Professional Documents
Culture Documents
Pce Book Report
Pce Book Report
__________________________________________
___________________________________________
DMCE
ACKNOWLEDGEMENT
We take this opportunity to express our hearty thanks to all those who
individually as well as collectively helped us in.the successful completion
of this PCE ( Professional communication ethics) report.
NAMES:-
CHAITRALI SUDHAKAR SAWANT - 46
HARSHAD KISHOR SAWANT - 47
HARSHADA SUDHIR SAWANT - 48
VAIBHAV RAMU SAWANT - 49
WABAITULLA HAYDAR SHAIKH - 50
PAYAL SURESH SHETE - 51
__________________________________________
___________________________________________
ABSTRACT
"This abstract presents an overview of virtual reality (VR), a technology that immerses
users in digitally generated environments. VR has rapidly evolved, offering immersive
experiences through headsets and interactive interfaces. This paper discusses the key
components, applications across diverse domains like gaming, education, healthcare, and
architecture, and the impact of VR on society. Moreover, it highlights ongoing
advancements, challenges, and future potentials, illustrating the transformative nature of
VR in shaping our digital future."
__________________________________________
___________________________________________
CERTIFICATE
It it certified that the work contained in this report titled "VIRTUAL REALITY" is
the original work done by above students and has been carried out under my
supervision.
__________________________________________
___________________________________________
CONTENT
1.ACKNOWLEDGEMENT
2.ABSTRACT
3.CERTIFICATE
4.TABLE OF CONTENTS
SR. CONTENTS FOR VIRTUAL REALITY PAGE NO.
NO
11. Conclusion
12. Reference
__________________________________________
___________________________________________
VIRTUAL REALITY
❖ INTRODUCTION
__________________________________________
___________________________________________
various forms. Ranging from the ones that already contain the display, splitting the feed for
each eye using a cable to transfer the feed to the console, to the more affordable ones
which depend upon the VR mode and applications on Smartphones. The HTC Vive, the
Oculus Rift, and Sony PlayStation VR are a few of the head mounts that use this setup. One
can create one’s own Virtual Reality Box at home, along with a smartphone compatible with
the VR mode. Irrespective of the use, Virtual Reality produces a set of data that can be used to
develop models, communication, training methods, and interaction. In simple words, the
possibilities are endless.
__________________________________________
___________________________________________
In 1935 Stanley Weinbaum released Pygmalion's Spectacles - a science fiction story. The story's
main
character wears a pair of goggles which transports him to a fictional world which stimulates his
senses aptly and features holographic recordings. Some consider it to be the origin of the virtual
reality (VR) concept as this story was a good prediction of the aims and achievements of the
future.
However the first VR technical developments were in the 1830s, so this is where our timeline
starts:
1838
Sir Charles Wheatstone was the first to describe stereopsis in 1838 and was awarded the Royal
Medal of the Royal Society in 1840 for his explanation of binocular vision, a research which led
him
to construct the stereoscope.
The research demonstrated that the brain combines two photographs (one eye viewing each) of
the
same object taken from different points to make the image appear to have a sense of depth and
immersion (3-dimensional).
This technology enabled Wheatstone to create the earliest type of stereoscope. It used a pair of
mirrors at 45 degree angles to the user's eyes, each reflecting a picture located off to the side.
1935
In 1935 American science fiction writer Stanley Weinbaum presented a fictional model for VR in
his
short story Pygmalion's Spectacles. In the story, the main character meets a professor who
invented
__________________________________________
___________________________________________
a pair of goggles which enabled "a movie that gives one sight and sound [...] taste, smell, and
touch.
[...] You are in the story, you speak to the shadows (characters) and they reply [...] the story is all
about you, and you are in it."
1956
Cinematographer Morton Heilig created Sensorama, the first VR machine (patented in 1962). It
was
a large booth that could fit up to four people at a time. It combined multiple technologies to
stimulate all of the senses: there was a combined full colour 3D video, audio, vibrations, smell
and
atmospheric effects, such as wind.
This was done using scent producers, a vibrating chair, stereo speakers and a stereoscopic 3D
screen.
Heilig thought that the Sensorama was the "cinema of the future" and he wanted to fully immerse
people in their films. Six short films were developed for it.
