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PROFESSIONAL COMMUNICATION ETHICS


REPORT
ON
"VIRTUAL REALITY"
A professional communication ethics report submitted in partal
fulfillment of
The requirement of Bachelor of Technology

DATTA MEGHE COLLEGE OF ENGINEERING,


AIROLI
By:-
CHAITRALI SUDHAKAR SAWANT - 46
HARSHAD KISHOR SAWANT - 47
HARSHADA SUDHIR SAWANT - 48
VAIBHAV RAMU SAWANT - 49
WABAITULLA HAYDAR SHAIKH - 50
PAYAL SURESH SHETE - 51
BRANCH NAME: MECHANICAL ENGINEERING
YEAR:2022-2025

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DMCE

DEPT. OF MECHANICAL ENGINEERING, AIROLI,NAVI MUMBAI

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.

We would like to express our immense gratitude and sincere thanks to


prof. Niti Ganatra Mam,
Whose cooperative guidance has helped us .

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

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ABSTRACT

"Virtual Reality (VR) has rapidly emerged as a transformative technology, offering


immersive and interactive experiences that simulate real-world environments or entirely
fantastical realms. This paper delves into the underlying principles, technological
advancements, and applications of VR, emphasizing its potential to revolutionize various
industries such as gaming, education, healthcare, and beyond. By examining the hardware,
software, user interfaces, and human-computer interactions in VR, we aim to provide a
comprehensive understanding of this dynamic field. Additionally, we explore challenges,
ethical considerations, and future prospects, envisioning a world where VR seamlessly
integrates into everyday life, reshaping how we perceive and interact with our
surroundings."

"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."

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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.

Prof. Niti Ganatra


PCE Faculty

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CONTENT

1.ACKNOWLEDGEMENT

2.ABSTRACT

3.CERTIFICATE

4.TABLE OF CONTENTS
SR. CONTENTS FOR VIRTUAL REALITY PAGE NO.
NO

1. Introduction of virtual reality

2. History of virtual reality

3. Types of virtual reality

4. Working of virtual reality

5. Need of virtual reality

6. Hardware used in virtual reality

7. Architecture of virtual reality

8. Application of virtual reality

9. Advantages and disadvantages of virtual reality

10. Future scope of virtual reality

11. Conclusion

12. Reference

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VIRTUAL REALITY

❖ INTRODUCTION

Imagination is to Technology as Fuel is to Fire. Imagination and purpose together drive


technology. It is due to these that technology today is evolving at an exponential
rate. Virtual Reality on one hand places the viewer inside a moment or a place, made
possible by visual and sound technology that maneuvers the brain into believing it is
somewhere else. It is an experience of a world that does not exist. Sounds cool, right?!
Virtual Reality tricks one’s mind using computers that allow one to experience and more
interestingly, interact with a 3D world. This is made possible by putting on a head-mounted
display that sends a form of input tracking. The display is split between the eyes and thus
creates a stereoscopic 3D effect with stereo sound to give you a graphic experience. The
technology feeds in the images of the objects taken at slightly different angles which creates
an impression of depth and solidity. The LCD or OLED panels inside are refracted by lenses
completely fill the field of vision with what is to be displayed and experienced. Together
with the technology and the input tracking, it creates an immersive and exciting believable
world that the computer generates. What we know today as VR, has been existing for
decades now. Taking you back to when 360° paintings took the world by surprise, giving a
virtual element. VR merely is ‘The Wise Guy’ of the digital world. It creates a world that
neither functions according to you, nor does it respond to your actions. It gives you a firsthand
experience with even the after-effects of an event along with the ability to interact and
interrelate with the world created. This technology holds vast potential insights into the
workings of the Human Brain. According to researchers and medical specialists, VRs have
the ability to diagnose medical conditions from social anxiety to chronic pain. Though the
use of VR to tweak the brain is still at a budding stage. While most people were too
engrossed in its advancements and leap in gaming and exploring the industry, many are
unaware of its achievements in the health sector. VRs have been successfully treating
posttraumatic stress disorder since the 1990s, the new programs thus address a much broader
range of conditions. The VR content exposes the patients to a virtual, safe, and controlled
environment where they can explore and eventually learn that the threats they are worried
about can be tackled patiently with time, thinking, and analyzing. VR displays are available in

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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.

