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METAVERSE

VIVEK AV

ROLL NO: 59

SEMINAR NO: - 16
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ABSTRACT

Virtual reality or virtual realities which can be referred as immersive computer-simulated


reality, replicates an environment that simulates a physical presence in places in the real
world or unimagined world, allowing us to interact with that which is also known as
“METAVERSE”. virtual realities artificial sensory experience which can include sight touch,
hearing, smell. most of the virtual reality is displayed either on my computer screen or with
HDVE special stereoscopic display. Some simulation adds additional sensory information
and focus on the real sound through speakers or headphones largely led towards WR users.

Figure SEQ Figure \* ARABIC 1

Some advanced haptic systems now include tactile information generally known as fierce
feedback in medical gaming and military applications. Furthermore, VIRTUAL REALITY
(VR) covers remote communication environments which provide presence using standard
devices such as keyboard and mouse or multimode devices through wired phone or
directional treadmills.
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Figure 2

The immersive environment can be similar to the real world in life like experiences for
example, in simulations for pilot or combat ramming. VR is an Artificial Environment That
Created with Software and Presented to The User Such a Way That They Were Suspended
Belief and Accepts it’s As Real Environment. Now FACEBOOK Started Metaverse Throw
VR And Have a Market Value Of 47 billion US Dollars and Expect to Reach 1 trillion
Market Capital in First 10 Years.
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HISTORY

The exact origin of VR is disputed partly because of how difficult it has been to formulate a
definition for the concept of an alternative existence. The development of perspective in
renaissance Europe created convincing depictions of spaces that did not exist in what has
been referred to as the multiplying word of artificial words. Another element of VR appeared
as early as the 1860s.
ANTONIN ARTUAL took the view that illusion was not distinct from reality. Advocating
that spectators at a play should suspend disbelief and regard the drama on stage as reality.
The first reference to the more modern concept of virtual reality came from science fiction.

Year New Innovations

1957 VR Technology was invented by MORTON HEILIG


The VR industry mainly provides VR devices for medical, flight
simulation, automobiles industries, and military purposes.
1970-1990
The 1990s saw the first commercial release of consumer headsets
1990-2000 For arcade games and videography underwater etc..

1991 Sega announced the SEGA VR headset for arcade games

1994 SEGA released the segaVR-1 motion simulator arcade attraction.


1999 Entrepreneur Philip Rosedale formed linden lab with an initial
focus on the development of VR hardware

21st century The 2000s were a period of relative public and investment
indifferent to commercially available VR-technologies

2001 SAS cube became the first pc-based cubic room developed by Z-A
production, brace and claret`

2010 OCULUS RIFT the first prototype designed by palmer lekythos


prototype was built on a shell of another VR headset capable of
90-degree field of vision was available in the market.
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In 2014 FACEBOOK purchased oculus VR for 2 billion.


2014 SONY announced project MORPHEUS, a VR headset for
PlayStation 4 video game console.
2015 Google announced CARDBOARD, a do it yourself-stereoscopic
viewer.

2016 There were at least 230 top companies developing VR related


products such as Amazon ,Apple ,Facebook ,Google ,Microsoft
,Sony etc..
2016 HTC completed developing and shipped the first units of HTC
VIVE STEAM VR headset

INTRODUCTION
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VIRTUAL REALITY: Virtual Reality (VR) is the use of computer technology to create a
simulated environment. Unlike traditional user interfaces, VR places the user inside an
experience. Instead of viewing a screen in front of them, users are immersed and able to
interact with 3D worlds. By simulating as many senses as possible, such as vision,
hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial
world. The only limits to near-real VR experiences are the availability of content and
cheap computing power.

AUGMENTED REALITY: Augmented reality (AR) is an enhanced version of the real


physical world that is achieved through the use of digital visual elements, sound, or other
sensory stimuli delivered via technology. It is a growing trend among companies involved in
mobile computing and business applications in particular.

METAVERSE: The metaverse is a hypothesized iteration of the  INTERNET, supporting


persistent online 3-D virtual environments through conventional personal computing, as well
as VR and AR headsets.in such a type of VR the humans are completely isolated from the
outside world and he is placed an entirely computer-generated world. Everything that we
know about our reality comes by war of our senses.in other words our action of sensory
information it stands to reason then, that if you can present your senses with made-up
information the perception of reality would also change response to it would be perceived as
real something we could refer to as a reality. The virtual reality and the metaverse can be
described as the platform for the 3-dimension computer generation, the metaverse can be the
best platform to perform gaming, hospitality and other types of world field.
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PRINCIPAL
The VR system works on the following system: It tracks the physical movements in the real
world then a rendering computer redraws the virtual world to reflect those movements. The
updated virtual world sent to the output. In 2010 Microsoft introduced KINECTS for XBOX
360.This is essentially a VR system which does not need any equipment on the user no head
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mounted display no equipment on hands or body to track movements everything is done by


camera & microphone on the device itself.