__________________________________________
___________________________________________
1975
Krueger's VIDEOPLACE, the first interactive VR platform, was displayed at the Milwaukee Art
Center.
It used computer graphics, projectors, video cameras, video displays and position-sensing
technology
and it didn't use goggles or gloves. VIDEOPLACE consisted of dark rooms with large video
screens to
surround the user in "VR"
The users could see their computer-generated silhouettes imitating their own movements and
actions - the users' movements were recorded on camera and transferred onto the silhouette.
Also,
users in different rooms could interact with other users' silhouettes in the same virtual world.
This
encouraged the idea that people could communicate within a virtual world even if they weren't
physically close
1979
McDonnell-Douglas Corporation integrated VR into its HMD, the VITAL helmet, for military
use. A
head tracker in the HMD followed the pilot's eye movements to match computer-generated
images.
1985
Jaron Lanier and Thomas Zimmerman founded VPL Research, Inc. This company is known as
the first
company to sell VR goggles and gloves. They developed a range of VR equipment, such as, the
DataGlove, EyePhone HMD and the Audio Sphere.
__________________________________________
___________________________________________
1986
Furness developed a flight simulator between 1986-1989 known as the Super Cockpit. The
training
cockpit featured: computer-generated 3D maps, advanced infrared and radar imagery and the
pilot
could see and hear in real-time.
The helmet's tracking system and sensors allowed the pilot to control the aircraft using gestures,
speech and eye movements. Read more about Thomas Furness.
1987
British Aerospace used the HMD similarly to Furness' Super Cockpit and developed the Virtual
Cockpit which also featured speech recognition.
Jaron Lanier popularised the term "Virtual Reality" while at VPL Research. The VR and
graphicsrelated patents were later bought by Sun Microsystems.
The company Dimension International created a software that could build 3D worlds in a PC.
1989
Scott Foster founded Crystal River Engineering Inc after receiving a contract from NASA to
develop
the audio element of the Virtual Environment Workstation Project (VIEW) - a VR training
simulator
for astronauts. Through this company real-time binaural 3D audio processing was developed.
Mattel, Inc released the Power Glove, based on VPL's DataGlove. The Power Glove was a
controller
accessory for the Nintendo Entertainment System, but it never took off as it was difficult to use.
__________________________________________
___________________________________________
1991
Antonio Medina, a NASA scientist, designed a VR system to drive the Mars robot rovers from
Earth in
supposed real-time despite signal delays between the planets. This system is called "Computer
Simulated Teleoperation".
The Virtuality Group launched Virtuality. These were VR arcade machines where gamers could
play
in a 3D gaming world. This was the first mass-produced VR entertainment system.
A Virtuality pod featured VR headsets and real-time immersive stereoscopic 3D images. Some of
the
machines could be networked together for multi-player games. Eventually some of the very
popular
arcade games, like Pac-Man, had VR versions.
SEGA announced that they were working on the SEGA VR headset which would be available
for the
general public to purchase. This headset was meant to be used for arcade games and the Mega
Drive
console. It had a visor-like look due to the influence of popular films, such as, RoboCop. LCD
displays
were placed in the visor, as well as stereo headphones and sensors for tracking head movement.
However, it was never released even though four games were made for it. One of the
explanations
for the termination was SEGA's concern of people injuring themselves as the VR effect was too
realistic. However, this seems unlikely due to the limited processing power.
1995
Nintendo launched the Virtual Boy console which played 3D monochrome video games. It was
the
first portable console to display 3D graphics. But it was a commercial failure due to:
• The lack of colour graphics
• The lack of software support
• It wasn't comfortable to use
One year later it was discontinued.
__________________________________________
___________________________________________
Affordable home VR headsets were released:
1. Virtual IO released the I-Glasses.
2. VFX1 Headgear was released by Forte
1997
Georgia Tech and Emory University researchers used VR to create war zone scenarios for
veterans
receiving exposure therapy for PTSD. This was known-as Virtual Vietnam .
2010
Google introduced a stereoscopic 3D mode for Street View.
Palmer Luckey, an 18-year-old entrepreneur, created the first prototype of the Oculus Rift
headset. It
featured a 90-degree field of vision, which had never been seen before, and relied on a
computer's
processing power to deliver the images. This new development boosted and refreshed interest in
VR.