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❖ HISTORY OF VIRTUAL REALITY

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

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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.

The Sensorama VR machine.


1968
Sutherland, with his student Bob Sproull, created the first virtual reality HMD, named The
Sword of
Damocles. This head-mount connected to a computer rather than a camera and was quite
primitive
as it could only show simple virtual wire-frame shapes.
These 3D models changed perspective when the user moved their head due to the tracking
system.
It was never developed beyond a lab project because it was too heavy for users to comfortably
wear;
they had to be strapped in because it was suspended from the ceiling.

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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.

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VPL Research developed a range of VR equipment.

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.

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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.

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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.

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• 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.

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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

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❖ TYPES OF VIRTUAL REALITY

Among tons of VR formats, these are the 5 most influential ones:


Non-immersive Virtual Reality.
Fully Immersive Virtual Reality.
Semi-Immersive Virtual Reality.
Augmented Reality.
Collaborative VR.

Now let’s learn more about each of these VR formats:


1. Non-immersive Virtual Reality
Non-immersive virtual reality refers to a virtual experience through a computer where you can
control some characters or activities within the software, but the environment is not directly
interacting with you. In addition to desktop computers, you can also find a robust laptop
for virtual machines and work on the go. Since more and more people appreciate mobility,
manufacturers create powerful systems in compact bodies. For example, when you play video
games such as World of War Craft, you can control characters within the game that have their
own animations and attributes. (Interestingly, over the years, several science conferences have
been held within the World of Warcraft ‘world’. Utilizing the platform instead of a
traditional web conferencing event while creating an innovative experience for members. This,
of course, has its own benefits compared to traditional means.) Technically, you are dealing with
a virtual world, but you are not the center of attention in the game. All actions or features are
rather interacting with the characters within. So basically, all basic forms of gaming devices,
such as PlayStation, Xbox, Computer, etc. provide you with a non-immersive virtual reality
experience. However, the US Defence Force suggested that strategic games may help to develop
the planning and strategic expertise of the US Army back in 2017. This has been put in effective
use since Summer 2018.

2. Fully Immersive Virtual Reality


On contrary to non-immersive virtual reality, a fully immersive virtual technology ensures that
you have a realistic experience within the virtual world. It’ll give you a sense of being present in
that virtual world, and everything is happening to you for real. This is an expensive form
of virtual reality that involves helmets, gloves, and body connectors with sense detectors. These
are connected to a powerful computer. Your movements, reactions, and even a blink of an eye

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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.

3. Semi-Immersive Virtual Reality


A semi-immersive virtual reality is a mixture of non-immersive and fully immersive virtual
reality.
This can be in the form of a 3D space or virtual environment where you can move about on your
own, either through a computer screen or a VR box/headset. So all activities within the virtual
world are concentrated toward you. However, you have no real physical movements other than
your visual experience. On a computer, you can use the mouse to move about the virtual space,
and on mobile devices, you can touch and swipe to move about the place. Most semi-immersive
virtual environments support Gyroscope, which means the virtual space will be fixed on your
phone based on the vertical axis, and you have to literally move your phone about in different
directions to view the virtual environment in those directions. Swiping will not work. The ones
that are connected to VR boxes are more interactive since they are also a form of Gyroscope, but
without you using your hands. When you wear a VR box/headset, you will only be able to see
the virtual environment and not your real world, even from the corner of your eye. Thus creating
a realistic experience. Semi-immersive virtual reality is the most cost-effective and commonly
used among all forms of virtual reality after non-immersive VR. A virtual tour is the most
popular semi-immersive virtual reality that most businesses are embracing today. They can be
both device-based and web-based. Overall, they provide an interactive virtual experience. It is
mostly used in businesses such as real estate, websites, hotels, local bars or pubs, universities,
schools, and many more businesses that rely on highlighting and promoting their locations.

