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VIRTUAL REALITY

A SEMINAR REPORT
Bachelor of Technology
in
Electronics and Communication Engineering
by
Sachin behl
(1120004)
Under the esteemed guidance of
Dr. Arvind Kumar
(Associate Professor)

Department of Electronics and Communication Engineering
National Institute of Technology Kurukshetra
January 2016

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The knowledge obtained from this study will further be realized in future studies. feel fortunate and grateful given this opportunity to have study and complete the seminar successfully under his guidance. presentation and writing skills from his professional knowledge. Arvind Kumar. Sachin behl 1120004 2 . I honed our technical.ACKNOWLEDGEMENT I would like to take express sincere gratitude to our seminar supervisor Dr. for mentoring my seminar and guiding me meticulously at every step. I indeed.

...................... 5 Working of VR system .................................................. 4 Component of VR system ........................................................................................... 9 Future Developments ................................................................................................................................................................................................................................................................................ 6 Applications of Virtual Reality ............................................................... 12 Conclusion ............................................................................................................... 2 Table of Contents ....................................................................................................................................................................... 10 Flaws and Shortcomings ............................. 3 Abstract ............................................................................................Table of Contents Title PAGE ACKNOWLEDGMENT ..................................................................................... 14 3 ... 4 Introduction .............................................................................................................................................................. 13 Refrences ...................

Introduction Virtual reality is generally a Computer Genreated environment. Unity is a flexible and powerful development platform for creating multiplatform 3D and 2D games and interactive experiences. This Computer generated environment varies from different application of virtual reality. 1. In this prototype of Virtual Reality Unity platform was used for creating the virtual world. polygons and images to generate a computer generated environment. The database is stored in memory of the computer. Various platforms are present in the market that helps to create this environment. This database contains various points in space .In virtual reality you can do a task as simple as running and a complex task as doing space exploration with just a hand gesture and simple physical movements. The most important part is that here you are not actually present in this scenario but experiencing the same without being actually present there. Virtual reality is a technology that has specialized input and outputs that helps user to interact with the virtual world as if it is a real world . Same is the case with the virtual reality. 4 . These enviroments have been classified broadly into 2 categories namely DESKTOP VR SYTEM and IMMERSIVE VR SYSTEM. In today’s generation everything has become centered around computer.ABSTRACT: This report demonstrate immense power of Virtual Reality in various applications. This environment is stored in the data base of the computer. It basically describes how this new technology has largely affected the human society.

Figure 1. accelerometer. and magnetometer. When the data from these devices is fused. The transmitter section contains input devices mainly an accelerometer mounted on the head mounted display. we can determine the orientation of the player’s head in the real world and synchronize the player’s virtual perspective in real-time.1 Google Cardboard Figure 1.The head mounted display used here is Google cardboard .2. The accelerometer records the movement of the head and voltage of the three axis varies accordingly.2 Sensor orientation The Oculus sensor includes a gyroscope. The Rift’s 5 . Componenets of VR system This VR system mainly consists of two parts mainly transmitter section and receiver section .

An embedded system uses the ADC to collect information about the external world (data acquisition system. Working of VR system The transmitter section basically takes input from two input devices. The bits are first encoded at transmitter side and then decode at receiver with the same encoding. This is done using HT12E and HT12D. 3. 4096 alternatives..g.3V/4096. The ADC resolution is the smallest distinguishable change in input (e.g. The ADC range is the maximum and minimum ADC input (e.92 MHz frequency .g. The ADC precision is the number of distinguishable ADC inputs (e. 12 bits). 3. The virtual world here is then transmitted to the smartphone present on the Google Cardboard through WiFi. The resolution is the change in input that causes the digital output to change by 1.orientation is reported as a set of rotations in a right-handed coordinate system. 0 to +3.2 The hand movemts and gestures are determined from the on/off switches present on a glove.) The input signal is usually an analog voltage.” In the transmitter section we have a microcontroller and RF module to transmit the sensor data wirelessly to the receiver section where data is further processed.3V).. To do this conversion we use ADC module of microcontroller.81 mV). 6 . as shown in Fig 1.The data taken from these sensors is analog and hence need to be converted to digital format before we process it. This bit stream is transmitted to the receiver section using RF module which operates at 433. At the receiver section the data is manipulated and then given to the Virtual World running on the computer through UART.. which is about 0. and the output is a binary number.The process of combining the sensor data from all three devices into something useful is called “sensor fusion.

This is done because this is a noisy band and it is very difficult to do wireless transmission without encoding the data. The keys are pressed so that natural movemts of a person can be tracked on the virtual world .h file running on the computer system .Similarily the hand gestures can be used to other functions on the virtual world and keys are pressed accordingly.The block diagram for same is shown in Figure 2.For example the head movemt up and down can be tracked using up and down arrow keys . Encoder or microcontroller Serial data RF Transmitter Wireless data RF Receiver serial data Encoder or microcontroller Figure 2 RF Transmission 7 . The bits received are then manipulated by the microcontroller present at the receiver section . The ways these bits are manipulated is such that we can press the keys of keyboard using a windows.

