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Experiment Findings · August 2021

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A
RESEARCH PROJECT

ON

Topic of the Project

“a step toward future”- VR

Submitted in partial fulfilment of the requirement for

The Bachelor of Commerce with Honours (2018-2021)

Under the guidance of

MS. KIRAN YADAV

Assistant Professor, FIMT

SUBMITTED BY

PREETAM

35690188818

B.COM (H) 6th SEMESTER

FAIRFIELD INSTITUTE OF MANAGEMENT AND TECHNOLOGY

Affiliated to Guru Gobind Singh Indraprastha University, Delhi FIMT Campus,


Kapashera, New Delhi-110037
ABSTRACTS

Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated
environment, whether that environment is a simulation of the real world or an imaginary world.

It is the key to experiencing, feeling and touching the past, present and the future. It is the
medium of creating our own world, our own customized reality. It could range from creating a
video game to having a virtual stroll around the universe, from walking through our own dream
house to experiencing a walk on an alien planet. With virtual reality, we can experience the
most intimidating and gruelling situations by playing safe and with a learning perspective. It is
also used for military training, studies and gaining experience of the thing that might not be
possible in reality.

Now a days, Most of the people knows what virtual reality is? But, in this study we will have
a brief introduction on VR, some important portion of its history, terminology and classes of
VR system, its contribution in modernisation, reviews and analysis of VR.

While moving towards the idea of introducing VR in the Mass media sector.

Key Words:- Virtual Reality, Classifications, Its types, Mass media, Evolution.
STUDENT DECLARATION

I, Preetam ( Enrollment no. 35690188818 ) under signed hereby declare that the
research report entitled “a step toward future”- VR, with reference to New Delhi city
submitted to Fairfield institute of management and technology, in partial fulfilment for the
award of Degree Bachelor of Commerce 6th semester, affiliated to Guru Gobind Singh
Indraprastha University, Delhi FIMT Campus, Kapashera, New Delhi-110037 is drafted
by me and is my original work.

Name: PREETAM
Enrol No.: 35690188818
Place: NEW DELHI
Date:
CERTIFICATE

This is to certify that Research title “a step toward future”- VR is the original work of
Preetam,

Enrollment no. 35690188818 a student of BCOM (H) 6th semester and has been duly
completed his research under my guidance and supervision up to my satisfactory level.

This work has been done in partial fulfillment of the requirement for the award of the degree
of the bachelor of commerce with honors from Fairfield Institute of Management and
Technology, New Delhi and has not been submitted anywhere in any other university for the
award of any degree.

Project Guide:-
MS. KIRAN YADAV
ACKNOWLEDGEMENT

It is pleasure to acknowledge many people who knowingly and unwillingly helped me, to
complete my project. First of all let me praise god for all blessings, which carried me through
all those years.

I am particularly indebted to Fairfield Institute of Management and Technology which


inculcated in me utmost respect for human values and groomed me up in the field of managerial
skills to take on the challenges of the competitive world.

First and foremost , I express my thanks to my project guide MS. KIRAN YADAV, Lecturer
in commerce and management studies for his valuable opinions.

I express my thanks to the Lecturers of commerce department for their continuous


encouragement and support.

I express my sincere thanks to my parents, Lecturers and Friends.

Preetam
B.com (H)
TABLE OF CONTENT

CHAPTER Particulars Page No.

Chapter-1 INTRODUCTION 1-20

Chapter-2 LITERATURE REVIEW 21-27

Chapter-3 RESEARCH METHODOLOGY 28-31

Chapter-4 RESULTS &


32-45
DISCUSSION

Chapter-5 RECOMMENDATIONS 46-47

Chapter-6 SUMMARY

CONCLUSION 48-50

Chapter-7 LIMITATION OF 51-52

STUDY

Chapter-8 REFERENCES 53-55

Chapter-9 ANNEXURE 56-59


[QUESTIONNAIRE]
Chapter-1

INTRODUCTION

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VIRTUAL REALITY

As, its name suggests something virtual that is connected to reality.

When we use the word “Virtual” it tends to something online or offline on Computer, TV,
Mobile phone, Smart phone etc. For example:- If we are viewing an image on computer it
would be called a virtual image as we are using electricity to power the computer and then
view it after giving command to the computer. Only after we print it out and it becomes
physical in form can it be called a photo or physical photo which is not virtual as we don’t
need to use electricity, computer or command to view this physical photo.

As for the word reality it’s the simplest word which means something real that we can feel,
touch, see and experience in short something tangible.

Virtual reality (VR) is a simulated experience that can be similar to or completely different
from the real world. Applications of virtual reality include entertainment (e.g. video games),
education (e.g. medical or military training) and business (e.g. virtual meetings). Other
distinct types of VR-style technology include augmented reality and mixed reality, sometimes
referred to as extended reality or XR.

Currently, standard virtual reality systems use either virtual reality headsets or multi-
projected environments to generate realistic images, sounds and other sensations that simulate
a user's physical presence in a virtual environment. A person using virtual reality equipment
is able to look around the artificial world, move around in it, and interact with virtual features
or items. 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. Virtual reality typically
incorporates auditory and video feedback, but may also allow other types of sensory and
force feedback through haptic technology.

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Virtual Reality (VR) is not an entirely new concept; it has existed in various forms since the
late 1960s. It has been known by names such as synthetic environment, cyberspace, artificial
reality, simulator technology and so on and so forth before VR was eventually adopted. The
latest manifestation of VR is desktop VR. Desktop VR is also known by other names such as
Window on World (WoW) or non-immersive VR (Onyesolu, 2006). As a result of
proliferation of desktop VR, the technology has continued to develop applications that are
less than fully immersive. These non-immersive VR applications are far less expensive and
technically daunting and have made inroads into industry training and development. VR has
perhaps at last come within the realm of possibility for general creation and use most
especially in education where computer-based virtual learning environments (VLE) are
packaged as desktop VR. This, in turn, points the way for its inclusion in educational
programs (Ausburn & Ausburn, 2004). These computer-based virtual learning environments
(VLEs) have opened new realms in the teaching, learning, and practice of medicine, physical
sciences and engineering among others. VLEs provide students with the opportunity to
achieve learning goals. VLE-based applications have thus emerged in mainstream education
in schools and universities as successful tools to supplement traditional teaching methods.
These learning environments have been discovered to have greater pedagogical effectiveness
on learners. Virtual learning environments provide three-dimensional (3D) insights into the
structures and functions of any system desired. Students can thereby learn the principles of
such system in a fast, effective and pleasurable way by interacting with and navigating
through the environment created for such system (Onyesolu, 2009a; Onyesolu, 2009b). It is
known that VR can make the artificial as realistic as, and even more realistic than, the real
(Negroponte,1995).

