You are on page 1of 22

aminotes

Term Paper Report


on
VIRTUAL REALITY

Submitted to:
Amity University Uttar Pradesh

In partial fulfillment of the requirements for the award of the degree


of
Bachelor of Technology
in
Computer Science and Engineering
by
AMINOTES

(A2305219999)
Under the guidance of

Ms. Faculty Name

DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING


AMITY SCHOOL OF ENGINEERING AND TECHNOLOGY
AMITY UNIVERSITY UTTAR PRADESH

JULY 2017
1
DECLARATION
aminotes
I, Aminotes, student of B. Tech Computer Science and Engineering, hereby declare that the
report entitled “Virtual Reality” which is submitted by me to the Department of Computer
Science and Engineering, Amity School of Engineering and Technology, Amity University,
Noida, Uttar Pradesh in partial fulfillment of requirement for the award of the degree of
Bachelor of Technology in Computer Science and Engineering, has not been previously formed
the basis for the award of any degree, diploma or other similar title or recognition. The author
attests that permission has been obtained for the use of any copyrighted material appearing in
the report, other than brief excerpts requiring only proper acknowledgement in scholarly
writing, and that all such use is acknowledged.

Place: Noida Aminotes

Date: Enrollment No.: A2305219999

2016-2020

3CSE-21(Y)

2
CERTIFICATE
aminotes
On the basis of the declaration submitted by Aminotes (Enrollment No.: A2305219999),
student of B. Tech Computer Science and Engineering, I hereby certify the report entitled
“Virtual Reality”, which is submitted to the Department of Computer Science and Engineering,
Amity School of Engineering and Technology, Amity University, Noida, Uttar Pradesh
in partial fulfillment of requirement for the award of the degree of Bachelor of Technology
in Computer Science and Engineering is an original contribution with existing knowledge
and faithful record of work carried out by him under my guidance and supervision. To the
best of my knowledge this work has not been submitted in part or full for any degree or diploma
to this university of elsewhere.

(Signature of the Guide)

Date: __ /__ /____

Ms. Faculty Name

(Faculty Guide) ASET,

Noida.

3
ACKNOWLEDGEMENT
aminotes
I would like to thank everyone who helped me to accomplish my report.I sincerely thank all my
respected teachers, who have helped me with their valuable and appropriate suggestions and
supported me throughout the development of my report.

I am highly thankful to my project guide Ms. Faculty Name for providing her help and
assistance at every stage of the report.

(Signature of the Student)

Date: __ /__ /____

Aminotes
(A2305216506)

4
INDEX
aminotes
S.NO. CONTENTS PAGE NO.
1. ABSTRACT 6
2. INTRODUCTION 7
3. HOW VIRTUAL REALITY IS ACHIEVED? 9
4. HISTORY 10
5. VIRTUAL REALITY MODELING LANGUAGE 12
6. CONSTRAINTS OF VIRTUAL REALITY 13
7. DEVICES USED IN VIRTUAL REALITY 14
8. APPLICATIONS OF VIRTUAL REALITY 17
9. FUTURE OF VIRTUAL REALITY 20
10. CONCLUSION 21
11. REFERENCES 22

5
ABSTRACT
aminotes
Virtual reality is an imitated environment, created using software, which appears to be real to
the user using devices such as HMDs, etc. The atmosphere thus created seems realistic so that
life like experience can be provided.

The idea is to replace the reality with a virtual environment thus tricking our brain to believe in
the new reality. For our brain to accept a near reality environment, few essential factors are vital
for the innovation of an immersive experience of virtual reality.

With time its applications are increasing, and it is presently being utilized in a variety of areas
like defense, cinemas, gaming, etc.

6
INTRODUCTION
aminotes
The words 'Virtual' and 'Reality' are oxymoron and thus are hard to define. But one can
basically define it as 'near-reality' indicating to a specific form of reality emulation.

