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VIRTUAL REALITY

A Technical Seminar Report submitted to


Jawaharlal Nehru Technological University Hyderabad
in partial fulfillment for the award of degree of

Bachelor of Technology
in
Computer Science & Engineering
by
M.DURGA GANESH
(20X35A0510)

Under the Guidance of


Mrs.B.S.SWAPNASHANTHI
Assistant professor

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING

SRI INDU INSTITUTE OF ENGINEERING &TECHNOLOGY


(Affiliated to JNTUH, Hyderabad, Approved by AICTE, New Delhi)
Sheriguda (V), Ibrahimpatnam (M), R.R.Dist., Telangana- 501510.
2019-2020
SRI INDU INSTITUTE OF ENGINEERING
AND TECHNOLOGY
Accredited by NAAC A+ Grade
Recognized under 2(f) of UGC Act 1956.
(Approved by AICTE, New Delhi and Affiliated to JNTUH, Hyderabad )
Khalsa Ibrahimpatnam, Sheriguda(V), Ibrahimpatnam(M), Ranga Reddy Dist.,
Telangana-501510 httpss://siiet.ac.in/

CERTIFICATE
DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING

This is to certify that the report entitled “VIRTUAL REALITY”, being submitted by

M.DURGA GANESH bearing Roll no:20X35A0510 to Jawaharlal Nehru

Technological University Hyderabad in partial fulfillment of the requirements for the

award of the degree of Bachelor of Technology in Computer Science& Engineering, is

a record of bonafide work carried out by him. The results of investigations enclosed in

this report have been verified and found satisfactory. The results embodied in this report

have not been submitted to any other University or Institute for the award of any other

degree.

INTERNAL GUIDE HEAD OF THE DEPARTMENT

PRINCIPAL
SRI INDU INSTITUTE OF ENGINEERING
AND TECHNOLOGY
Accredited by NAAC A+ Grade
Recognized under 2(f) of UGC Act 1956.
(Approved by AICTE, New Delhi and Affiliated to JNTUH, Hyderabad )
Khalsa Ibrahimpatnam, Sheriguda(V), Ibrahimpatnam(M), Ranga Reddy Dist.,
Telangana-501510 httpss://siiet.ac.in/

DECLARATION

I, M.DURGA GANESH bearing Roll No 20X35A0510 hereby certify that the


dissertation entitled “VIRTUAL REALITY”, carried out under the guidance of
Mrs.B.S.SWAPNASHANTHI, ASSISTANT PROFESSOR is submitted to
Jawaharlal Nehru Technological University Hyderabad in partial fulfillment of the
requirements for the award of the degree of Bachelor of Technology in Computer Science
& Engineering. This is a record of bonafide work carried out by me and the results
embodied in this dissertation have not been reproduced or copied from any source. The
results embodied in this dissertation have not been submitted to any other University or
Institute for the award of any other degree

Date: M.DURGA GANESH (20X35A0510)


Department of CSE, SIIET.
ACKNOWLEDGEMENT

With great pleasure I take this opportunity to express my heartfelt gratitude to all the
persons who helped me in making this project work a success.

First of all I am highly indebted to Principal, Dr. I. SATYANARAYANA for giving me


the permission to carry out this project.

I would like to thank Dr. B. RATNAKANTH Professor & Head of the Department (CSE),
for giving support through out the period of my study in SIIET. I am grateful for his
valuable suggestions and guidance during the execution of this project work.

My sincere thanks to project guide Mrs.B.S.SWAPNASHANTHI for potentially


explaining the entire system and clarifying the queries at every stage of the project.

My whole hearted thanks to the staff of SIIET who co-operated us for the completion of
the project in time.

Last but not the least, I express my sincere thanks to Mr. R.VENKAT RAO, Secretary,
Sri Indu Group of Institutions, for his continuous encouragement.

I also thank my parents and friends who aided me in completion of the project.