The technology in Virtual Reality:

There are some people to whom VR is a specific collection of technologies; that is, headset,
glove and walker (Haag et al., 1998; Williams & Sawyer, 2001; Isdale, 1993). VR is defined
as a highly interactive, computer-based multimedia environment in which the user becomes
the participant in a computer-generated world (Kim et al., 2000; Onyesolu, 2009a; Onyesolu
& Akpado, 2009). It is the simulation of a real or imagined environment that can be
www.intechopen.com 54 Advances in Computer Science and Engineering experienced
visually in the three dimensions of width, height, and depth and that may additionally provide

Page | 3
an interactive experience visually in full real-time motion with sound and possibly with
tactile and other forms of feedback. VR is a way for humans to visualize, manipulate and
interact with computers and extremely complex data (Isdale, 1998). It is an artificial
environment created with computer hardware and software and presented to the user in such a
way that it appears and feels like a real environment (Baieier, 1993). VR is a computer-
synthesized, three-dimensional environment in which a plurality of human participants,
appropriately interfaced, may engage and manipulate simulated physical elements in the
environment and, in some forms, may engage and interact with representations of other
humans, past, present or fictional, or with invented creatures. It is a computer-based
technology for simulating visual auditory and other sensory aspects of complex environments
(Onyesolu, 2009b). VR incorporates 3D technologies that give a reallife illusion. VR creates
a simulation of real-life situation (Haag et al., 1998). Therefore, VR refers to an immersive,
interactive, multi-sensory, viewer-centered, 3D computer-generated environment and the
combination of technologies required to build such an environment (Aukstakalnis & Blatner,
1992; Cruz-Niera, 1993). By immersing viewers in a computer-generated stereoscopic
environment, VR technology breaks down barriers between humans and computers. VR
technology simulates natural stereoscopic viewing processes by using computer technology
to create right-eye and left-eye images of a given 3D object or scene. The viewer’s brain
integrates the information from these two perspectives to create the perception of 3D space.
Thus, VR technology creates the illusion that on-screen objects have depth and presence
beyond the flat image projected onto the screen. With VR technology, viewers can perceive
distance and spatial relationships between different object components more realistically and
accurately than with conventional visualization tools (such as traditional CAD tools).

Virtual Reality components:

The components necessary for building and experiencing VR are divided into two main
components-the hardware components and the software components.

Hardware components

The hardware components are divided into five sub-components: computer workstation,
sensory displays, process acceleration cards, tracking system and input devices.

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 Computer workstation: A computer workstation is a high-end
microcomputer designed for technical or scientific applications. Intended
primarily to be used by one person at a time, workstations are commonly
connected to a local area network and run multi-user operating systems. The
term workstation has also been used to refer to a mainframe computer terminal
or a personal computer (PC) connected to a network. Workstations had offered
higher performance than personal computers, especially with respect to CPU
and graphics, memory capacity and multitasking capability. They are
optimized for the visualization and manipulation of different types of complex
data such as 3D mechanical design, engineering simulation animation and
rendering of images, and mathematical plots. Workstations are the first
segment of the computer market to present advanced accessories and
collaboration tools. Presently, the workstation market is highly commoditized
and is dominated by large PC vendors, such as Dell and HP, selling Microsoft
Windows/Linux running on Intel Xeon/AMD Opteron. Alternative UNIX
based platforms are provided by Apple Inc., Sun Microsystems, and Silicon
Graphics International (SGI) (http://en.wikipedia.org/wiki/Workstation).
Computer workstation is used to control several sensory display devices to
immerse you in 3D virtual environment.

 Sensory displays: Sensory displays are used to display the simulated virtual
worlds to the user. The most common sensory displays are the computer visual
display unit, the head-mounted display (HMD) for 3D visual and headphones
for 3D audio.

 Head mounted displays: Head mounted displays place a screen in front of


each of the viewer's eyes at all times. The view, the segment of the virtual
environment generated and displayed, is controlled by orientation sensors
mounted on the “helmet”. Head movement is recognized by the computer, and
a new perspective of the scene is generated. In most cases, a set of optical lens
and mirrors are used to enlarge the view to fill the field of view and to direct
the scene to the eyes (Lane,1993).

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Fig. 1. Visette 45 SXGA Head Mounted Display (HMD)

 Binocular Omni-Orientation Monitor (BOOM): The BOOM is mounted


on a jointed mechanical arm with tracking sensors located at the joints. A
counterbalance is used to stabilize the monitor, so that when the user releases
the monitor, it remains in place. To view the virtual environment, the user must
take hold of the monitor and put her face up to it. The computer will generate an
appropriate scene based on the position and orientation of the joints on the
mechanical arm (Aukstakalnis & Blatner, 1992). Some of the problems
associated with HMDs can be solved by using a BOOM display. The user does
not have to wear a BOOM display as in the case of an HMD. This means that
crossing the boundary between a virtual world and the real world is simply a
matter of moving your eyes away from the BOOM.

Fig. 2. A Binocular Omni-Orientation Monitor (BOOM)

 Visual Display Unit (VDU) or monitors: There are two types of computer
visual display unit. The CRT monitors and the LCD monitors. The
distinguishing characteristics of the two types are beyond the scope of this
piece.

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Process acceleration cards: These cards help to update the display with new sensory
information. Examples are 3D graphic cards and 3D sound cards.

Tracking system
This system tracks the position and orientation of a user in the virtual environment. This
system is divided into: mechanical, electromagnetic, ultrasonic and infrared trackers.

Fig. 3. Patriot wireless electromagnetic tracker

Fig. 4. Logitech ultrasonic tracker

Input devices
They are used to interact with the virtual environment and objects within the virtual
environment. Examples are joystick (wand), instrumented glove, keyboard, voice recognition
etc.

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Software components

The software components are divided into four sub-components: 3D modeling software, 2D
graphics software

Fig. 5. An instrumented glove (Nintendo power glove)

 3D modeling software
3D modeling software is used in constructing the geometry of the objects in a
virtual world and specifies the visual properties of these objects.

 2D graphics software
2D graphics software is used to manipulate texture to be applied to the objects
which enhance their visual details.

 Digital sound editing software


Digital sound editing software is used to mix and edit sounds that objects make
within the virtual environment.