ADC Values of accelerometer which are generated because of physical movements in the real world Generation of Bit Stream from TM4C123 which is send through transmitter wireles sss Decoded bits are send to MSP430 which transmits them to computer through UART . Physical movements has now been emulated into the virtual world 8 . UART Computer program emulates the physical movements which are defined by received bits pattern into the virtual world. Receiver:Receives the transmitted bit which is further decoded.

A 3D model of Tuscanny is available on Unity3D for Rift demo. The best part of this system is that these environments are in controlled manner contrary to that of the real situtaions that cannot be controlled. which means that the seat shook due to the subwoover when he got hit. 4. 9 . For example Virtual reality is used as in Post-Traumatic Stress Disorder (PTSD) for people affected in military.2 Medicine The virtual reality devices can also be used in medical are to treat phobias . 4. It is small in size and less costly. the player had many speakers who gave him not only the sounds of the machines but also the haptical feedback.3 Tour and Travel Because of its completely immersive virtual presence technology many tour company have started hosting virtual tours of famous archaeological sites. The user was moving a roboter in the game.4.1 Games There are many applicatons of virtual reality in this area and it has seen a dratic improvemet over these years. The graphics are getting better . In his cabin.This roboter was controlled over footpedals. Applications 4. First ever game that was developed using virtual reality as a concept was Battle Tech in which players could coomunicate with each other using microphones. the Oculus Rift head-mounted display. Since then there have been several advancemets making the experience more real. They can be exposed to their fears using virtual environments. Sensors are present on the HMD tracking the head movemts. For example.anxienty disorders and panic disorders.

 Omni is basically a frictionless surface which can senses our transversal movement and can give allow us to really run and walk in the virtual world .5 Millitary Militaries and sports team may also use this system to test out strategies and practice formation without the risk or capital.4 Architecture The virtual world used by Oculus rift are so easy to create many architects and designers are using the system to create a virtual 3D design of their creations this enables them to see their creation without utilizing much time or capital. Future Developments 5.1 Virtuix Omni  Omni integrates with the rift and makes the virtual presence experience more prominent. 5.  This gives the user 6 degrees of freedom Figure 4 Virtuix Omni 10 . Training programs by simulating the environment of air planes is also beimg used widely. 4.4.

 The key feature of this device is that it need no addition device or configuration 11 .2 Nimble Sense  Nimble Sense is a depth detecting camera which allows the system to detect our hands and body into the virtual world.  Giving us new ways to interact in the virtual world .5. 5.3 ARAIG  One major flaw of virtual world is the lack of physical touch ie that even though we interact in the virtual world we don’t feel anything.  ARAIG utilizes pressurized air to mimic the sense of touch and pressure felt during an impact our virtual self in the real world Figure 5 Ariag 5.4 MYO  MYO is an electronic armband which utilises Electromyography to track our arm movement exactly .

Figure 6 MYO 6. Majority of the masses still feel that VR is a technology for gaming and nothing more . The system has been known to cause motion sickness and has been deemed unhealthy by many experts . Flaws and Shortcomings Its quite bulky system and still in its infancy. 12 . Some people are even afraid of this technology that it might take away their real physical world .

2. Conclusion Still need for development in this field . Closer still not yet there for replacing the real world. The main problem with these technologies are that they are mostly still in their developing phase or in the first one published. The DevKid2 of Oculus Rift now has also a resolution of 960 x 1080 per eye. In IEE Colloquium on "Real World Visualisation .com/2011/09/rf-module-interfacing-withoutmicrocontrollers/ 3.Virtual World .Need to be researched in the right direction before commercial launch. The Virtualizer has just selled his Kickstarter pre-orders and the Virtuix Omni is still expensive and so new that people need to hear about it first. People are used to have a good quality when watching films or gaming. one can see each pixel with the eye.. as we can see in the example above. For the Oculus Rifts this means that they have yet just published the Development Kids.http://users.Virtual Reality.This means that when using the Oculus. which distracts people.utexas.ece. RS (1991) Reality of virtual reality. while the first one had ony a resultion of 640 x 800 pixels per eye . 8. Kalawsky.edu/~valvano/Volume1/EBook/C14_ADCdataAcquisition. The second problem also is that people just do not know about the technology or just too afraid to pay a lot of money for new things that have not been accepted by the majority.htm 13 .Quite an amazing device and closest to virtual world we have ever been. References 1.http://maxembedded. Virtual Reality Presented by Alexandra Seger to The Marshall Plan Scholarship and University of Applied Science Sankt Pölten 4.7.

5.kickstarter.https://www.com/projects/1523379957/oculus-rift-stepinto-the-game/posts/380099 14 .

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