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

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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.

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❖ HOW DOES VIRTUAL REALITY WORKS?

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.

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❖ WHY VIRTUAL REALITY IS NEEDED?

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:

Training and Education:

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.

Simulation and Prototyping:


Industries such as architecture, engineering, and automotive use VR for simulating designs,
testing prototypes virtually, and improving product development processes.

Gaming and Entertainment:


VR enhances gaming experiences by immersing players in a virtual world, making gaming more
interactive and captivating.It offers a unique platform for immersive storytelling, virtual tours,
and live events, providing a new dimension of entertainment.

Therapy and Mental Health:


VR is employed in therapy for treating conditions like PTSD, anxiety disorders, and phobias by
exposing patients to controlled and gradual virtual scenarios for therapeutic purposes.

Tourism and Virtual Travel:


VR allows individuals to experience virtual tours of destinations, museums, landmarks, and
historical sites, providing a preview of travel destinations or experiences they might not
otherwise have access to.

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Social Interaction and Collaboration:


VR facilitates social interactions in a virtual space, connecting people from different locations,
and enabling collaborative work or meetings, making remote collaboration more engaging and
productive.
Remote Work and Training:
Especially relevant in the context of the COVID-19 pandemic, VR offers a more immersive and
interactive environment for remote work, training, and virtual meetings, simulating an office-like
atmosphere.

Real Estate and Property Viewing:


VR is used for virtual property tours, allowing potential buyers or renters to virtually walk
through properties, saving time and resources.

Accessibility and Inclusivity:


VR can provide individuals with disabilities the opportunity to experience activities and
environments they might not otherwise have access to, promoting inclusivity and equality.
Overall, virtual reality revolutionizes how we interact with technology and has the potential to
impact numerous aspects of our lives, enhancing learning, understanding, and experiences across
a wide range of fields.

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❖ HARDWARE USED IN VIRTUAL REALITY:

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:

(1) Head-Mounted Display (HMD):

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.

(2) Positional Tracking System:

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.

(3) 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.

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(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.

(5) Cables and Connectors:

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.

(6) Room-Scale Setup:

Additional accessories like external sensors or cameras for room-scale VR setups, providing a
larger play area and more accurate tracking.

(7) Haptic Feedback Devices:

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:

● Additional peripherals like VR treadmills, omni-directional treadmills, or haptic gloves,


enhancing the overall VR experience by adding physical sensations or locomotion
options.
● These hardware components collectively create a seamless and immersive VR
experience, allowing users to interact with and explore virtual worlds in a more engaging
and lifelike manner.

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❖ ARCHITECTURE OF VR SYSTEM:

Architecture of virtual system consists of input processor, simulation processor,


rendering processor and world database.
Input Processor: It controls the devices used to input information to the computer.
The main objective of input processor is to get the coordinate data to the rest of the
system with minimal lag time. The main components of input processor include
keyboard, mouse, 3D position trackers, a voice recognition system, etc.
Simulation Processor: The process of imitating real things virtually is called
simulation. This is the core of the virtual reality system. It takes the user inputs along
with any tasks programmed into the world and determine the actions that will take
place in the virtual world.
Rendering Processor: Simulation processor imitates the real things but sensation are
not produced to produce this sensation we use rendering processor It creates the
sensation that are output to the user. Separate rendering processes are used for visual,
auditory, haptic and other sensory systems. Each renderer take a description of the
world stat from the simulation process or derive it directly from the world database
for each time step.
World Database: This is also known as World Description Files. It stores the object
that inhabit the world, scripts that describes actions of those objects. This database
contains all the objects which we are going to experience virtually. For instance if we

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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.

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❖ 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

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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.

Space & Military


Given that these two industries have to operate in rather dangerous environments that
can’t be easily accessed, VR provides conditions for making things as close to reality
as possible for training.
VR enables trainees to go through preparation with minimal risks and even helps
soldiers suffering from battlefield trauma to overcome these conditions and prepare
for new or unexpected situations.