 VR simulation software
Simulation software brings the components together. It is used to program how
these objects behave and set the rules that the virtual world follows.

Page | 8
Classification of Virtual Reality systems:

VR is classified into three major types: (a) Non-Immersive VR Systems, (b) Semi-Immersive
VR Systems and (c) Immersive (Fully Immersive) VR systems. Other forms of classification
are levels of VR and methods of VR. Levels of VR deals with efforts employed to develop
VR technology. Under this classification we have entry level, basic level, advanced level,
immersive systems and big-time systems. Methods of VR classification deals with methods
employed in developing VR system. Under this class we have simulation based systems,
projector based systems, avatar-image based systems and desktop based system.
, digital sound editing software and VR simulation software.

 Non-immersive VR systems:

As the name suggests, are the least implementation of VR techniques. It involves


implementing VR on a desktop computer. This class is also known as Window on
World (WoW) (Onyesolu, 2006). Using the desktop system, the virtual environment
is viewed through a portal or window by utilizing a standard high resolution
monitor. Interaction with the virtual environment can occur by conventional means
such as keyboard, mouse or trackball

 Semi-immersive VR systems:
A semi immersive VR system comprise of a relatively high performance graphics
computing system which can be coupled with either a large screen monitor; a large
screen projection system or multiple television projection system. Using a wide
field of view, these systems increase the feeling of immersion or presence
experienced by the user and stereographic imaging can be achieved using some type
of shutter glasses.

Page | 9
 Immersive (fully immersive) VR systems:
An Immersive VR system is the most direct experience of virtual environments.
Here the user either wears an head mounted display (HMD) or uses some form of
head-coupled display such as a Binocular Omni-Orientation Monitor (BOOM) to
view the virtual environment, in addition to some tracking devices and haptic
devices. An HMD or BOOM uses small monitors placed in front of each eye which
provide stereo, bi-ocular or monocular images.

Projectors

Fig. 6. Schematic representation of a CAVE

Page | 10
TYPES OF IMMERSION
Immersion means the extent to which high fidelity physical inputs (e.g., light patterns, sound
waves) are provided to the different sensory modalities (vision, audition, touch) in order to
create strong illusions of reality in each. According to Ernest Adams, immersion can be
separated into three main categories:

• Tactical immersion – Tactical immersion is experienced when performing tactile operations


that involve skill. Players feel “in the zone” while perfecting actions that result in success.

• Strategic immersion – Strategic immersion is more cerebral, and is associated with mental
challenge. Chess players experience strategic immersion when choosing a correct solution
among a broad array of possibilities.

• Narrative immersion – Narrative immersion occurs when players become invested in a


story, and is similar to what is experienced while reading a book or watching a movie. Staffan
Björk and Jussi Holopainen, in Patterns In Game Design, divide immersion into similar
categories. They call them sensory-motoric immersion, cognitive immersion and emotional
immersion, respectively. In addition to these, they add three new categories:

• Spatial immersion – Spatial immersion occurs when a player feels the simulated world is
perceptually convincing. The player feels that he or she is really “there” and that a simulated
world looks and feels “real”.

• Psychological immersion – Psychological immersion occurs when a player confuses the


game with real life.

• Sensory immersion – The player experiences a unity of time and space as the player fuses
with the image medium, which affects impression and awareness.

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Low-cost VR technology

Low-cost VR, also called personal computer (PC)-based VR, uses inexpensive devices such
as PC workstations and VR glasses, combined with VR-enabled software applications or
playstations and projectors, to partially immerse viewers in a virtual scene (Fang et al., n.d.). Fig
5 is a low-cost VR system developed with three playstations, a network switch and two
projectors.

Fig. 7. PlayStation2 VR system

The benefits of low cost virtual reality hardware are obvious; high performance systems
which were previously exclusive to research institutions with well funded budget can now be
constructed relatively cheaper. The reduced price/performance ratio has positive implications
for hospitals, educational institutions, museums and other organizations where funding of new
technologies are often limited. Previously disadvantaged communities can also benefit from
this new technology. In education, cheap VR can provide massive quality education through
the interactive learning environment; in medicine, cheap virtual environment has been shown
to provide promising results in the field of exposure therapy (Fang et al., n.d.)

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How does The Virtual Reality works?

The idea behind VR is to deliver a sense of being there by giving at least the eye what it
would have received if it were there and, more important to have the image change instantly
as the point of view is changed (Smith & Lee, 2004). The perception of spatial reality is
driven by various visual cues, like relative size, brightness and angular movement. One of the
strongest is perspective, which is particularly powerful in its binocular form in that the right
and left eyes see different images. Fusing these images into one 3D perception is the basis of
stereovision.
The perception of depth provided by each eye seeing a slightly different image, eye parallax, is
most effective for objects very near you. Objects farther away essentially cast the same image
on each eye. The typical dress code for VR is a helmet with goggle-like displays, one for each
eye. Each display delivers a slightly different perspective image of what you would see if you
were there. As you move your head, the image rapidly updates so that you feel you are
making these changes by moving your head (versus the computer actually following your
movement, which it is). You feel you are the cause not the effect.

SOME BASIC DEFINITIONS AND TERMINOLOGY

Virtual Reality (VR) and Virtual Environments (VE) are used in computer community
interchangeably. These terms are the most popular and most often used, but there are many
other. Just to mention a few most important ones: Synthetic Experience, Virtual Worlds,
Artificial Worlds or Artificial Reality. All these names mean the same:
• “Real-time interactive graphics with three-dimensional models, combined with a display
technology that gives the user the immersion in the model world and direct manipulation, we
call virtual environments.” [Fuch92]
• Merriam-Webster's New Collegiate Dictionary, Ninth Edition, defines virtual as "being in
effect but not in actual fact", and environment as "the conditions, circumstances, and
influences surrounding and affecting an organism".
• “The illusion of participation in a synthetic environment rather than external observation of
such an environment. VR relies on a three-dimensional, stereoscopic head-tracker displays,
hand/body tracking and binaural sound. VR is an immersive, multi-sensory experience.”