Virtual fact (VIRTUAL REALITY), is frequently referred as environment which replicates


existence in places of the worlds or our world imagined by us. Our experiences are recreated by
software in a way that the consumer accepts it to be real and feels belief environment. Virtual
reality is seasoned through two of the five senses, i.e. sight and noise, using a device.

At present, such near realities are being visually experienced, either through a stereoscopic
display used for three dimensional (3-D) viewing or on a display screen.

Even so some stimulation incorporates further sensory info, such as sound through speakers,
headphones, earphones, etc. Enhanced
modified systems include tactual systems
exemplifying information that is
tactile(incorporates sense of touch) which is
also used ingaming applications, besides
being utilized by military.Also, virtual space

Fig 1. Virtual Reality includes remotely transmitted environment


which exhibits imitated or virtual
(fake)presence of users using the concepts of Telepresence and Telexistence.

The surroundingenvironment thus created seems realistic so that life like experience can be
provided. For example, in virtual reality games, pilot training stimulations or entertainment, etc.

At present, it’s very incommodious to create a virtual space experience due to the technological
limitations while processing power and transmitting bandwidth. Although with the
advancements in the field of technology, such limitations are bound to overcome as imaging,
processor and communication technologies gain value and become effective overtime.

Use of this technology in three dimensional, high quality displays, immersive environment
isgenerally described by the concept of virtual space or near reality. The notion of virtual reality
and its concept itself has been popularized following the development ofComputer-aided design
(CAD) software, and Cybergloves being one of the first virtual reality product available
(datagloves).

7
aminotes
Types of Near Reality (VR), include the following:

 Enhanced Reality
 Desktop VR
 Telepresence
 Immersive VR
 QTVR

According to Michael R. Heim, there are seven different virtual reality ideas:

 Simulation
 Immersion
 Telepresence
 Interaction
 Artificiality
 Full-body immersion
 Network communication

8
HOW VIRTUAL REALITY is ACHIEVED?
aminotes

Fig 2. Linux Kernal. The sensation of immersion into virtual reality.


Though we discuss few ancient forms of VR, it’s executed through the means of computer
technology. There are varieties of networks and systems that are utilized for this purpose, like
HMDs, Omni-directional treadmills, and special gloves, etc. used to trigger our senses together
suitable to create the illusion of reality.

It is a tough task as our senses and brains are evolved to furnish finely synchronized and
arbitrate experience. If anything is little off, we can notify (immersive ness and realism). Such
issues which divide convincing near reality experiences from unpleasant ones are partially
technical and partially conceptual. VR technology requiresconsidering our physiology. For
example, a human visual field isn’t similar to a video frame. Humans have (more or less) 180
degrees of vision though we aren’t consciously aware of our peripheral vision at all times.
Similarly, when our eyes and the vestibular system in our ears being in conflict can cause
motion sickness which tends happens to some people on boat rides or when they read while in a
car.

If implementing virtual reality administers to get the collaboration of hardware, software and
sensory synchronicity equitable, it achieves something known as a sense of presence, wherein
the virtual environment seems realistic to the subject.
9
HISTORY
aminotes
Virtual reality has inceptionssince before the time during which concept originated and
validated. Today,Graphics in computers are being used in many fields. At the dawn of 21st
century, it is difficult to think interior designers and architectswithout workstations for graphic
work and related stuff.

With the technological advancements in past years along with arrival of microprocessors, super
computers took shape and were actually developed. Efficient graphic cards are attached to them
and cost of such computers has declined significantly. Even an average user can afford this
machine and become part of this tech. Such computers allow the user toexperience another
dimension i.e. the world of virtual reality along with the impossible. Three dimensional (3D)
graphics is used extensively and can work according to the user’s wishes. Also, it can be
enhanced by using fourth dimension (4D) graphic technology.