2012
Luckey launched a Kickstarter campaign for the Oculus Rift which raised $2.4 million.
2015
VR possibilities started becoming widely available to the general public, for example:
• The Wall Street Journal launched a VR roller coaster that followed the ups and downs of the
Nasdaq Stock Market.
• The BBC created a 360-degree video where users view a Syrian migrant camp.
• The Washington Post released a VR experience of the Oval Office at the White House
Correspondents’ Association Dinner.
• RYOT, a media company, exhibited Confinement, a short VR film about solitary confinement
in US prisons.
__________________________________________
___________________________________________
• Etc.
Gloveone was successful in its Kickstarter campaign. These gloves let users feel and interact
with
virtual objects.
2016
By 2016 hundreds of companies were developing VR products.
Most of the headsets had dynamic binaural audio
Haptic interfaces were underdeveloped. Haptic interfaces are systems that allow humans to
interact
with a computer using their touch and movements - like the Gloveone gloves that were being
developed. This meant that handsets were typically button-operated.
HTC released its HTC VIVE SteamVR headset. This was the first commercial release of a
headset with
sensor-based tracking which allowed users to move freely in a space.
2017
Many companies are developing their own VR headsets, including HTC, Google, Apple,
Amazon,
Microsoft Sony, Samsung etc.
Sony may be developing a similar location tracking tech to HTC's VIVE for the PlayStation 4.
2019
Forbes describes this as The Year Virtual Reality Gets Real. Oculus Quest, Facebook's
standalone
headset, created a lot of interest and momentum, selling out in many locations and generating $5
million worth of content sales.
The shift from tethered to standalone VR headsets represented a shift within the immersive
ecosystem, as standalone headsets are much easier to use for the average consumer.
Road to VR reported that the monthly-connected VR headsets on Steam had surpassed 1 million
for
the first time.
Nintendo entered the VR market with the Labo: VR kit for Nintendo Switch on April 12.
In March, Beat Saber became the first application to sell over 1 million copies in under a year.
__________________________________________
___________________________________________
2020
The Oculus Quest 2 was unveiled on September 16, 2020, during the Facebook Connect 7 event.
The Quest 2 received mostly positive reviews as an incremental update to the Quest and
continues
to sell in the millions around the world.
2021
Pico launches the Pico Neo 3 headset, a competitor to the Oculus Quest 2 headset.
The Chinese company ByteDance, which owns TikTok, acquired Pico in a push to diversify its
business.
Facebook (now Meta) plans to spend at least $10 billion this year on Facebook Reality Labs, its
metaverse division tasked with creating AR and VR hardware, software, and content.
2023
Apple announced its entry into the VR market with the Apple Vision Pro, an upcoming
mixed-reality
headset announced on June 5, 2023, at its 2023 Worldwide Developers Conference (WWDC).
The
headset will sell for $3,499.
Meta announced the Meta Quest 3 on June 1, 2023. The headset will sell for $499
__________________________________________
___________________________________________
__________________________________________
___________________________________________
are detected and projected within the virtual world. You will feel like you are within the virtual
world physically. One example could be a Virtual Shooter gaming zone where you will be
equipped with the gears in a small room and you will be viewing a virtual world through the
helmet where you are facing other shooters trying to kill you. You will move your arms and body
to run, jump, crouch, shoot, throw, and many more within the game. A new concept of virtual
medical training is being looked at to train neurosurgeons to avoid disasters during risky brain
operations. Many more such concepts are coming to life and hopefully will result in making our
lives better. A fully immersive virtual reality is costly and not so widely created yet.
4. Augmented Reality
Augmented Reality is when a certain entity or device seems to be present in reality but is
actually not. Rather than putting you into a virtual world, a virtual entity is placed in the real
world through any device. For example, through your mobile screen, you can view your room,
and probably place a cartoon character in the corner. You will be able to see the character
through your mobile screen and not in reality. It is mostly used by businesses such as furniture
suppliers or decorators. For example, a person willing to buy a table will be able to place the
table in his room through his phone display. This will let him understand if this table is suitable
and looks good in his room or if he has to choose another design. Augmented reality often is
__________________________________________
___________________________________________
argued to be a unique form of technology rather than VR. But its ability to place entities virtually
often puts it within the VR category.