M.DURGA GANESH

(20X35A0510)

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ABSTRACT

Virtual reality is the term that applies to computer simulated environment that can stimulate
the physical presence in place of real world or imaginary world. All components of VR
application and interrelations between them are thoroughly examined input devices, output
devices and software. This Paper will show how to use Virtual Reality to increase the
business productivity, application in health sector, entertainment industry, military sector
and other sectors. The paper explain different types of virtual reality, architecture of the
haptic devices methodologies of the devices, algorithm and conclusion of the research.

ii
TABLE OF CONTENTS

S NO. TITLE PAGE.NO

ACKNOWLEDGEMENT i
ABSTRACT ii
TABLE OF CONTENTS iii

1
1. INTRODUCTION

TECHNIQUE

2. PHASES IN VIRTUAL REALITY 3

3. APPLICATIONS 5

4. CASE STUDIES 8

5. COMPARISION WITH OTHER TECHNOLOGIES 10

6. ADVANTAGES 12

7. DISADVANTAGES 13

8. CONCLUSION 14

9. REFERENCES 15

iii
1.INTRODUCTION

Virtual reality is a simulated experience to feel as if they're looking at a giant


that employs pose tracking and 3D near- screen, close-up. The makes for a very
eye displays to give the user an immersive view that is coupled with
immersive feel of a virtual motion sensors so when you move your
world. Applications of virtual head the view changes, just as in the
reality include entertainment physical world.
(particularly video games), education
While virtual reality has been used
(such as medical or military training) and
widely for gaming it's also now being
business (such as virtual meetings). Other
used in work-based training and, more
distinct types of VR-style technology
recently, in education. One of the big
include augmented reality and mixed
factors in this relatively recent uptake
reality, sometimes referred to as extended
was Google Cardboard, which used a
reality or XR, although definitions are
super affordable cardboard phone holder
currently changing due to the nascence of
with lenses built in to create virtual
the industry.
worlds. This works with smartphones,
What is virtual reality? allowing students and teachers to easily
and affordably experience VR.
Virtual reality (VR) is a computer-based

system that uses software, screens on TECHNIQUE


each eye, and interactive controls to allow
a person to enter a virtual, digital world. When people mentioned about virtual
It can also be achieved using tablets and reality or VR, does the image of people
smartphones with the screen as the virtual wearing a helmet covering their eyes
world, but this is a less immersive way comes into your mind? I think most of us
and often applies to augmented rather do. Is that enough to explain what is VR
than virtual reality. is all about? Well, the definition and
meaning of “Virtual Reality” or also
By placing the displays close to the eyes,
known as VR is the method or technique
usually in a headset, it allows the person

1
to simulate the feeling or experience of 3D effect, usually users are required to
environment which are usually generated wear a special head-mounted
by computer or machine. Other popular display (HMD) that will display the 3D
names associated with VR are artificial images on the lenses.
reality, virtual environment, telepresence
or can also be cyberspace.

To experience VR, we need to


use immersive multimedia
technology since it can recreate the
sensory experience such as sight, sound,
smell, touch and perhaps taste. Once user
is “teleported” inside the virtual
environment (VE), user can have the
capability to explore the world by moving
around it. The user might be able to
manipulate the virtual objects or performs
some actions in the virtual environment
by using a special gloves that sometimes
called as data gloves. The touch
interaction or force feedback mechanism
is usually called with the names haptics
systems.
But most of the time, the VR focus is
more on the sense of sight or real-life
viewing capability. Hence, to achieve
this, most virtual reality system will
produce the 3D images that emphasized
on depth where each left and right eye
will see the specially produced images for
each eye respectively. To experience this

2
2.PHASES OF INTERACTION IN VIRTUAL REALITY

There are different phases of Interaction

for different virtual elements. These or Discover it’s location in the 360

phases when thought out well for each environment.Unlike traditional flat

element that’s supposed to be interactive screen interface the UI element can be

will enhance an overall experience. present anywhere in the 360 space.

Charting details of these phases will also

help designers think through the Reach

execution giving clarity much before With the UI elements placed in 3d space
going to software. the ergonomics of reaching out to them to

use is important. Since in virtual reality


1. Discover/Search
the interaction with the UI element is

2. Reach made more natural by moving the

body/head towards it and then extending


3. Take action — Interaction
the arm to reach out to it.

4. Interaction wait
Take action — Interact
5. Exit and Response
One the UI element is reached out at the
Each of the phases are unique in a way
next obvious step is to take the action. E.g.
that they are influenced by the
environment, context and user. pulling the trigger, swaying the sword,

button push, rolling the dice etc. At this

point the different gestures that user will


Discovery
perform are very critical for registering
The initial phase of interacting with any the event.
element in the UI will be to either Search

3
Interaction wait

AR and VR are highly natural user


interaction medium. Hence depending on
the advancement of hardware it may take
a little while to register and respond to the
user action. As a designer think of how
will you communicate this wait period to
the user.