Now-a-days,people want to live this near reality rather than just


watching it on a display screen. This technology of Virtual
Reality’s been trending for past 13 years or so.In mid-1900s,
Morton H. Eilig made a single user console known as Sensorama
which comprisesfew emitters, a stereoscopic monitor and a
movable chair. It allowed users to experience movies in a three
dimensional (3-D) environment. But his ideas were never supported
and didn’tgot the financial support it needed.
Fig 3. Sensorama

In 1961, Headsight, the first HMD, was developed by Philco Corporation’s engineers. It
consisted of a screen and a tracker. Similar sort of Head mounted displays were used by pilots
while flying the helicopter which proved to be of great help. Ivan Sutherland in 1965, a
computer scientist, came up with the idea of “UltimateDisplay”. It allows a person to
experience a different world altogether which appears to be realistic. A year later, a HMD was
inventedby Sutherland which could be connected to a computer. Even some movies were
created involving the concept of virtual realityin the 1970’s and 1980’s. For example,
disclosure, videodrome, etc.

Later in 1987, the term virtual reality was first used by JaronLanier, founder of the company
VPL Research. His company was among the first ones to sell products related to this
10
aminotes
technology. At that time, vast research was also in progress.The Sun Microsystems later took
the patent of this company in 1999.Mr. Lanier along with Mr. Zimmerman created wide range
of products related to this field like cyber gloves, HMDs that relatively was at lower price.
Zimmerman invented the first cyberglove.In the last two decade, the market was thriving with
entertainment based gaming consoles. In the early 90’s a lot of games were developed with 3-D
effects.

During mid-90’s, this industry suffered a huge downfall due to expensive products though the
chips size was reducedbut the cost was still high. As a result, very less could afford it then.
Even the increased demand of these products didn’t bring the cost down. With time,this
technology found its way in military practices, gaming world, theatres (3-D movies), etc. Cave
automatic virtual environment, virtual wind tunnels, Boom, VIVED, etc. systems and
application were developed for various uses.

AugmentedReality (AR) came up with advancement and passage of time. It doesn’t replace the
real world instead it enhances the experience by superimposing some virtual 3D effects.

11
aminotes
VIRTUAL REALITY MODELING LANGUAGE

VRML, also known as Virtual Reality Markup Language, is a standard programming language
utilized to designthree dimensional models, characters, illusions, etc. It uses text to fabricate
three dimensional objects and via them virtual image is created. Initially, it was create to make
virtual websites but it didn’t blend well with HTML, which was created by X3D.

In 1994, VRML was initially employed by Berners-Lee during a web conference. After that it
has been modified over time by engineers which resulted in the VRML1, silicon graphics’ file
format. VRML only create the static web world leading to changes through which VRML2 was
developed (also known as VRML97).

VRML is a standard ISO programminglanguage which uses WWW format. A VRML viewer is
used for display. Many of the VRML97 concepts are imbedded in the 3D animation softwares.

12
CONSTRAINTS of VIRTUAL REALITY
aminotes
VR has various purposes including enhancing quality of manufacturing along with improving
productivity but besides being quite advantageous, it tends to have its own downside or
drawbacks.

A major constraint of Virtual Reality is that it restricts themanoeuvre, i.e. the motion, of the user
as the user is tied down to input devices.Also, some of the devices don’t allow the users with
weak eye sight to wear lenses of lenses thus restricting them from using some devices.

Another constraint is that people aren’t aware of this technology let alone its uses.Another
reason is that it being expensive so a very few are able to use this technology.

A limitation being its low resolution content besides large file size. Also the addictive quality of
this technology can’t be ignored.