5. Collaborative VR
This is a form of a virtual world where different people from various locations can come into
contact within a virtual environment, usually in the form of 3D or projected characters. For
example, there is a video game called PUBG (Players Unknown Battle-Ground), here tons of
players come into existence as individual virtual characters which they can control. Here they
can interact with each other through microphones, headsets, and chatting. Recently people are
getting used to virtual meeting rooms to conduct business meetings remotely, or for conducting
virtual debate competitions. The main goal of this form of VR is to create collaboration between
people.
__________________________________________
___________________________________________
Virtual reality builds a low-latent, quick refreshing virtual ecosystem for end users. Interestingly,
people who have already experienced virtual reality claim as if they have been teleported to an
imaginary world. This type of immersive experience that VR creates is a testament to its
successful future. Virtual reality works on the basic principle of our perception of the
environment and scene understanding. VR headsets are programmed to capture our reflexes to
natural stimuli, which is backed by artificial intelligence-powered software. The stimuli are then
stored in form of a featured dataset used to craft virtual objects in a spatially mapped
environment. VR designers carefully capture the intricacies of real-world objects and clone them
well enough to trick the human brain. With built-in skeletal trackers, the VR headset controls the
way you move within the virtual space. The latest VR headsets allow you to move in a 360°
space and interact with virtual characters, similar to real-life. An external computer tethering
keeps the system alive 24x7 so that the flow of immersion isn't disrupted at any stage. VR
software also adds to the dynamics of your VR experience, by providing support like language
assistance, digital content, or supplemental brand information.
__________________________________________
___________________________________________
Virtual Reality (VR) is a technology that creates a simulated environment, often through a
headset or similar device, allowing users to immerse themselves in a 3D, computer-generated
world. The applications and need for VR are diverse and impactful across various fields:
VR offers a safe and controlled environment for training in fields like medicine, aviation,
military, and more, allowing individuals to practice without real-world risks.
In education, VR can enhance learning by providing interactive and immersive experiences,
making complex subjects more engaging and understandable.
Healthcare:
VR is used for pain management, distraction during procedures, exposure therapy for treating
phobias, rehabilitation exercises, and training healthcare professionals in a risk-free environment.
__________________________________________
___________________________________________
__________________________________________
___________________________________________
Virtual Reality (VR) relies on a combination of hardware components to create an immersive and
interactive experience. Here's a detailed breakdown of the key hardware used in VR:
The central piece of VR hardware, the HMD, is a headset worn over the eyes to provide a 3D
visual experience. It contains:
● Lenses: These help focus the display for each eye and create the 3D effect.
● Display Panels: High-resolution screens (e.g., OLED or LCD) presenting the virtual
environment to each eye.
● Sensors: Internal sensors (e.g., gyroscopes, accelerometers) to track head movement for a
seamless viewing experience.
● Built-in Audio: Integrated headphones or speakers to deliver spatial audio and immerse
the user in the virtual world.
Tracks the movement and position of the user's head and sometimes hands within the virtual
space. Common tracking systems include:
● Inside-Out Tracking: Cameras or sensors on the HMD track the environment and the
user's movement within it.
● Outside-In Tracking: External sensors or cameras (e.g., infrared or optical) track the
HMD and/or handheld controllers.
Devices held by the user to interact with the virtual environment. They include:
● Buttons and Triggers: Allow users to perform various actions within the VR environment.
● Trackpads or Joysticks: Enable smooth movement and navigation in the virtual space.
● Motion Sensors: Accelerometers and gyroscopes to track controller movements and
gestures.
__________________________________________
___________________________________________
(4) Gaming and Processing Hardware:
A powerful computer or gaming console is often required to run VR applications smoothly. This
includes:
● Graphics Processing Unit (GPU): High-performance GPUs to render complex 3D
graphics at high frame rates for a smooth VR experience.
● Central Processing Unit (CPU): Fast processors to handle the computational load of VR
applications.
● Memory (RAM): Sufficient RAM to store and quickly access data for rendering and
running applications.
● Storage: Fast and sufficient storage (e.g., SSDs) to load VR content quickly.