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[Giga93a]
• “Computer simulations that use 3D graphics and devices such as the DataGlove to allow the
user to interact with the simulation.” [Jarg95]
• “Virtual reality refers to immersive, interactive, multisensory, viewer-centered, three
dimensional computer generated environments and the combination of technologies required
to build these environments.” [Cruz93a]
• “Virtual reality lets you navigate and view a world of three dimensions in real time, with six
degrees of freedom. (...) In essence, virtual reality is clone of physical reality.” [Schw95]
• According to Jerry Prothero, a research associate at the University of Washington, who
works in the Human Interface Technology Laboratory, definition of virtual reality saying: "It
can be defined in technological terms as a set of input devices which stimulate a high
percentage of our sensory input channels, for instance, by providing a wide visual field-of-
view and stereo sound. It can be defined in psychological terms a pattern of sensory stimuli
which gives one an impression of being in a computer-generated space.”
Although there are some differences between these definitions, they are essentially
equivalent. They all mean that VR is an interactive and immersive (with the feeling of
presence) experience in a simulated (autonomous) world [Zelt92].
Many people, mainly the researchers use the term Virtual Environments instead of Virtual
Reality “because of the hype and the associated unrealistic expectations” [Giga93a].
Moreover, there are two important terms that must be mentioned when talking about VR:
Telepresence and Cyberspace. They are both tightly coupled with VR, but have a slightly
different context:
• Telepresence – The term was coined by Marvin Minsky (1980) in reference to
teleoperation systems for remote manipulation of physical objects. It is a specific kind of
virtual reality that simulates a real but remote (in terms of distance or scale) environment.
Another more precise definition says that telepresence occurs when “at the work site, the
manipulators have the dexterity to allow the operator to perform normal human functions; at
the control station, the operator receives sufficient quantity and quality of sensory feedback to
provide a feeling of actual presence at the worksite” [Held92].
• Cyberspace – was invented and defined by William Gibson as “a consensual hallucination
experienced daily by billions of legitimate operators (...) a graphics representation of data
abstracted from the banks of every computer in human system” [Gibs83]. Today the term
Cyberspace is rather associated with entertainment systems and World Wide Web (Internet).
• Telexistence – This concept was first proposed by Susumu Tachi in Japan in 1980 and 1981

Page | 14
as patents and the first report was published in Japanese in 1982 and in English in 1984. It
enables a human being to have a real-time sensation of being at a place other than where he
or she actually exists, and being able to interact with the remote environment, which may be
real, virtual, or a combination of both. It also refers to an advanced type of teleoperation
system that enables an operator at the control to perform remote tasks dexterously with the
feeling of existing in a surrogate robot working in a remote environment.
• HCI (Human-Computer Interaction) – refers to the study and process by which humans
interact with computers. Very basic HCI is something as simple as a keyboard and mouse
while advanced HCI could be thought-controlled interactions between a person and a
computer.
• Haptics – The word “haptics” refers to the capability to sense a natural or synthetic
mechanical environment through touch. Haptics also includes kinesthesia, the ability to
perceive one’s body position, movement and weight
• Haptics technologies – provide force feedback to users about the physical properties and
movements of virtual objects represented by a computer. A haptic joystick, for example,
offers dynamic resistance to the user based on the actions of a video game. Haptics
incorporates both touch (tactile) and motion (kinesthetic) elements. For applications that
simulate real physical properties—such as weight, momentum, friction, texture, or
resistance—haptics communicates those properties through interfaces that let users “feel”
what is happening on the screen.

The impact of VR

There has been increasing interest in the potential social impact of VR. VR will lead to a
number of important changes in human life and activity (Cline, 2005). Cline (2005)
argued that: VR will be integrated into daily life and activity and it will be used in
various human ways; techniques will be developed to influence human behavior,
interpersonal communication, and cognition (i.e., virtual genetics); as we spend more
and more time in virtual space, there will be a gradual “migration to virtual space,”
resulting in important changes in economics, worldview, and culture and the design of
virtual environments may be used to extend basic human rights into virtual space, to
promote human freedom and well-being, and to promote social stability as we move
from one stage in socio-political development to the next. VR has had and is still having

Page | 15
impact in heritage and archeology, mass media, fiction books, television, motion
pictures, music videos, games, fine arts, marketing, health care, therapeutic uses, real
estates and others numerous to mention.

Heritage and archaeology

The first use of a VR presentation in a Heritage application was in 1994 when a


museum visitor interpretation provided an interactive “walk-through” of a 3D
reconstruction of Dudley Castle in England as it was in 1550 (Colin, 2006). This
comprised of a computer controlled laser disc based system designed by British-based
engineer Colin Johnson. The use of VR in Heritage and Archaeology has enormous
potential in museum and visitor centre applications. There have been many historic
reconstructions. These reconstructions are presented in a pre-rendered format to a shared
video display, thus allowing more than one person to view a computer generated world,
but limiting the interaction that full-scale VR can provide.

Mass media

Mass media has been a great advocate and perhaps a great hindrance to the development
of VR over the years. In 1980s and 1990s the news media’s prognostication on the
potential of VR built up the expectations of the technology so high as to be impossible to
achieve under the technology then or any technology to date. Entertainment media
reinforced these concepts with futuristic imagery many generations beyond
contemporary capabilities (http://en.wikipedia.org/wiki/virtual reality).
But Nowadays, As the time is changing the mass media is starting to support VR as in the
epidemic of COVID-19. VR has been of great help for students, employee, researchers, etc.

Page | 16
ADVANTAGES

Virtual reality has also been used extensively to treat phobias (such as a fear of heights,
flying and spiders) and post traumatic stress disorder. This type of therapy has been shown to
be effective in the academic setting, and several commercial entities now offer it to patients.
Although it was found that using standardized patients for such training was more realistic,
the computer-based simulations afforded a number of advantages over the live training. Their
objective was to increase exposure to life-like emergency situations to improve decision-
making and performance and reduce psychological distress in a real health emergency.

DISADVANTAGES

Some psychologists are concerned that immersion in virtual environments could


psychologically affect a user. They suggest that VE systems that place a user in violent
situations, particularly as the perpetuator of violence, could result in the user becoming
desensitized. In effect, there’s a fear that VE entertainment systems could breed a generation
of sociopaths. Engaging virtual environments could potentially be more addictive. Another
emerging concern involves criminal acts. In the virtual world, defining acts such as murder or
sex crimes has been problematic. At what point can authorities charge a person with a real
crime for actions within a virtual environment? Studies indicate that people can have real
physical and emotional reactions to stimuli within a virtual environment, and so it’s quite
possible that a victim of a virtual attack could feel real emotional trauma.

