Seminar Report
Seminar Report
Seminar Report
Seminar Report
On
VIRTUAL REALITY
in partial fulfillment of the requirements for the degree
of
Bachelor of Technology
in
COMPUTER SCIENCE AND ENGINEERING
Submitted by
Ambuj Verma (1784110012)
Under the supervision of
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INTROCTUCRION
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HISTORY OF VIRTUAL REALITY
The first fifteen years of the 21st century has seen major, rapid
advancement 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 smartphones with high-density displays and 3D graphics
capabilities has enabled a generation of lightweight and 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 controllers and
natural human interfaces are already a part of daily human
computing tasks.
Recently companies like Google have released interim virtual
reality products such as the Google Cardboard, a DIY headset
that uses a smartphone to drive it. Companies like 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 final 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 market entrance of modern virtual reality.
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Fig 1
It seems clear that 2016 will be a key year in the virtual reality
industry. Multiple consumer devices that seem to finally answer
the unfulfilled promises made by virtual reality in the 1990s will
come to market at that time. These include the pioneering Oculus
Rift, which was purchased by social media giant Facebook in
2014 for the staggering sum of $2BN. An incredible vote of
confidence in where the industry is set to go. When the Oculus
Rift releases in 2016 it will be competing with products from
Valve Corporation and HTC, Microsoft as well as Sony
Computer Entertainment. These heavyweights are sure to be
followed by many other enterprises, should the market take off as
expected.
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TYPE OF VIRTUAL REALITY
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been submitted by researchers at the Southwest Research Institute
(Varner, 1993).
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graphics helped the doctor to see the site of the operation more
effectively (Satava, 1993).
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Data Glove: A data glove is an interactive device, resembling a glove
worn on the hand, which facilitates tactile sensing and fine-motion
control in robotics and virtual reality. 12 Data gloves are one of
several types of electromechanical devices used in haptics
applications. Tactile sensing involves simulation of the sense of
human touch and includes the ability to perceive pressure, linear
force, torque, temperature, and surface texture. Fine-motion control
involves the use of sensors to detect the movements of the user's hand
and fingers, and the translation of these motions into signals that can
be used by a virtual hand (for example, in gaming ) or a robotic hand
(for example, in remote-control surgery).
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CAVE: A CAVE is typically a video theater sited within a larger
room. The walls of a CAVE are typically made up of rear-projection
screens, however flat panel displays are becoming more common. The
floor can be a downward-projection screen, a bottom projected screen
or a flat panel display. The projection systems are very high-
resolution due to the near distance viewing which requires very small
pixel sizes to retain the illusion of reality. The user wears 3D glasses
inside the CAVE to see 3D graphics generated by the CAVE. People
using the CAVE can see objects apparently floating in the air, and can
walk around them, getting a proper view of what they would look like
in reality. This was initially made possible by electromagnetic
sensors, but has converted to infrared cameras. The frame of early
CAVEs had to be built from non-magnetic materials such as wood to
minimize interference with the electromagnetic sensors, obviously the
change to infrared tracking has removed that limitation. A CAVE
user's movements are tracked by the sensors typically attached to the
3D glasses and the video continually adjusts to retain the viewer’s
perspective. Computers control both this aspect of the CAVE and the
audio aspect. There 13 are typically multiple speakers placed at
multiple angles in the CAVE, providing 3D sound to complement the
3D video.
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ARCHITECTURE OF VR SYSTEM
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going to experience virtually. For instance if we want to experience
the space virtually then the world database must have all the objects
that are in space like the sun, the moon, stars, planets, etc.
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APPLICATIONS OF VIRTUAL REALITY
Virtual reality has been adopted by the military – this includes all
three services (army, navy and air force) – where it is used for
training purposes. This is particularly useful for training soldiers for
combat situations or other dangerous settings where they have to learn
how to react in an appropriate manner. A virtual reality simulation
enables them to do so but without the risk of death or a serious injury.
They can re-enact a particular scenario, for example engagement with
an enemy in an environment in which they experience this but without
the real-world risks. This has proven to be safer and less costly than
traditional training methods.
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advantages of this technology is that it allows healthcare professionals
to learn new skills as well as refreshing existing ones in a safe
environment. Plus it allows this without causing any danger to the
patients. A popular use of this technology is in robotic surgery. This is
where surgery is performed by means of a robotic device – controlled
by a human surgeon, which reduces time and risk of complications.
Virtual reality has been also been used for training purposes and, in
the field of remote telesurgery in which surgery is performed by the
surgeon at a separate location to the patient.
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CURRENT PROBLEM & FUTUE WORK
Problems:
Future works:
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requirement. Developments are going on to make low cost VR
technology. Scientists are trying to develop such tools that require less
hardware and can generate output with great reliability and accuracy.
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SUMMARY
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communication through symbolism altogether. The result will be
perfect understanding, as all parties behold the same information. The
term Virtual Reality (VR) is used by many different people with many
meanings. There are some people to whom VR is a specific collection
of technologies that is a Head 21 Mounted Display, Glove Input
Device and Audio. Some other people stretch the term to include
conventional books, movies or pure fantasy and imagination. The
NSF taxonomy mentioned in the introduction can cover these as well.
However, my personal preference, and for purposes of this paper, we
restrict VR to computer mediated systems.
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REFERENCES
[1] HTTP://VR.ISDALE.COM/WHATISVR/FRAMES/WHATISVR4.1.HTML
[2] HTTP://VRESOURCES.JUMP-
GATE.COM/APPLICATIONS/APPLICATIONS.SHTML
[3] HTTP://WWW-VRL.UMICH.EDU/INTRO/
[4] HTTP://WWW.MIC.ATR.CO.JP/~POUP/RESEARCH/AR/
[5] HTTPS://EN.WIKIPEDIA.ORG/WIKI/VIRTUAL_REALITY
[6] HTTP://WWW.VRS.ORG.UK/VIRTUAL-REALITY/WHAT-IS-VIRTUAL-
REALITY.HTML
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