13
DEVICES used in VIRTUAL REALITY
aminotes
INPUTDEVICES

These are primarily used for


sensing the movements of the
hands and send information to the
machine.Virtual reality’s least
required information is the
position and dimension of the
user’s head so that images could Fig 4. Sensors and trackers

be manifested along with proper graphic


demonstrations. Other function is body and face
tracking.
Some characteristics of the sensors are:
• Latency
• Resolution
• Update rate

Fig 5. Cyber gloves • Accuracy

There are five types of tracker systems:


 Magnetic trackers – these
trackers measure the Magnetic
fields generated due to the
flow of current through the
wire combinations that are
coiled together. The system is
able to compute the
dimensions and thus
determine emitter’s direction.
Problem with it is that signals
sent to the sensing machines Fig 6. Magnetic tracker usage

14
aminotes
are susceptible to the objects that can create their own magnetic fields.
 Mechanical trackers –this tracker involves mechanics as it records the
measurement of the linkage between target and a point. Besides being a better method
for tracking or sensing, it limits the range of the user.

 Acoustic trackers – such sensors sense and create sound waves that are ultrasonic in
nature to determine the dimensions of the target. It also records the time taken by the
ultrasonic in traveling the distance from target to sensor. This tracking machine is kept
stable in the surrounding. It hasn’t been up to the mark due to its various limitations
also its update is too slow. The use of sound isn’t independent and depends on the level
of pressure, humidity, etc. thus effecting its result.

 Optical trackers– These devices use


light to determine the target's dimension
and its location. These just include
cameras. Such capturing devices grasps
the Infrared light being emitted. The
pattern of illumination is observed and
recorded and then sent to the central unit
for its processing. The upload rate is
relatively high. There can be hindrances

in the path of the light causing problem. Fig 7. Optical tracker usage

 Inertial trackers- such devices determine acceleration (accelerometers) and the


rotatory orientation (gyroscopes). Using this information, velocity is determined and
thus position. It provides unlimited area of action. Problems faced are: accumulative
errors, relative position, sensitive to movement velocity, etc.

15
aminotes
OUTPUT DEVICES
These help us to experience by visiting the virtual world and get immersed in the virtual
environment. Visual, auditory, tactile systems (haptic sensations) are the some such devices.

Both the input and output devices


are being developed over
timealmost each day with the
advancement in technology and
hard work put in by engineers
working recklessly to fulfill the
increasing demands.

There is need for advancement as

most of the devices used are Fig 8. Head Mounted Device


underdeveloped and are not precise
but are usable. The quality of these devices is below standard due to lack of technology and they
are bulky too.

16
APPLICATIONS of VIRTUAL REALITY
aminotes
Due to its extremely unique user interface this technology has proven to be immensely useful
one over the past years by providing a unique divergent way of interaction between tech and
people. People tend to live this experience and just enjoy ignoring its cumbersome algorithms.
Many of its applications have found its role in various fields.

• VIRTUAL REALITY IN ENGINEERING

This technology helps the engineers as well by


allowing them to see the projects in 3-D to have
better understanding of the projects. It also helps
to rectify the flaws from actual format of the
project so as to minimize them by allowing the
viewers to study it in a safe environment. It
maintains an illusion that seems so realistic to
every particular detail. It also helps in designing
automobile vehicles using Cave systems. Fig 9. Virtual car designing

• VIRTUAL REALITY IN SPORTS

Even in this field, VR is utilized as it provides


aid in training, visualize the techniques used
and also in rating an athlete’s capabilities and
providing ways to improve them. It is also
used in improving the design of equipment
and also innovating. It has also improved the
audience’s experience by allowing them to
virtually attend the sport events.

Fig 10. Sport stimulations

17
• VIRTUAL REALITY IN HEALTHCARE
aminotes
Being a biggest acceptor of this technology, healthcare sector relies in virtual reality a lot.
Virtual reality helps in treatment of phobia, PTSD, etc. It also helps in nursing, aids in robotic
surgery, skill training, surgical stimulations and helping the disabled ones too.

Another advantage is that it provides healthcare professionals a safe environment to learn as


well as refreshing skills without causing any harm to the patients.

• VIRTUAL REALITY IN ENTERTAINMENT

With thereducing cost of this technology


based devices, it has made a special place for
itself in the masses. It has revolutionized the
gaming experience to another level and also
cinema story telling has achieved a new
value where the user experiences himself to

Fig 11. Virtual gaming be the center of things.