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CHALLENGES

The big challenges in the field of virtual reality are developing better tracking systems,
finding more natural ways to allow users to interact within a virtual environment and
decreasing the time it takes to build virtual spaces. While there are a few tracking system
companies that have been around since the earliest days of virtual reality. Likewise, there
aren’t many companies that are working on input devices specifically for VR applications.
Most VR developers have to rely on and adapt technology originally meant for another
discipline, and they have to hope that the company producing the technology stays in
business. As for creating virtual worlds, it can take a long time to create a convincing virtual
environment - the more realistic the environment, the longer it takes to make it. It could take
a team of programmers more than a year to duplicate a real room accurately in virtual space.
Another challenge for VE system developers is creating a system that avoids bad ergonomics.
Many systems rely on hardware that encumbers a user or limits his options through physical
tethers. Without well-designed hardware, a user could have trouble with his sense of balance
or inertia with a decrease in the sense of Tele-presence, or he could experience Cyber
sickness, with symptoms that can include disorientation and nausea.

Future of Virtual Reality:

Nowadays , Due to COVID-19 epidemic students are feeling a sense of loss in study as they
are not able to study as good as when they were taking physical classes so, if the COVID
continues we can expect the mode of virtual reality classes where we can have the sense of
taking the classes and focus on studies much better.

As students are facing problems in studies there is one more hidden problem that is
decreases of the interest of the students toward Newspapers and News VR can also be used
in these fields to increase the interest of students towards newspaper and journal medias.

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OBJECTIVES

 To know more about VR and Its different uses.

 To know public knowledge about VR and awareness of VR.

 To know and learn about VR from research papers and continuing it to a new level.

 To do an analytical study on VR and know about future growth of VR

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NEED OF THE STUDY

IN THIS STUDY WE WILL GET TO KNOW MORE ABOUT VR, ITS TYPE, VR

DEVICES, EARLIER RESEARCHS ON VR, WHILE CONTINUING IT TO A NEW

LEVEL WITH OUR OWN ANALYSIS EVEN IF ITS SHORT SCALE SURVEY IT WILL

STILL TAKE US TO THE BEST OF THE RESULTS AND ONE OF THE MAIN

QUESTION WHY IS VR GOOD FOR FUTURE ? IS ALSO CONSIDERED HERE EVEN

IF YOU FIND SOME MISTAKES IN IT DON’T MIND IT AS HUMANS ARE BOUND

TO MAKE MISTAKES SOMEWHERE AND SOMEHOW. BUT I CAN ASSURE YOU

THAT YOU WILL ONLY GAIN FROM THIS RESEARCH PROJECT WITHOUT

LOSING ANYTHING.

Page | 20
Chapter-2

LITERATURE REVIEW

Page | 21
 Mr. Daniel A. Guttentag (2008) in the research paper entitled “Virtual Reality:
Applications and Implications for Tourism” he had explained the broad concept of
application and implication of virtual reality for tourism sector while beginning while
a Good Introduction of VR in the aspect of Tourism then a question that about what
is Virtual reality? Which might be common but a good question as a person might go
finding a truth but he might not even know what truth is? This paper uses a definition
of VR that borrows from definitions used in books dedicated to the topic written by
Burdea and Coiffet (2003), Vince (2004), and Gutie´ rrez, Vexo, and Thalmann
(2008). Vince (2004) and Gutie´ rrez et al. (2008) actually posed interactivity as a
necessary component of VR, but this paper’s definition poses it as optional, as this
more flexible definition permits the discussion of a wider array of technologies that
are relevant to tourism and still are very closely related. While he also wrote about
the present VR technology to Future VR technology But his main focus was the
planning and management as of how Virtual reality can be used as a substitute of
Tourism.

The study has the limitation that:

- It was done in 2008

- It was mainly focused on VR tourism sector.

Page | 22
 Gilson Giraldi, Rodrigo Silva, Jauvane C. De Oliveira in their research paper
entitled “Introduction to Virtual Reality” they had explained broadly about the
Virtual reality itself while going to stereographic projection which was well
explained with the formulas of projection and its diagrammatical representations.
Then giving briefs on the VR Devices and their types. He had also provided the brief
on The CAVE :- the virtual reality room in which many people at the same time
experience the same reality view. Then going to many kinds of applications of VR
like in which fields it can be used Medical, military training, employee training,
education, entertainment, tourism etc. this study also covered the scientific use of
Virtual Reality. In this paper They had presented an overview of basic aspects of
Virtual Reality (VR). While describing important VR devices and their application
when interacting with three dimension al computer generated worlds. In particular,
They had discussed VR applied to scientific visualization, medicine and engineering.
Finally, focusing on the perspectives of VR for their projects at the LNCC and
present final considerations.

The study has the limitations that:

- It is Mainly focused on the improvement of projects through VR at LNCC

- Its personal opinion based as no survey has been done.

Page | 23
 Sharmistha Mandal (2013) in her research paper entitled “Brief Introduction of
Virtual Reality & its Challenges” she had examined that Virtual reality (VR) is a
technology which allows a user to interact with a computer-simulated environment,
whether that environment is a simulation of the real world or an imaginary world. It
is the key to experiencing, feeling and touching the past, present and the future. It is
the medium of creating our own world, our own customized reality. It could range
from creating a video game to having a virtual stroll around the universe, from
walking through our own dream house to experiencing a walk on an alien planet.
With virtual reality, we can experience the most intimidating and gruelling situations
by playing safe and with a learning perspective. Very few people, however, really
know what VR is, what its basic principles and its open problems are. In this paper a
historical overview of virtual reality is presented, basic terminology and classes of
VR systems are listed. An insightful study of typical VR systems is done and finds
the challenges of Virtual Reality. It was systematically paper which even explained
the advantages and disadvantages of Virtual Reality. Even going about the future of
Virtual Reality that It is very possible that in the future we will be communicating
with virtual phones. Nippon Telephone and Telegraph (NTT) in Japan is developing
a system which will allow one person to see a 3D image of the other using VR
techniques. The future is virtual reality, and its benefits will remain immeasurable.

The Study has the limitation that:

- It was done in 2013 and might not match the current scenarios.

- Its topic only covers the VR and its challenges.

Page | 24
 Moses Okechukwu Onyesolu1 and Felista Udoka Eze2 in their research paper
entitled “Understanding Virtual Reality Technology: Advances and Applications”
they had summarized and categorised the Virtual Reality, Its Systems, Its Types, and
the advances that the VR had made in such a way that it’s easy to understand using
numerical order titles and subtitles. While explaining how we can live in our dreams
through Virtual Reality and how we can do everything without even moving from
our place through it and providing the conclusion that a lot of advancements have
been made using VR and VR technology. VR has cut across all facets of human
endeavours-manufacturing/business, exploration, defence, leisure activities, and
medicine among others. The exciting field of VR has the potential to change our lives
in many ways. There are many applications of VR presently and there will be many
more in the future. Many VR applications have been developed for manufacturing,
education, simulation, design evaluation, architectural walk-through, ergonomic
studies, simulation of assembly sequences and maintenance tasks, assistance for the
handicapped, study and treatment of phobias, entertainment, rapid prototyping and
much more. VR technology is now widely recognized as a major breakthrough in the
technological advance of science.