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.

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❖ ADVANTAGES AND DISADVANTAGE OF VIRTUAL REALITY

● Advantages:-

(1)Immersive Experience: VR provides a highly immersive and realistic experience, allowing


users to feel like they are in a different environment, enhancing learning and entertainment.

(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.

(4)Enhanced Education: VR enhances learning experiences by making abstract concepts


tangible, improving understanding and knowledge retention.

(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.

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❖ 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.

➢ VR in education and training


VR is already making great inroads into education, with a large number of startups and
established companies offering packaged experiences and services aimed at
schools. Engage’s platform is used by the likes of Facebook, HTC, and the European
Commission to enable remote learning. And one study published in 2019 found that
medical students trained using VR were able to carry out certain procedures quicker and
more accurately than peers trained using traditional methods.
These new methods of teaching and learning will become increasingly effective as new
technologies emerge. One that is likely to make waves is the Teslasuit, which uses a full-
body suit to offer haptic feedback, enhancing the immersion through the sense of touch. It
also offers an array of biometric sensors enabling the user's heartbeat, perspiration, and
other stress indicators to be measured. The suit is already used in NASA astronaut

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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 industry and work


The pandemic has changed many things about the way we work, including the wholesale
shift to home working for large numbers of employees. This brings challenges, including
the need to retain an environment that fosters cooperative activity and the building of
company culture. Solutions involving VR are quickly emerging to help tackle these.
Spatial, which creates a tool best described as a VR version of Zoom, reported a 1,000%
increase in the use of its platform since March 2020. In total, the value of the market for
VR business equipment is forecast to grow from $829 million in 2018 to $4.26 billion by
2023, according to research by ARtillery Intelligence.
Communication giant Ericsson (which has provided Oculus VR headsets to employees
working from home during the pandemic for VR meetings) has talked about creating the
"Internet of Senses." This involves developing projects involving simulating touch, taste
and smell, and sensations such as hot or cold. It predicts that by 2030, we will be able to
enter digital environments that appear completely real to all of our five senses
simultaneously.
This will lead to the advent of what it calls the “dematerialized office” – where the office
effectively vanishes from our lives as we’re able to create entirely interactive and
collaborative working environments wherever we are in the world, simply by slipping on
a headset and whatever other devices are needed for the task at hand.

➢ 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.

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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.

➢ And of course – VR in games and entertainment


The “killer app” for VR is gaming, and the reason the technology is developing at the
pace it is, is due to the large market of people willing to spend money on the most
impressive and immersive entertainment experiences.
Sandbox VR operates real-world VR centers where equipment that it simply wouldn’t be
practical or affordable to use in our homes offer some of the most immersive experiences
yet created.
Using full-body haptic feedback suits, they offer five games – one licensed from Star
Trek – that let groups cooperate or battle it out in deep space, aboard ghostly pirate ships,
or through a zombie infestation.
CEO Steve Zhao describes the experience his company has created as a "minimal viable
Matrix or holodeck." In a recent conversation that you can see here, he told me, "the
outcome is that you believe in the world – it's very real, and in order to progress, you and
your friends have to communicate and work together. One of the best ways to describe it
is that you are the stars inside your own movie – that's basically what we created."
It makes sense in many ways that there could be two markets for consuming VR
entertainment – at least in its early days. While the most immersive and impressive tech
is big, expensive, and requires technical skill to operate, it's more viable to offer it at
dedicated venues rather than as an in-home experience. As with movies, the stay-at-home
offerings will provide something perhaps a little less spectacular but more convenient – at
least until we get to the point where we can have full-size Star Trek holodecks in our own
homes!

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❖ 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.

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❖ REFERENCE

https://virtualspeech.com/blog/history-of-vr

https://www.geeksforgeeks.org/virtual-reality-introduction/

https://www.slideshare.net/Sumitsharma443/virtual-reality-report

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