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Virtual Reality

Virtual reality (VR) is an interactive computer-generated


experience taking place within a simulated environment.
This immersive environment will depict the real world. A
person using virtual reality equipment is able to "look
around" the artificial world, move around in it. The effect is
commonly created by VR headsets consisting of a head-
mounted display with a small screen in front of the eyes,
but can also be created through specially designed rooms
with multiple large screens. This visual manifestation of the
real world is not sufficient to truly immerse oneself in the
virtual world. He must be able to connect with the
environment, feel its differences and react to the changes
around him. And a device that produces this magic touch is
real touch.
VR GLOVE
VR glove is a flexible and wearable haptic glove
which integrates both kinesthetic and cutaneous
feedback in a thin and light form factor. In Virtual
Reality (VR), dexterous manipulation using the hand is a
popular means of interaction. It allows us to leverage
learned motor skills and vice versa, to train for real-
world scenarios in VR. While rapid progress has been
made on the input side (display and sensing
technologies), haptic interfaces providing physical
feedback to the hand. The ability to grasp objects is
amongst the most useful skills we can perform in VR .
grasping feedback in VR has been supported via
glove-based exoskeletons which create braking forces
on the fingers , render localized tactile feedback on
the fingertips , or combine aspects of both
Aim To enable the user to physically interact with the virtual
environment by feeling both kinesthetic and cutaneous feed
back for better understanding

1. Creation of virtual environment using UNITY


engine and plotting control points over the
Objective 2.
objects
Combining the VR headset and leap motion
sensor by using VRidge with laptop
3. Design of VR glove layout by including haptic
actuators in the sensory points
4. Programing of Arduino (micro controller) to
control the haptic sensors and dielectric strips
based upon the signal received from the leap
motion
CUTANEOUS SENSATION KINESTHETIC SENSATION

a sen sation(as of warmth, E ffe ct of kinesthetic illus


cold, contact, or pain) ion induced by visual
aroused by stimulation of stimulation on muscular
end organs in the skin. output function after short-
term immobilization.
Tasks Completed:-
Design of INTERACTION environment
Tasks Completed:-
Design of virtual environment
Tasks Completed:-
Purchase and configuration of leap motion sensor
Tasks Completed:-
Projection of virtual environment via smartphone

Trinus vr-The key to unlocking


New worlds…
Tasks Completed:-
Component unravel and material
identification

Nylon gloves Eccentric VR HEADSET


vibrator
Velcro tape Connecting wires Electronics
Tasks Completed:-
Coin vibrators are purchased and programming over
Arduino to obtain the cutaneous feedback
L
According to the report, 44% of students were interested in using VR
for science education, 12% for English education, 3% for math
I
education, and 3% for art education. T
E
R
Virtual reality is used in many areas of healthcare which range from A
diagnosis, treatment, etc. It is also used to train the next generation of
T
doctors, paramedics and other medical personnel and has shown a
range of benefits from doing so.
U
R
E
Fast Company surveyed 2,282 consumers who have tried VR at least
once, and found that 79% wanted to try it again. This is a huge R
indication of the continued expansion of VR E
V
A more ecommerce/retail-specific survey later revealed that an
I
astonishing 66% of shoppers are interested in buying items using VR. E
W
EXPECTED RESULT

THE outcome of this project is in form of glove


which enables the user to interact with the objects
which are created in the virtual environment by
using sensors, actuators and micro processors
Recognition arena:-

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