High-quality cables and connectors (e.g., HDMI, USB) are crucial to transmit data and power
between the HMD, controllers, and the computer or console.
Additional accessories like external sensors or cameras for room-scale VR setups, providing a
larger play area and more accurate tracking.
Devices that provide tactile feedback to the user, enhancing immersion. These can include
gloves, vests, or peripherals that simulate sensations like touch, force, or impact.
(8) VR Accessories:
__________________________________________
___________________________________________
__________________________________________
___________________________________________
❖ ARCHITECTURE OF VR SYSTEM:
__________________________________________
___________________________________________
want to experience the space virtually then the world database must have all the
objects that are in space like the sun, the moon, stars, planets, etc.
__________________________________________
___________________________________________
❖ APPLICATIONS OF VR SYSTEM
Virtual reality applications are applications that make use of virtual reality (VR),
an immersive sensory experience that digitally simulates a virtual environment.
Applications have been developed in a variety of domains, such as education,
architectural and urban design, digital marketing and activism, engineering and
robotics, entertainment, virtual communities, fine arts, healthcare and clinical
therapies, heritage and archaeology, occupational safety, social science and
psychology.
Healthcare
The most important way VR is modernizing healthcare is through training. VR
facilitates an environment to learn and grow outside in real-world situations.
With VR, specialists who need to perform very precise operations can practice
without being in the midst of an emergency.
And practitioners who need to get familiar with the hospital environment can do so
without the extra stress involved.
The technology is also being used in cognitive behavior therapy where patients with
phobics and anxieties work through their problems is a controlled environment.
Entertainment
The entertainment industry was one of the first to incorporate VR and still remains
one of the strongest examples of how it can be applied. If you look at online and/or
console gaming, you will see that VR has a strong presence in this industry.Similarly, VR is
being introduced to cinemas and theme parks to simulate movie-like
adventures and let people experience their favorite cinematographic masterpieces.
Automotive
VR helps car manufacturers in analyzing road scenarios and the behavior of cars. The
simulated situations allow them to analyze and make changes to the prototypes before
developing a new model.
Virtual reality is widely used in the development of smart cars that will flood the
market in the future. Cars learn how to drive, turn, and stop using artificial
intelligence (AR) and virtual reality.
Education
Even though education is believed to be a rather slow industry to pick up new trends
and technologies, VR has already shown a lot of promise.
Tourism
__________________________________________
___________________________________________
Try a holiday before you buy it. No, seriously. One pointed virtual reality application
is tourism.
You can go on guided virtual tours of hotels, landmarks, restaurants, and whatever
else you may want to visit on your next vacation. And then when you do go, you
know you won't be disappointed.
For adults, it means that any industry can provide professional training to their
employees. But for younger students, VR is part of educational games, field trips, and
in general experiencing the world.
Architecture
Using VR, architects can not only envision what they’re building but understand how
it feels as well. This allows them to experience the space before it is built and make
real-time changes to deliver customer satisfaction.
Digital Marketing
While most people don’t like commercials, experiencing the use of a product close-up
can actually be an entertaining and enlightening experience. There are a variety of
applications of VR in digital marketing.
For example, retailers can show potential customers how a product will look in their
home. Or nonprofits can create more empathetic messaging for political issues.repatients with
phobias and anxieties work through their problems in a controlled
environment.
__________________________________________
___________________________________________
❖ ADVANTAGES AND DISADVANTAGE OF VIRTUAL REALITY
● Advantages:-
(2)Training and Simulation: VR is used for training in fields such as medicine, aviation, and
military, allowing professionals to practice in a safe and controlled virtual environment.
(3)Therapeutic Uses: VR is utilized in therapy for treating phobias, PTSD, and anxiety disorders,
offering a controlled environment for patients to confront their fears.
(5)Virtual Travel: VR enables virtual tours and travel experiences, allowing users to explore
different places and cultures without physically being there.
● Disadvantages
(1)Health Issues: Prolonged use of VR can lead to health issues like motion sickness, eye strain,
and headaches due to the disparity between visual and vestibular inputs.
(2)Cost: High-quality VR equipment and software can be expensive, limiting access to a broader
audience.
(3)Isolation: VR experiences can be isolating, cutting off users from the real world and social
interactions, potentially leading to feelings of loneliness.
