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VIMAL TORMAL PODDAR BCA

COLLEGE - PANDESARA
SEMINAR REPORT
ON

“ VIRTUAL REALITY TECHNOLOGY”


Guided by: Dr. Chetan N.
Name : Rudra Vedhan Amarendar Rathod
Seat number : 3058
Class : TYBCA - VI 1

Created by: Rudra Vedhan Thursday, 14 March 2024


INDEX

• HISTROY
• INTRODUCTION
• TYPES OF VR
• IMPORTANT ELEMENTS OF VR
• DEVICES USED IN VR
• HOW DOES VR WORK ?
• VRML

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INDEX [CONTINUE…]

• APPLICATIONS OF VR
• FUTURE
• CONCLUSION
• REFERENCES

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HISTORY OF VR

• In one manner, virtual reality has existed since 1950s, but the
technology didn’t see widespread use until the 1990s. since then, VR
has become increasingly popular.
• By the 1980s, the term “Virtual Reality” was popularized by Jaron
Lanier. Founder of VPL Research Company in 1985.
• VPL Research has developed several VR devices like Data gloves,
Eyephone and Audio sphere, which are needed to experience what he
called “Virtual Reality”.
• In 1965, another inventor, Ivan Sutherland, offered “ The Ultimate
Display ”, a head-mounted device that he suggested would serve as a
“Window Into A Virtual World”.

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INTRODUCTION OF VR

• Virtual reality is a fully digital, computer-generated three-


dimensional environment.
• VR allows the user to step inside an experience, to be
immersed in and interact with a 3d world that can either
simulate or differ completely from the real world.
• In other words, through a headset, you’re in another world
that seems real — but is really digitalised.
• You can think of the computer, or headset, as a gatekeeper to
this artificial world.

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INTRODUCTION OF VR [CONTINUE…]
• Although its most widely known application is in the entertainment industry, the real promise of virtual reality
lies in such fields as medicines, engineering, manufacturing, and the military etc.

• Many people are still unfamiliar with concept of virtual reality. It is also quite common to confuse the term
virtual reality and augmented reality.

• The main difference between the two is that VR builds the world in which we immerse ourselves through a
specific headset. It is fully immersive and everything we see is part of an environment artificially constructed
through images, sounds, etc.

• On the other hand, in augmented reality (AR), our own world becomes the framework within which objects,
images or similar are placed.
• AR technology has a disadvantage compared with virtual reality is visual immersion.

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TYPES OF VIRTUAL REALITY

1) NON- IMMERSIVE
2) SEMI- IMMERSIVE
3) FULLY- IMMERSIVE

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NON- IMMERSIVE
• Non-immersive VR systems, also called desktop VR system
or window on world system.
• This is the least immersive and least expensive of the VR
systems, as it requires the least sophisticated components.
• This technology provides a computer-generated environment,
but allows the user to stay aware of and keep control of their
physical environment.
• A video game is a great example of a non-immersive VR
experience.

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• Semi– immersive is also called as Hybrid system and
SEMI- IMMERSIVE Augmented reality system.
• Semi– immersive simulations provide more immersive
experience, in which the user is partly but not fully
immersed in a virtual environment.
• It will still give users the perception of being in a
different reality when they focus on the digital image,
but also allows users to remain connected to their
physical surroundings.
• This category of VR is used often for educational or
training purposes.

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FULLY- IMMERSIVE
• Fully -immersive simulations give users the most realistic
simulation experience, complete with sight and sound.
• To experience and interact with fully-immersive VR, the user
needs the proper VR glasses or a head mounted
display(HMD), tracking devices, data gloves, etc.
• This type of VR has been commonly adopted for gaming and
other entertainment purposes, but usage in other sectors,
namely education, training is increasing now as well.

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IMPORTANT ELEMENTS OF VIRTUAL REALITY

1. VIRTUAL WORLD.
2. IMMERSION.
3. SENSORY FEEDBACK.
4. INTERACTIVITY

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VIRTUAL WORLD IN VR

• Virtual world is also known as digital world.


• A virtual world is three-dimensional environment that allows user interaction with others and create
objects as part of that interaction.
• In a virtual world, visual perspectives are responsive to changes in movement and interactions mimic
those experience in the real world.

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IMMERSION IN VR

• Immersion in a virtual environment means A state of complete immersion is said to be present


when enough human sense is stimulated to create a sensation of existing in the virtual world.

There are 2 types of immersion in VR :~


 Mental Immersion
 Physical Immersion

Created by: Rudra Vedhan Thursday, 14 March 2024 13


SENSORY FEEDBACK IN VR

• Virtual reality puts many of our senses to play. These


include visual, touch and more.
• Sensory feedback is required for properly stimulated these
senses.
• This is achieved through the integration of proper software
and hardware components.
• There are few examples of inputs and hardware devices like
head mounted display (HMD), hand accessories, hand
controls and special gloves.

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14
INTERACTIVITY IN VR

• Interaction is a very important factor for VR technology to function.

• It provides user with comfortable, natural experience in engaging with the virtual world.

• The virtual environment must be quick enough to respond to the user’s action. This is required
to maintain excitement and a mood of immersion.

• If the interaction is slow, then there will be no immersion and the virtual experience will fall to
excite the user.