• VIRTUAL REALITY IN LEARNING

Theconcept of near reality has been used since


the mid of 20th century in the pilot and military
trainings. Softwares like the CAD software is
utilized by modern day civil and aviation
industries as they provide a safe environment
to train as compared to risk of flying a real
plane. Another reason is it being cost effective. Fig 12. Pilot training
In other disciplines as well Near Reality is finding its purpose in other disciplines as well. For

18
aminotes example, the field of learning is also wide
including basic schooling and college education
which also uses this concept to improve the
understanding.

Fig 13. Innovative learning

• VIRTUAL REALITY IN MODELLING

It is immensely useful in this field as to know how


would the given sample model would look like and
to finalize its attributes. It is quite useful in making
reality more appealing than it seems to be. Also to
determine flaws, dimensions, to give ideas a new
reality.

Fig 14. Layout of an office

• OTHER USES

Other uses being in scientific visualizations, fashion industry, business world, construction
projects, communication, media, heritage, in programming languages, etc.

19
FUTURE of VIRTUAL REALITY
aminotes
Onecan’t predict what’s in store for the future.
It’s even tougher to predict the future of the
field of virtual reality as it still being in the
stage of development.

However it can be predicted in two ways- by

using the latest research areas along with Fig 15.Future of Virtual Reality
advanced technology and secondly studying its
impact over the users.

DIRECTION OF RESEARCH IN VIRTUAL REALITY

The main aim is to make the virtual world more realistic and appealing than ever compared to
the real world, i.e., the world surrounding us. The technology used so far is of poor quality and
doesn’t elevate the experience of near reality.

This new world of near reality has a lot of potential to be explored in near future; stillthere is a
needto improve a lot to make the experience flawless. The improvement is important so as to
ease the process to switch from real to virtual reality without causing any problems.

Virtual reality tends to make human interactions with computer more realistically innovative
with no pre-requisite knowledge required to operate it. But at present this is only accessible to
only skilled users which can operate such bulky devices and need to be handled carefully.

We need to develop such input and output devices which aren’t sophisticated to operate and we
get the desired feedback as output. Also only sight and hearing,two of our senses, are utilized
but we need to bring devices which use other senses like taste and smell as well, it will help in
making this virtual experience more real than ever and more synergistic.

Some changes have to be made in the tracking system.The trackers must be affordable and
small in size,thus can be attached to the user without causing any problems. Trackers used now-
a-days are tied to the user such that it doesn’t allow much movement.

20
CONCLUSION
aminotes
From our study regarding the research paper, we conclude that Virtual Reality provides it’s user
an interface that is realistic and innovative to a whole new level.

Being a technology of immense potential, it is developing with time. In near future, it will play
an important role in the life of common people by improving it because of its immense
importance in various fields. With the advancement in technology,these devices tend to get
cheaper and become even smaller in size, thus easy to handle.

The environment created using this interface provides life like experiences to its users that seem
more realistic than ever compared to real world.

21
REFERENCES
aminotes
 www.vrs.org.uk/virtual-reality-applications/
 http://www.scienceclarified.com/Ti-Vi/Virtual-Reality.html
 www.ar-tracking.com/applications/virtual-reality/
 http://future.wikia.com/wiki/Virtual_Reality
 http://www.vrs.org.uk/virtual-reality-games/future-expectations.html
 http://www.engineersgarage.com/articles/virtual-reality-environment
 www.cg.tuwien.ac.at/research/publications/.../TR-186-2-96-06Paper.pdf
 http://electronics.howstuffworks.com/gadgets/other-gadgets/VR-gear5.htm
 http://whatis.techtarget.com/definition/virtual-reality
 https://filmora.wondershare.com/virtual-reality/disadvantages-virtual-reality.html
 https://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html

22

You might also like