Exit and Response

And finally after the wait, the system

responds to the user action. The response

can be in audio, visual or haptic format.

Going by latest advancement there is

smell emitter accessory available in

market that can be attached to VR device.

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3.APPLICATIONS

VR is used to help learners develop skills surgeries. Through the revolution of


without the real-world consequences of computational analysis abilities, fully
failing, especially useful in realms with immersive VR models are currently
life-or-death implications. The specific available in neurosurgery training.
device used to provide the VR Ventriculostomy catheters
experience, whether it be through a insertion, endoscopic and endovascular
mobile phone or desktop computer, does simulations are used in neurosurgical
not appear to impact on any educational residency training centers across the
benefit. world. Experts see VR training as an

Medicine essential part of the curriculum of future


training of neurosurgeons.
VR technology has many useful
Military
applications in the medical
field. Through VR, novice surgeons have In 1982 Thomas A. Furness III presented
the ability to practice complex surgeries the United States Air Force with a
without stepping into the operating room. working model of his virtual flight
Physicians who experience VR simulator, the Visually Coupled Airborne
simulations improved their dexterity and Systems Simulator (VCASS). The
performance in the operating room second phase of his project, which he
significantly more than control called the "Super Cockpit", added high-
groups. VR can produce a three- resolution (for the time) graphics and a
dimensional representation of a particular responsive display. The United Kingdom
patient's anatomy that allows surgeons to has been using VR in military training
map out the surgery ahead of time. since the 1980s. The United States
Trainees may use real instruments and military announced the Dismounted
video equipment to practice in simulated Soldier Training System in 2012. It was
cited as the first fully immersive military
VR training system.

5
Virtual training environments have been specific curriculum outcomes and subject
claimed to increase realism while matter. Through virtual reality mediums
minimizing cost, e.g., by saving such as Google Cardboard, foreign
ammunition. In 2016, researchers at languages have also been taught in the
the U.S. Army Research classroom by teachers. These few
Laboratory reported that instructor examples, showcase some of the
feedback is necessary for virtual training. applications of virtual reality and
Virtual training has been used for immersive virtual reality in the secondary
combined arms training and instructing classroom. Virtual reality is also being
soldiers to learn when to shoot. applied at the collegiate level to help
enhance student education in core
Space
subjects such as science, geography, and
NASA has used VR technology for
history.
decades. Most notable is their use of
Engineering and Robotics
immersive VR to train astronauts before
flights. VR simulations include exposure In the mid-to-late 1990s 3D computer-
to zero-gravity work environments, aided design (CAD) data took over when
training on how to spacewalk and tool video projectors, 3D tracking and
usage using low-cost tool mock-ups. computer technology enabled its use in
virtual reality environments. Active
High School and College Education
shutter glasses and multi-surface
Immersive virtual reality is used in the
projection units appeared. Virtual reality
High school classroom as a tool to help
has been used in automotive, aerospace,
students learn and be immersed in their
and ground transportation original
subject matter. Immersive virtual reality
equipment manufacturers. Virtual reality
has been used to teach students
aids prototyping, assembly, service and
interactive history
performance use-cases. This enables
lessons and STEM subjects such
engineers from different disciplines to
as physics. In some cases, virtual reality
experience their design. Engineers can
laboratories have been set in up in schools
view the bridge, building or other
to provide students with immersive
structure from any angle. Simulations
virtual reality experiences focused on
allow engineers to test their structure's
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resistance to winds, weight, and other can be used for other forms of music, such

elements. as videos and music visualization or visual


music applications.
Video games

A man plays a virtual reality video game


at Tokyo Game Show 2018ly
commercial virtual reality headsets were
released for gaming during the early-mid
1990s. These included the Virtual Boy,
iGlasses, Cybermaxx and VFX1
Headgear. Since 2010, commercial
headsets for VR gaming include
the Oculus Rift, HTC
Vive and PlayStation VR. The Samsung
Gear VR is an example of a phone-based
device.