The film “RA ONE” where roan was meant to be a VR system but it eventually gets
integrated into the real-world using holography. So, they’ve basically tried to combine VR
holography.

In other film “ READY NEXT PLAYER ONE” the movie says the system to set up a

metaverse were all players or users came in a virtual world to express the world like gaming
by using stereoscope to enter the metaverse and participate in it.

TYPE OF VIRTUAL REALITY

⮚ Windows On World (wow)


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With this kind of system known as desktop VR the user sees the 3D world, throws
the window of the computer screen and navigates through control devices like
mouse and keyboard.

⮚ Immersive VR
IMMERSIVE VR involves virtual
reality to computer interface
devices such as head mounted display
fibre optics wired gloves, position
tracking devices and audio system providing 3D sound.

⮚ Telepresence
The concept of cyberspace is linked to
the notion of telepresence, the
feeling of being in a location other than where you actually are.

⮚ Augmented Reality
A variation of immersive virtual
reality is augmented reality
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where a see-through layer of computer graphics is superimposed over the real


world to highlight certain features that enhance understanding.

⮚ Video Mapping
This is the technique used to map
the motion of a human using special
electronic devices like cameras.

⮚ Mixed Reality
This is a technique combining the virtual reality system and the telepresence.

ARCHITECTURE OF VR SYSTEMl
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IMPACT OF METAVERSE
There has been increasing interest in the potential social impact of new technologies such as
virtual reality. Virtual reality will be integrated into daily life and activity will be used in very
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human ways. Techniques will be developed to influence human behaviour, interpersonal


communication and cognition. As we spend more time in virtual space there will be a gradual
migration to virtual world resulting in important changes in economics worldview and
culture.

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.
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TECHNOLOGIES OF VR

1. HEAD MOUNTED DISPLAY (HMD)


Head-mounted displays or HMDs are probably the most instantly recognizable
objects associated with virtual reality. They are sometimes referred to as Virtual
Reality headsets or VR glasses. As we might have guessed from the name, these
are display devices that are attached to our head and present visuals directly to our
eyes. At a minimum, if a device conforms to those two criteria, we may consider it
an HMD in the broadest sense.

2. BOOM

The BOOM (Binocular Omni-Orientation Monitor) from fake pace is a head-


coupled stereoscopic display device. Screens and optical systems are housed in a
box that is attached to a multi-link arm. The user looks into the box through two
holes, sees the virtual world, and can guide the box to any position within the
operational volume of the device. Head tracking is accomplished via sensors in
the links of the arm that holds the box. The BOOM, a head-coupled display
device:

3. DATA GLOVE
A data glove is an interactive device, resembling a glove worn on the hand, which
facilitates tactile sensing and fine-motion control in robotics and virtual reality.
Data gloves are one of several types of electromechanical devices used in haptics
applications. Tactile sensing involves simulation of the sense of human touch and
includes the ability to perceive pressure, linear force, torque, temperature, and
surface texture. Fine-motion control involves the use of sensors to detect the
movements of the user's hand and fingers, and the translation of these motions
into signals that can be used by a virtual hand or a robotic hand.
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4. CAVE
A CAVE is typically a video theatre sited within a larger room. The walls of a
CAVE are typically made up of rear-projection screens, however flat panel
displays are becoming more common. The floor can be a downward-projection
screen, a bottom projected screen or a flat panel display. The projection systems
are very high-resolution due to the near distance viewing which requires very
small pixel sizes to retain the illusion of reality. The user wears 3D glasses inside
the CAVE to see 3D graphics generated by the CAVE.

