year’s
W-Industry has successfully brought to the
market networked multi-player game systems
MEDICINE:

Using virtual reality technology to create


3-D ultrasound images to help doctors diagnose
and treat congenital heart defects in children.

TRAINING:

National Aeronautics and Space


Administration (NASA) use VR technology to
construct a model of the HST. In September,
1993, approximately 100 members of the NASA
HST flight team received over 200 hours of
CHEMISTRY:
training using the VR.
Real Mol is a program that uses virtual
United States: The military used it as flight
reality to show molecular models in an
simulators to train pilots.
interactive , immersive environment. Using
RealMol scientists can move molecule or protein
chains to create new molecules. This is useful in
fields such as drug design.

RealMol displays molecules in three


ways:

Ball and stick model,


ADVANTAGES:
Stick model
 Interaction with the environment.
CPK model .  User interface.
 user can see and even feel the shaped
surface under his/her fingertips.
 Flight simulators and games.
 CAD/CAE
 Biomedical Engineering the projects
mentioned are use of virtual reality for
viewing of
X-RAY's and MRI‘s.
 Rendering and 3-D lighting, modelin for
resource management.
http://www.reflex.lth.se
http://www.bmw.com.tw
http://www.panovision.at
DISADVANTAGES: http://www.xboxfront.de
http://www.wikipedia.com
 VR in medical treatment is going through
some growing
pains.
 There are limitations with VR devices as CONCLUSION:
well in regards
to usability. VR is in its early stages, but is used
 lack of standardization of hardware and commercially, globally. There are 61,400
protocols international commercial companies producing
 Most troublesome are the side effects it VR. While VR is at an early stage, it is used
can induce, like educationally throughout the world. There are
disorientation, dizziness and nausea. approximately 3,600 educational institutions
 People often find navigating in 3-D which use VR.
spaces and performing actions in free
space extremely difficult.
 practical problems in spatial cognition
research
 New technologies have also revealed
new problems.

FEATURES:
 Research directions in VR
 Ergonomics of visual
displays
 Tracking technologies
 Computing power and
rendering architectures
 User interfaces
 Seamless" virtual
environments
 7Biomedical research
 Social aspects
 Expectations
 Education
 Information retrieval,
processing and searching
 Augmented reality, New
senses # Passive
entertainment, Active
entertainment

References:

http://www.ourvirtualreality.com

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