Other modern examples of VR for


gaming include the Wii Remote,
the Kinect, and the PlayStation
Move/PlayStation Eye, all of which track
and send player motions to the game.
Many devices complement VR with
controllers or haptic feedback. VR-
specific and VR versions of popular
video games have been released.

Media and Entertainment

VR can allow individuals to virtually


attend concerts. VR concerts can be
enhanced using feedback from the user's
heartbeat and brainwaves. Virtual reality

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4.CASE STUDIES

According to Dr. Augustus Mazzocca, training in orthopaedics. Founded by Dr.


who helps train residents in orthopaedic Danny Goel, an orthopaedic surgeon and
surgery as the Director of the educator, and Rob Oliveira and Colin
Musculoskeletal Institute at UConn O’Connor, two veteran game developers,
Health, not every surgeon is a natural. PrecisionOS offers medical-grade VR
“As in any profession, some people are training and educational modules that
not as naturally gifted, so we make up for enable surgeons to practice orthopaedic
that by doing volume,” he says. “If a procedures in a safe environment and at a
resident is struggling, we have them do as relatively low cost using Oculus Quest
many cases with variability and obtain as headsets.
many repetitions in the area that they are
weak until they eventually obtain the
skill.”
Multiple factors have led to the
development of creative methods to
surgically train orthopaedic residents
outside the actual operating room. At
UConn Health, residents practice their
Dr. Goel says his team wants to make
skills on cadavers in the Bioskills
teaching and learning with VR as
Laboratory. But practice procedures are
valuable and real-world as possible in a
expensive and time-consuming, and
safe, low-risk environment. “We’re
residents can only complete certain
pushing the boundaries of simulation
procedures on cadavers once.
during the operative experience in virtual
Using virtual reality to enable
reality,” he says. “The Oculus Quest
purposeful practice.
headset was a game-changer for us. It’s
In 2019, the UConn Orthopaedic
mobile and offers high-quality haptics,
Department discovered PrecisionOS, a
six degrees of freedom, and high-fidelity
medical software company that offers
interactive VR experiences for surgical
8
visuals. This allows doctors to get in and
get started fast.”
Dr. Mazzocca was skeptical of VR until
the moment he put on an Oculus Quest
headset. “It’s insane how quickly your
body adjusts — I couldn’t believe it,” he
says. “Easily within a minute, you
become part of that environment. And the
quality of work in the PrecisionOS
system is incredibly similar to the real
world.”

“The magic part for us is that we can go


over an entire case multiple times,”
Mazzocca says. “I can connect via
computer and see what the residents are
seeing — I become their eyes. I can see
how quickly they’re looking at things,
what they’re looking at, and how they’re
reacting to various situations.”

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5.COMPARISION WITH OTHER TECHNOLOGIES

The border between the virtual and real for the latest head-mounted display, let’s
world continues to break down, providing take a closer look at what you’ll need for
breathtaking experiences that, a short an amazing VR, AR, or MR experience.
time ago, could only be found in the
AR and VR differ from each other in key
imagination of sci-fi writers.
aspects. However, this stark difference
Virtual Reality (VR) has been the “next does not mean that one of the two
big thing” for several years, but its time technologies is better than the other.
has finally come as a way to generate Instead, both technologies stand out in
realistic images, sounds, and other different application spheres:
sensations that put you smack in the
middle of a spectacular imaginary world. • VR creates an immersive virtual

Augmented Reality (AR), which adds environment, while AR augments

virtual stuff to your real world a real-world scene.

environment, is contributing to the buzz, • VR is 75 percent virtual,

and both technologies should become a while AR is only 25 percent

big part of our future. With Mixed Reality virtual.

(MR), you can play a virtual video game, • VR requires a headset device,

grab your real world water bottle, and while AR does not.

smack an imaginary character from the • VR users move in a completely

game with the bottle. Imagination and fictional world, while AR users

reality have never been so intermingled. are in contact with the real world.
• AR requires higher bandwidth
So much is happening so fast that the than VR.
differences between VR, AR, and MR • AR is intended to enhance the
can seem a little puzzling at first. Each of virtual world and the real world.
these spellbinding technologies are VR replaces the real world with a
accessible to almost everyone, but before
you throw down your hard-earned money

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• fictional reality, which is
primarily intended to enhance
games.