5. SOFTWARE PACKAGES

The most commonly used tools for developing 3d worlds are VRML v1.0,
VRML97, VRML v2.0, 3d Studio max, Rhino3d, Amapi3d, ALICE99,
BLENDER and other such software. VRMLv1.0 is the child language developed
from the XML family. There aren’t many differences between the later versions of
VRML (VRML97 and VRML v2.0). The programming paradigms are entirely
different from VRMLv1.0 to VRMLv2.0. There are many companies dedicated to
developing the tools for creating virtual worlds, such as Parallel G raphics Co, and
Trapezium Co.

a. Rendering
b. Programming

6. VRML

VRML stands for VIRTUAL REALITY MODELING LANGUAGE. It is a


standard language for interactive simulation within the World Wide Web. This
allows the creation of virtual worlds networks via the internet and hyperlinked
with the World Wide Web. Aspects of virtual world display, interaction and
internetworking can be specified using VRML without being dependent on special
gear like HMD.VR models can be viewed by Netscape or IE with a browser plug-
in.

7. 3D SOUND
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The use of 3D sound in VR applications improves the immersion of the user with
audio ambiance in the scenario of the application.

APLICATIONS OF VIRTUAL REALITY

1. VIRTUAL REALITY IN MILITARY

Virtual reality has been adopted by the military – this includes all three
services (army, navy and air force) – where it is used for training
purposes. This is particularly useful for training soldiers for combat
situations or other dangerous settings where they have to learn how to
react in an appropriate manner.

2. VR AND EDUCATION

Education is another area which has adopted virtual reality for teaching
and learning situations. The advantage of this is that it enables large
groups of students to interact with each other as well as within a three-
dimensional environment.

3. VR IN HEALTHCARE

Healthcare is one of the biggest adopters of virtual reality which


encompasses surgery simulation, phobia treatment, robotic surgery and
skills training. One of the advantages of this technology is that it
allows healthcare professionals to learn new skills as well as refreshing
existing ones in a safe environment. Plus, it allows this without causing
any danger to the patients.

4. VR IN ENGINEERING
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Virtual reality engineering includes the use of 3D modelling tools and


visualization techniques as part of the design process. This technology
enables engineers to view their project in 3D and gain a greater
understanding of how it works. Plus, they can spot any flaws or
potential risks before implementation.

5. VR IN DESIGNING ASPECTS

Virtual Reality helps in designing the virtual models of certain objects.


By building the virtual models we can see how the model works, what
the defects may be and how we can overcome the previous defects.
These all cannot be seen by actually developing the model as it
includes a lot of cost and laborious time.

6. VR IN ENTERTAINMENT

Virtual reality games are becoming very popular with many teenagers
who love the graphics, animations and best of all, being able to talk to
others. After all, what could be better than the chance to interact with
top end technology and without any adults to get in the way.

These games are available for Xbox 360, PS 2 and 3 as well as the
Mac and PC so whatever console you use there is a VR game for that. This is pretty
cool when you think about it. Virtual Reality is also playing a vital role in the amusement
parks. The conceptual cars that we have discussed above and the racing games are being
developed to attract people. With the help of electronic gloves, head-mounted displays
and stereoscopic vision racing games attract the people.
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ADVANTAGES
⮚ Although the disadvantages of VR are numerous, so are the advantages. Many
different fields can use VR as a way to train students without actually putting
anyone in harm's way. This includes the fields of medicine, law enforcement,
architecture and aviation.
⮚ VR also helps those that can't get out of the house experience a much fuller life.
These patients can explore the world through virtual environments like Second
Life, a VR community on the Internet, exploring virtual cities as well as more
fanciful environments like J.R.R. Tolkien's Middle Earth.
⮚ VR also helps patients recover from stroke and other injuries. Doctors are using
VR to help reteach muscle movement such as walking and grabbing as well as
smaller physical movements such as pointing.
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DISADVANTAGES
⮚ The disadvantages of VR are numerous. The hardware needed to create a fully
immersed VR experience is still cost prohibitive.

⮚ The total cost of the machinery to create a VR system is still the same price as a
new car, around $20,000. The technology for such an experience is still new and
experimental.

⮚ VR is becoming much more commonplace but programmers are still grappling


with how to interact with virtual environments.

⮚ The idea of escapism is commonplace among those that use VR environments and
people often live in the virtual world instead of dealing with the real one.

⮚ This happens even in the low quality and fairly hard to use VR environments that
are online right now.

⮚ One worry is that as VR environments become much higher quality and


immersive, they will become attractive to those wishing to escape real life.