The Study has the limitation that:

- It mainly focuses on the technological part of Virtual reality.

- It doesn’t covers the new or future technologies.

Page | 25
 Tomasz Mazuryk and Michael Gervautz (1999) in their research paper entitled
“Virtual Reality History, Applications, Technology and Future” they had explained
that Virtual Reality (VR), sometimes called Virtual Environments (VE) has drawn
much attention in the last few years. Extensive media coverage causes this interest to
grow rapidly. Very few people, however, really know what VR is, what its basic
principles and its open problems are. In this paper a historical overview of virtual
reality is presented, basic terminology and classes of VR systems are listed, followed
by applications of this technology in science, work, and entertainment areas. An
insightful study of typical VR systems is done. All components of VR application
and interrelations between them are thoroughly examined: input devices, output
devices and software. Additionally human factors and their implication on the design
issues of VE are discussed. Finally, the future of VR is considered in two aspects:
technological and social. New research directions, technological frontiers and
potential applications are pointed out. The possible positive and negative influence of
VR on life of average people is speculated. They had even covered the social aspect
and the Fear of VR.

The Study has the limitation that:

- This research is time bounded to 1999.

- It does not cover the uses of VR in particular fields like studies, training etc.

Page | 26
 Xiao Yu (2011) in his research paper entitled “Research and Practice on Application
of Virtual Reality Technology in Virtual Estate Exhibition” he had explained that
With the rapid development of computer technology, virtual reality technology has
been widely used in various fields. This paper makes exploration on technical
solution and realization methods of virtual reality technology in virtual estate
.Though modelling by using 3DS MAX modelling tool, the virtual reality technology
based on Virtual tools realizes interaction between users and virtual objects in virtual
scenes to develop 3D virtual estate roaming exhibition system. He had also
concluded that to some extent, the virtual real estate system resolves many problems
above even including time-space coherence. It has wide application prospect.
However, we must clearly know that there are many theoretical problem and
technical barriers which are not resolved yet. So we also need to give close attention,
make constant efforts and be bold in exploration. It was a good research to explain
the usage of Virtual reality at the Real Estate Exhibition.

The Study has the limitation that:

- This study has been bounded to usage of VR in Real estate exhibition.

- This study does not cover the broad concept of VR Like types, systems etc.

Page | 27
ChApter-3

Research methodology

Page | 28
Research Methodology

Research refers to search for knowledge it is an art of scientific investigation research


comprises definite problem.

The research design ascetically states the procedures of data collection and analysis of
information relevant to problem.

Methodology is the branch of logic concerned with the application of the principle of
reasoning to scientific and philosophical enquiry. The method to be followed to proceed with
research is called methodology and the method adopted depends on the type of study and the
nature of the study.

“Marketing research is the systematic gathering, recording and analysing of data about
problems relating to the marketing of goods and services”.

-According to American Marketing Association.

Page | 29
DATA COLLECTION

The information required for the preparation of report is collected through two sources.

• Primary Data

• Secondary Data

Primary Data

The data is collected through questionnaires, which form the major part.

Secondary Data

The secondary data is readily available from the dealer’s news and magazines. Data like
company profile and product profile are collected from the Internet.

METHODS OF COLLECTING PRIMARY DATA

The collection of information is referred to as primary method. There are various methods in
which primary data can be adopted and thus can be broadly classified as survey method and
experimental methods.

Survey Method

A research is a technique in which information is gathered from people through the use of
survey or questionnaires.

Sampling

An integral component of Research Design is the sampling plan. Specifically it addresses


three questions

• Whom to survey(The sampling unit)

• How many to survey(Sampling size)

• How to select them(The sampling procedure)

Page | 30
SAMPLING UNITS : Student, People, Common people are surveyed.

SAMPLING SIZE : 50

SAMPLING PROCEDURE : Random sampling

Questionnaire:-

A set of questions printed in the form are provided to the respondents for their answers,
closed ended and opened questions are used. The questionnaires are developed and tested
before using for data collection.

Closed-ended questions:-Closed ended questions include all possible answers/prewritten


response categories and respondents are asked to choose among them.

Example: Multiple choice questions, scale questions.

Open-ended questions:- Open-ended questions allow respondents to answer in their own


words. Questionnaire does not contain boxes to tick but instead leaves a blank selection for
the response to write in an Answer.

In this research paper we would be using Closed-ended question which are MCQ based For
the ease of the units who would be filling it.

Keeping in mind, COVID-19 Epidemic Primary Data using Google Form had been collected.

Google Form Link:-

https://docs.google.com/forms/d/e/1FAIpQLSc4kn3QMPWY5piP4oGU1jlg71jL3XJ4BWc78
pU4wwJdTmqVxg/viewform?usp=sf_link

Page | 31
Chapter-4

Results

&

Discussions

Page | 32
DATA ANALYSIS

1. Do you know about VR?

Opinion No. Of respondents % of respondents


Yes 44 88%
No 6 12%
Total 50 100%

VR Awareness
100
90
80
70
60
50
88
40
30
20
10
12
0
Yes No

% of Opinions

Graph Representing the percentage of Respondents who knows about VR.

INFERENCE: From the above table, it is inferred that

88 % of the respondents know about VR.

12 % of the respondents doesn’t know about VR.

Page | 33
2. Table Representing the No. of Respondents who had used a VR device before.

Opinion No. of Respondents % of Respondents


Yes 23 46 %
No 27 54 %
Total 50 100 %

VR Users

54

52

50
54
48

46
46
44

42
Yes No

% of Opinions

Graph showing the percentage of Respondents who had used VR before.

INFERENCE: From the above table it is inferred that

46% of the Respondents had used a VR device before.

54% of the Respondents had not used VR device before .

Page | 34
3. Table showing the no. of respondents who knows the working of VR.

Opinion No. of Respondents % of Respondents


Yes 20 40%
No 30 60%
Total 50 100%

Knowledge of VR

40

60

Yes No

Graph representing the percentage of respondents that know VR’s working.

INFERENCE: From the above table it is inferred that

40 % of the respondents know that VR creates stimulation.