Accuracy of VR in musculoskeletal
system :

Assessment of the musculoskeletal


system requires consideration of its
integrated function with the nervous
system. This may be assisted by using
valid and reliable methods that simulate
real-life situations. Interactive virtual
reality (VR) technology may introduce
various auditory and visual inputs that
mimic real-life scenarios. However,
evidence supporting the quality and
strength of evidence regarding the
adequacy of its psychometric properties
in assessing the musculoskeletal function
has not been evaluated yet. Therefore,
this study reviewed the validity and
reliability of VR games and real-time
feedback in assessing the
musculoskeletal system.

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6.ADVANTAGES

1) Helps with Impressive Visualization VR helps to those who cannot get out of

You can be sure about the greatness of the house experience fulfilled life by

virtual reality. It helps in exploring creating virtual world.Also there is no

various facts and can even alternate the lose of life during wars and surgies

level of experience. If you wear a VR


4) Improves Educational Value
headset, you can experience the best
The doctors take advantage of the VR
quality visualizations.Allows Students to
technology to know about the new traits
Get Engaged – These days it has become
of medicine. VR technology also works
difficult for the teachers to conduct
best in fields of editing and content
classroom interaction sessions. With the
writing.It helps in locating mistakes in
introduction of the Virtual Reality
contents. There are preferred software
technicality, interaction with the student
arrangements to make fault detections.
has become so easy. The students take
VR technology also helps with perfect
help of virtual reality to speak about their
editing options.
personal experiences.

5) Helps to Overcome Language


2) Creating Interest
Barriers
Virtual Reality has made watching more
Language barrier is a significant problem
enjoyable than reading. VR technicality
in the field of education. In case, if you
is extremely interesting and engaging.
are not studying in your hometown you
VR technology creates enjoyable
need to adopt the dialect of the place
experiences. This technology motivates
where you are considering.With the
the students to learn and know better in
implementation of Virtual Reality the
life.
possible language can be aptly
3)Helpful to physically challenged implemented by making use of the
persons suitable software.

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7.DISADVANTAGES

1) Lacks Flexibility 4)Costly

In the classroom you can act with


The total cost of machinery to create a
flexibility. You are open to give
VR system is too high
suggestions and ask questions. This is not
possible with virtual reality.With the 5)Negative Effects of Isolation and
virtual reality headset, you can make use Dependence on VR
of the same program in all the sessions.
There is no scope for positive interaction. VR can be a solitary experience,
especially when you, as a user, are
2) Ineffective Human Connections isolating yourself from the physical world

Virtual Reality comes with the set of while using the equipment.

disadvantages. The conventional


6)Compatibility Issues with Advancing
education system is mainly based on
Technology
interpersonal connections and the level of
individual human communication.The VR equipment may not work with all
concept of Virtual Reality is different. It devices and operating systems, which
is only about you and the software. limits who can access VR experiences.
Also, VR equipment needs a high-
3) Getting Addicted
performance computer
Addiction to Virtual Reality is extremely
common. The students can get addicted to 7)Limited Content Availability
the virtual world. The section of the
The availability of VR content may be
population is getting addicted to video
limited, as creating VR experiences
games and the rest.In the world of Virtual
requires specialized skills and resources.
Reality, one can even get addicted to
It can make it difficult for users to find a
harmful drugs.
wide variety of VR experiences to
engage with, which is a disadvantage of
Virtual Reality

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8.CONCLUSION

Virtual Reality has the potential to be one Then of course, entertainment won’t be
of the biggest technological innovations hard to come by with the opportunity to
of our time. VR will connect the world in virtually travel anywhere in the world and
a way like never before through things beyond. Live events will be enjoyed from
like VRchat and online VR games. More your couch without missing out one the
and more people will be working from live experience. VR will disrupt a number
home using VR technology. Immersive of industries, however, it will ultimately
virtual workplaces will change the way make life more enjoyable.
teams operate in a professional
environment. VR technology will be a
vital teaching tool in classrooms and will
completely change the way that we
educate not only our youth, but anyone
with access to a headset.

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