(4)Safety Concerns: Users immersed in VR may not be fully aware of their physical
surroundings, leading to accidents or injuries.
(5)Ethical Concerns: VR raises ethical questions, particularly in areas like gaming and social
interactions, regarding issues such as addiction, violence, and privacy.
__________________________________________
___________________________________________
❖ FUTURE SCOPE OF VIRTUAL REALITY
You might think you’ve experienced VR, and you might have been pretty impressed.
Particularly if you’re a gamer, there are some great experiences to be had out there (or
rather, in there) today.
But over the next few years, in VR, as in all fields of technology, we’re going to see
things that make what is cutting-edge today look like Space Invaders. And although the
games will be amazing, the effects of this transformation will be far broader, touching on
our work, education, and social lives.
Today’s most popular VR applications involve taking total control of a user’s senses
(sight and hearing, particularly) to create a totally immersive experience that places the
user in a fully virtual environment that feels pretty realistic.
Climb up something high and look down, and you’re likely to get a sense of vertigo. If
you see an object moving quickly towards your head, you’ll feel an urge to duck out of
the way.
Very soon, VR creators will extend this sensory hijacking to our other faculties – for
example, touch and smell – to deepen that sense of immersion. At the same time, the
devices we use to visit these virtual worlds will become cheaper and lighter, removing
the friction that can currently be a barrier.
I believe extended reality (XR) – a term that covers virtual reality (VR), augmented
reality (AR), and mixed reality (MR) – will be one of the most transformative tech
trends of the next five years. It will be enabled and augmented by other tech trends,
including super-fast networking, that will let us experience VR as a cloud service just like
we currently consume music and movies. And artificial intelligence (AI) will provide uswith
more personalized virtual worlds to explore, even giving us realistic virtual
characters to share our experiences with.
__________________________________________
___________________________________________
training, but its potential uses are unlimited.
For training, it could be used to safely simulate any number of hazardous or stressful
conditions and monitor the way we respond to them. For example, Walmart has used it to
train retail staff to work in Black Friday situations, instructing them on how to best to
operate in busy shop environments with long queues of customers.
As well as training us for dangerous situations, it will also drastically reduce the financial
risks involved with letting students and inexperienced recruits loose with expensive tools
and machinery in any industry.
➢ VR in socializing
There are already a number of VR-based social platforms that allow friends or strangers
to meet up and chat or play in virtual environments, such as VR Chat, Altspace VR,
and Rec Room. As with VR in other fields, the growing level of immersion that is
possible thanks to new technological developments will make them more useful and more
attractive to mainstream audiences throughout the coming decade.
This year Facebook, which has long had a stake in VR due to its acquisition of headset
manufacturer Oculus, unveiled its Horizon platform. Currently, in beta, it allows people
to build and share collaborative online worlds where they can hang out, play games, or
work together on collaborative projects.
__________________________________________
___________________________________________
While we will always make time for meeting up with friends and loved ones in the real
world, as our working and school lives become increasingly remote, it’s likely that more
of our social interaction will move into the online realm, too. Just as we are no longer
barred from careers or educational opportunities due to an increasingly virtualized world,
we will have more meaningful ways to connect with other humans as technology
improves in this area.
__________________________________________
___________________________________________
❖ CONCLUSION
A society in which the ability to access virtual reality was hindered by the pressing
supporters of the anti-VR movement, would be a tremendous downfall and a signal to our
own ignorance in times of technological advancement. Virtual Reality is arguably the next
footstep towards a modern/post-modern era of development. The potential ground breaking
effects that loom behind these machines is uncanny. With the ability to save lives, act as a
medium for business development and confrontations, and provide its users with endless
hours of entertainment, learning, and discovery, the world should be pushing for an increased
presence of this product, just the same as it did in the 1990’s. This time around, our
technology will have come far enough to support the needs for these devices and will begin
implementing virtual reality within homes, medical centers, and offices.
__________________________________________
___________________________________________
❖ REFERENCE
https://virtualspeech.com/blog/history-of-vr
https://www.geeksforgeeks.org/virtual-reality-introduction/
https://www.slideshare.net/Sumitsharma443/virtual-reality-report
__________________________________________