60% of the respondents does not know that VR creates stimulation.

Page | 35
4. Table represents if the respondent know their Elders awareness of VR.

Opinion No. of Respondents % of Respondents


Yes 10 20%
Maybe 28 56%
No 12 24%
Total 50 100%

Elders VR Awareness

No 24

Maybe 56

Yes 20

0 10 20 30 40 50 60

% of Opinions

Graph showing the percentage of Elders awareness regarding VR.

INFERENCE: From the above table it is inferred that

20% of respondents elder knows about VR.

56% of respondents does not know if their elder knows about VR or Not..

24% of respondents elder does not know about VR.

Page | 36
5. Table shows respondents preference of watching a movie.

Options No. of Respondents % of Respondents


HD 10 20%
3D 9 18%
4D 13 26%
VR 18 36%
Total 50 100%

Movies Prefrence

40%
36%
30%
20% 26%
20% 18%

10%

0%
HD
3D % of Opinions
4D
VR

% of Opinions

Graph representing percentage of Respondents preference of movie.

INFERENCE: From the above table it is inferred that

20% of the Respondents prefer HD Movie.

18% of the Respondents prefer 3D Movie.

26% of the Respondents prefer 4D Movie.

36% of the Respondents Prefer VR Movie.

Page | 37
6. Table representing the ratings given to VR by respondents

Rating No. of respondents %of respondents


0 0 0%
1 2 04%
2 7 14%
3 12 24%
4 22 44%
5 7 14%
Total 50 100%

Price Opinion
0

14 4
14

24
44

0 1 2 3 4 5

Graph representing the opinion of Respondents regarding the price of TCB.

INFERENCE: From the survey it is found that

04% of Respondents Rated VR with 1 Star.

14% of Respondents Rated VR with 2 Star.

24% of Respondents Rated VR with 3 Star.

44% of Respondents Rated VR with 4 Star.

14% of Respondents Rated VR with 5 Star

Page | 38
7. Table representing the opinions of use of VR in future.

Opinion No. of Respondents % of Respondents


Very Good 12 24%
Good 24 48%
No opinion 14 28%
Bad 0 0%
Very Bad 0 0%
Total 50 100%

% of response
00

28 24

48

Very Good Good No Opinion Bad Very Bad

Graph Representing percentage of respondent who thinks VR is good for Future.

INFERENCE: From the survey it is found that

24% of the Respondents opinion is very good.

48% of the Respondents opinion is good.

28% of the Respondents have No Opinion.

Page | 39
8. Table representing the help of VR in studies.

Opinion No. of Respondents % of Respondents


Yes 9 18%
May Be 37 74%
No 4 08%
Total 100 100%

Is VR helpful in Studies?
80

70

60

50

40
74
30

20

10
8 8
0
Yes May Be No

% Of Response

Graph Representing the Number of Respondents Thought of VR in study.

INFERENCE: From the survey it is found that

08% of the Respondents think yes.

74% of the Respondents had chosen maybe.

18% of the Respondents think no.

Page | 40
9. Table representing the respondents Need of VR in professional trainings.

Opinion No. of Respondents % of Respondents


Yes 11 22%
May Be 35 70%
No 04 08%
Total 50 100%

VR Usefulness in Training
80

70

60

50

40
70
30

20

10 22
8
0
YES MAY BE NO

% of Response

Graph Representing the Respondents thought of VR in Training.

INFERENCE: From the survey it is found that

22% of the Respondents think yes.

70% of the Respondents had chosen maybe.

08% of the Respondents think no.

Page | 41
10. Table Representing when the respondents got to know about VR.

Option No. of Respondents % of Respondents


recently 12 24%
1 year ago 04 08%
2-3 year ago 21 42%
4-6 year ago 10 20%
Even earlier 03 06%
Total 50 100%

Year in which respondents got to know about VR

6%
24%
20%

8%

42%

recently 1 year ago 2-3 year ago 4-6 year ago Even earlier

Graph Representing when the Respondents got to know about VR.

INFERENCE: From the survey it is found that

24% of Respondents got to know about VR recently.

08% of Respondents got to know about VR a year ago.

42% of Respondents got to know about VR 2-3 year ago.

20% of Respondents got to know about VR 4-6 year ago.

06% of Respondents got to know about VR even earlier.

Page | 42
FINDINGS

 88% of the Respondents knows about VR.

 54% of the Respondents have not used VR yet.

 60% of the Respondents does not know that VR creates stimulation.

 56% of the Respondents doesn’t know if their elders know about VR or Not.

 36% of the Respondents prefer to watch movies in VR.

 44% of the Respondents have given 4 star rating to VR

 48% of Respondents think VR is good for our future.

 74% of Respondents doesn’t know VR is helpful in studies or not.

 70% of Respondents doesn’t know VR is helpful in training or not.

 42% respondents got to know about VR 2-3 year ago.

Page | 43
THOUGHTS

 While 88 % Respondents knew about VR only 54% might had used it.

Now a days it is common to know about Virtual Reality but using it is different
concept but still a whole lots of 54 % of the respondents had used or we can felt what
virtual reality is that shows the development of our society.

 60% of the Respondents Didn’t know that VR creates stimulation.

Only 40 % of the Respondents knows that VR creates stimulation as if someone fears


height then VR can be used to create a stimulation for him to feel as if, he was on a
great height while reality he is standing on his place and can reduce his fear, VR can
also be used to create stimulation of the places which are impossible to be visited so
that we can experience being there and similarly it can create stimulation of anything
or everything that we want to experience but the problem is its very costly.

 56% Respondents doesn’t know if their Elder know about VR or not.

While only 20% of the respondents elder know about VR, 24% Respondents elder
doesn’t know about it. It show evolving nature of humans even if they become old
they will still want to change themselves according to the Technology, Development
and Innovation.

Page | 44
 36% of the Respondents prefer to watch movies in VR mode.

While 36% Respondents prefer to watch movies in VR mode there are still people
who doesn’t want to change and prefer to watch movies in HD, 3D or 4D.

 44% of the Respondents have given 4 star rating to VR, While 78% Respondent
think that it’s good for our future.

From this we get to know that People Might think that VR is good for future or we
can say future development but they are still unable to get themselves to use it while
44% 4 star rating is good but still I think most of the people might not be able to
afford the high cost VR and that is one of the greatest reason for preferring it for
future. Its cost might decrease in future.

 74 % Respondents think VR may help in studies and 70 think that VR may help
in training (professional training).

