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Semi Ar Report
Semi Ar Report
METAVERSE
VIVEK AV
ROLL NO: 59
SEMINAR NO: - 16
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ABSTRACT
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.
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`
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.
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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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.
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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⮚ 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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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
2. BOOM
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
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.
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
4. VR IN ENGINEERING
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5. VR IN DESIGNING ASPECTS
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.
⮚ 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.
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.
2. Expensive:
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.
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