⮚ Another concern is VR training. Training with a VR environment does not have


the same consequences as training and working in the real world. This means that
even if someone does well with simulated tasks in a VR environment, that person
might not do well in the real world.
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CURRENT PROBLEM

Virtual reality has been heavily criticized for being an inefficient method for navigating
non-geographical information. At present, the idea of ubiquitous computing is very
popular in user interface design, and this may be seen as a reaction against VR and its
problems. In reality, these two kinds of interfaces have totally different goals and are
complementary. The goal of ubiquitous computing is to bring the computer into the user's
world, rather than force the user to go inside the computer. The current trend in VR is
actually to merge the two user interfaces to create a fully immersive and integrated
experience. See simulated reality for a discussion of what might have to be considered if
a flawless virtual reality technology was possible.

Some of the problems are:

1. Simulator Sickness Symptoms:

Simulator sickness is by no means a new phenomenon. It is similar to motion


sickness, which has existed for as long as humans have used additional modes of
transportation, but can occur without any actual motion of the subject. The first
documented case of simulator sickness occurred in 1957 and was reported by
Havron and Butler in a US Navy helicopter trainer. The most common identifiable
symptoms are general discomfort, nausea, drowsiness, headache and in some
cases vomiting.

2. Expensive:

Virtual reality technology is expensive. Common people can hardly manage to


have such technologies. It requires additional hardware which are also very
expensive.A big problem with virtual reality is cost: a fully immersive set up such
as a CAVE where someone is able to interact with objects in an enclosed space is
expensive. In fact it’s so expensive that only university research departments and
companies with a research and development (R & D) section are able to afford
this type of setup.
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3. Lack of integration between application packages:

Integrating the virtual reality hardware with the application package is a major
issue. It requires very precise and expert hands to integrate the application
package with the hardware.

FUTURE OF VIRTUAL REALITY


Yesterday Virtual Reality was a science fiction fantasy. Today it is a research topic in
laboratories and amusement parks. Tomorrow it will certainly replace our televisions and
computers. There are already a lot of organizations deemed towards the development of
Virtual Reality. Many researches are being done to find more and more applications of
Virtual Reality. In the forthcoming days the web sites developed using Virtual Reality
will replace the entire present web industry. Even a virtual Jurassic Park may be
developed in the USA in a short span of days. Let’s hope for a bright future of this
emerging technology.

1. High Fidelity systems:

Research is being done to enhance the fidelity of virtual reality systems. To take a
better experience and make VR systems more and more reliable scientists are
trying hard and are developing new tools.

2. Cost-Saving:

Virtual reality technology is not within the reach of common people because of its
high cost and additional hardware requirement. Developments are going on to
make low-cost VR technology. Scientists are trying to develop such tools that
require less hardware and can generate output with great reliability and accuracy.

3. Collaborative:

Integrating application packages with the hardware of the VR system was quite
difficult in the early stage of VR technology but now with the efforts and
development of new applications integration problem has been minimized to a
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great extent and the developers are trying hard to develop the applications which
can be easily collaborated with the VR hardware.

CONCLUSION
Everything we experience in life can be reduced to electrical activity stimulating our
brains as our sensory organs deliver information about the external world. This
interpretation is what we consider to be "reality." In this sense, the brain is reality.
Everything you see, hear, feel, taste and smell is an interpretation of what's outside, and
created entirely inside your head. We tend to believe that this interpretation matches very
closely to the external world. Nothing could be further from the truth. It is the brain that
"sees", and in some important ways what it sees does not reflect the information it derives
from sensory input. For this reason, we are all living in our own reality simulations -
abstractions - that we construct as a result of both what we perceive with our senses and
how our brains modify this perception. Such things as colour, smell and taste, for
example, are not properties of the outside world itself, but rather a category created by the
process of perception. In order to experience the world in a meaningful way, the brain
must act as a filter/interference between us and the "real" world.

Imagine that there is a reality in virtual reality, you can do everything in it, you can live in it
and spend your whole life in it from actual and factual point of view there is nothing real. The
concept of virtual reality comes from dreams basically. When someone sees a dream,
everything appears real to your brain, sometimes you are trying to save yourself and you are
moving your hands and legs, your body sweat and you are even talking but that world of
dream only exists in your brain.
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REFERENCES

1. http://vr.isdale.come/whatisvr/frames/whatisvr4.1html

2. https://www.scribd.com/document/423633754/Virtual-Reality-Technical-
Seminar-Report

3. https://ieeexplore.ieee.org/abstract/document/6235458/

4. https://ieeexplore.ieee.org/document/8371577

5. https://ieeexplore.ieee.org/document/6337437

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