Its shows the unawareness of Respondents regarding the development of the VR. Use
of VR in Education system helps student understand the topics practically and also
creates stimulation for the training programmes.

 42% Respondents got to know about VR 2-3 Years ago.

Most of the Respondents got to know about VR around 2018-19, while the least
which is 6% got to know about it 2010-2014 and 24% which is not a low percentage
got to know about it recently.

Page | 45
Chapter-5

Recommendations

Page | 46
Recommendations

• VR’s Concept should be more broadly introduced to the consumers.

• VR should be used in studies more broadly as it can even give a student knowledge
about those place where it is generally impossible to reach.

• VR should also be broadly used for employment training purpose as they can feel the
real job experience while sitting on a place rather them giving them incentive and
calling them for training providing them place staff and all its much better to use VR
for efficient and effective training.

• Free trials of the VR to The Elders should be given so that they can know the
experience of using VR.

• For Consumer awareness of VR we can present it by connecting it to dream come


true.

• While talking about VR there is more Broader Scope which is yet to be discovered so
we should using it in the other sectors.

• While VR is very useful in every field it a little too costly so it should be produced on
a large scale to reduce the sales price.

Page | 47
Chapter-6

Summary

Conclusion

Page | 48
SUMMARY

VR (Virtual Reality) is Future and to explain this future in this research we started our

Digital research journey giving a broad introduction of VR like What VR is? , What is

its future scope? , Types of VR, What types of devices are available? , Its Use’s, its

advantages, Disadvantages and its challenges. While we are preparing a research paper

there are many more who had already done an even broader researches on this topic so

in literature review, we are going to know about a few renowned researcher’s research

papers so that we can continue this research to a new level. In this research we had used

the primary data so that real results can be calculated and for that we had to prepare a

Google form which is not that hard just visit Google form website

https://www.google.com/forms/about/ and start adding your question you will get a link

after that and we just need to filled and we start getting results and as we are talking

about results we had showcased it with table’s and graphs then prepared the findings of

the research while also giving our own thoughts about the findings and while continuing

with the recommendations in which we had written about our suggestions to improve it

and the Limitations of our Research project.

Page | 49
CONCLUSION

Thanking MS. KIRAN MAM for giving me this chance to prepare a research paper

on such a wonderful topic I would like conclude that in reality everyone knows what

virtual reality is because it mean a reality which is virtual and I think everyone knows

the meaning of word ‘Reality’ and while it is an age of mobile phone everyone

interacts with virtual content it’s just that when both words comes together it sound

technical while it is really technical but it’s not. Some of the people knew about VR

since 2010 or even earlier but most of them got to know about it in 2016-18 as this

was the time of rise in technology and even when the COVID-19 Epidemic rose in

march, 2020 to the stage where there was a need to lockdown everything most of the

people started interacting with more virtual contents as students were taking online

classes, employees were doing work from home, you tubers, bloggers etc. made

people know more about virtual reality. And it is true that everyone supports VR for

the future and rejecting it today which I think the reason being High Cost or if it were

any cheaper it would become a piece of cake in the market and everyone will like it.

As in this age of technology everyone wants to rise, everyone wants to do something

new, learn something new, Do something new and they even try to but they get

stopped by the high price.

Page | 50
Chapter-7

Limitations

of

study

Page | 51
Limitations

Apart from the needs and importance of the study, there are limitations also. The limitations
are as follows:

• The study is confined to Delhi State. Not around the world.

• The survey was carried out in about 2 month, which was a time constraint.

• Some of the Students are not interested to give the accurate information about the
product.

• The research has been centred to only 50 Units and students rather than Millions.

• The methods used in the project are Random sampling methods and the results
obtained may not be fully accurate and believable.

• This study is MCQ based so the answers has a boundary.

• The conclusions drawn are subjected to the information provided by Friends

• Made during the period of COVID-19 epidemic

Page | 52
Chapter-8

References

Page | 53
REFERENCES

[1] [Ande93] R. L. Anderson: A Real Experiment in Virtual Environments: A Virtual Batting


Cage. Presence, Vol. 2, No. 1, pp. 16-33 (1993)

[2] [Cruz93a] C. Cruz-Neira: Virtual Reality Overview. SIGGRAPH’93 Course, No. 23,pp.
1.1-1.18 (1993)

[3] [Fuch92] H. Fuchs, G. Bishop et al.: Research Directions in Virtual Environments. NFS
Invitational Workshop, Univ. North Carolina (1992).International Journal of Scientific &
Engineering Research, Volume 4, Issue 4, April-2013 309 ISSN 2229-5518 IJSER © 2013
http://www.ijser.org Available also as: ftp://ftp.cs.unc.edu./pub/technical-reports/92-027.ps.Z

[4] [Giga93a] M. Gigante: Virtual Reality: Definitions, History and Applications. “Virtual
Reality Systems”, Academic-Press, ISBN 0-12-22-77-48-1, pp. 3-14 (1993)

[5] [Held92] R. Held, N. Durlach: Telepresence. Presence, Vol. 1, No. 1, pp. 109- 113 (1993)

[6] [Isda93] J. Isdale: What is Virtual Reality? ftp://ftp.u.washington.edu/public/virtual-


worlds/papers/whatisvr.txt (1993)

[7] Steur, J. (1995). Defining virtual reality: Dimensions determing telepresence. In F. L.


Biocca (Ed.), Communication in the age of virtual reality. Hillsdale, NJ: Lawrence Erlbaum
Associates.

[8] Sutherland, I. E. (1965). "The Ultimate Display". Proceedings of IFIP 65, vol 2, pp. 506–
508

Page | 54
[9] Burdea, G. and P. Coffet (2003). Virtual Reality Technology, Second Edition. Wiley-
IEEE Press.

[10] [Last95] A. Lastra: Technology for Virtual Reality. SIGGRAPH’95 Course, No. 8,pp.
3.1-3.27 (1995)

[11] [Jarg95] Jargon: Jargon Dictionary. http://www.fwi.uva.nl/~mes/jargon/ (1995)

[12] [Zelt92] D. Zeltzer: Autonomy, Interaction, Presence. Presence, Vol. 1, No. 1, pp. 127-
132 (1992).

WEBSITES:-

 WWW.RESEARCHGATE.NET

 WWW.SCRIBD.COM

 WWW.GOOGLE.COM

 WWW.WIKIPEDIA.COM

 WWW.SMALLPDF.COM

Page | 55
Chapter-6

ANNEXURE

[QUESTIONNAIRE]

Page | 56
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