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DEVICES USED IN VIRTUAL REALITY
TECHNOLOGY

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HEAD MOUNTED DISPLAY (HMDs)

• It is a type of device that contain a display mounted in front of


user’s eyes.
• A head-mounted display also called as HMD, Headset or
Googles.
• Head-mounted display are often also accompanied with a
headset to provide for audio stimulation.
• There are two types of wearable VR head-mounted displays
(HMDs): The Tethered Type and The Mobile-Rendered HMDs.

Created by: Rudra Vedhan Thursday, 14 March 2024 17


DATA GLOVES

• The aim of data gloves is to allow user handling of virtual


objects.
• These are nothing but ordinary gloves fitted with sensors
that detect hand motions of the user.
• Gloves contain fibre optics running along each of the hand
joints.
• It also contains tracking system to get relative position of
the hand.

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TRACKERS

• Trackers attached to user or object. So, head or hand movements can be detected.
• It usually done by electromagnetic or optical means.
• User’s movements are translated into position and orientation coordinates to be
translated by the computer so that the corresponding viewpoint can be displayed.

Created by: Rudra Vedhan Thursday, 14 March 2024 19


INPUT DEVICES
• Input devices are one of the two categories of components that provide users with a sense of
immersion (i.e., Convincing the human brain to accept an artificial environment as real).
• They provide users with a more natural way to navigate and interact within a virtual reality.
Some of the input devices are :-
 Joystick
 Tracking balls /Force balls
 Data gloves
 Treadmills
 Motion trackers/ Body suits
 Track pads
 Motion platforms

Created by: Rudra Vedhan Thursday, 14 March 2024 20


HOW DOES VIRTUAL REALITY WORK?

VR headsets receive input from two different sources: An HCMI cable that is either connected to a PC or
a smartphone. The former applies to headsets such as the HTC Vive , Oculus rift, Google’s daydreamer
and Samsung’s gear. You can also connect other devices such as head and hand tracking, controllers, and
voice input to your VR headset. Once you’re ready to use your headset, here’s what happens inside it :

• There are either one or two screens per feeds, as well as autofocus lenses that are positioned between
your headset’s screen and your eyes. These can be adjusted depending on both eye movement and
positioning. Their other functions include picture focusing and reshaping for each eye, and move two
2D images to produce a stereoscopic 3D images that emulates how our eyes view the world.
• Several VR headsets have a minimum 100- or 110-degree field of view for a more immersive VR
experience. As for the image produced by these devices, a minimum frame rate of 60fps is required to
make it convincing without making the user feel sick.

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HOW DOES VR WORK ? [CONTINUE…]
POSITIONAL TRACKING

 Positional tracking is the ability of a device to estimate its position


relative to the world around it. Also called motion tracking or match
moving, this is used to track the movement of a camera or user in 3D
space with six degrees of freedom (6dof).

 Most mobile VR headsets like oculus go, Google's daydreamer and


Samsung's gear only have rotational tracking (3dof). You can look up
or down or move side to side your head. But if you try to actually
move your head’s position, this is not tracked. This can be acceptable
for seated content, but it doesn’t allow you to move around the virtual
world physically, or to interact with it with your hands directly.

Created by: Rudra Vedhan Thursday, 14 March 2024 22


HOW DOES VR WORK ? [CONTINUE…]

HEAD TRACKING

 Head tracking is a software application that monitors a


user's head position and orientation. Head tracking is often
used to simulate the experience of freely looking around in
virtual (VR), allowing the user to experience an immersive
and natural way to look around in virtual environments.

 Because head tracking in VR can simulate real life


experiences, it can fool the brain even better than standard
viewing for a more engaging and immersive user
experience.

Created by: Rudra Vedhan Thursday, 14 March 2024 23


HOW DOES VR WORK ? [CONTINUE…]

EYE TRACKING

 Eye tracking typically works by continuously measuring the


distance between the pupil center and the reflection of the cornea
– the distance changes dependent on the angle of the eye.

 An infrared light, invisible to the human eye, creates this


reflection while cameras record and track the movement.

Created by: Rudra Vedhan Thursday, 14 March 2024 24


VRML

 Virtual Reality Modeling Language (VRML) is an open-standard programming language created to


design three-dimensional (3-D) and web-based models, textures and illusion. VRML is also known
as virtual reality Markup language.
 VRML is used to illustrate 3-d objects, buildings, landscapes or other items requiring 3-d structure
and is very similar to hypertext Markup language (html). VRML also uses textual representation to
define 3-D illusion presentation methods.

 There were three major versions of the VRML language standard. The first was just VRML, or
VRML 1, then VRML 2.0 ,then VRML 97. The basic ideas for all three versions are the same, but
there are some non-compatible differences.

Created by: Rudra Vedhan Thursday, 14 March 2024 25


APPLICATIONS OF VR

Medical Military

Manufacturing
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APPLICATIONS OF VR [CONTINUE…]

Entertainment Education

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FUTURE OF VR TECHNOLOGY
• THE FUTURE OF VIRTUAL REALITY (VR) IS LOOKING BRIGHTER THAN EVER,
WITH A FOCUS ON INNOVATION, AFFORDABILITY, AND COMPELLING
CONTENT. THE INDUSTRY IS GROWING AT A FAST PACE, WITH THE GLOBAL VR
MARKET SIZE PROJECTED TO INCREASE FROM LESS THAN $12 BILLION IN 2022 TO
MORE THAN $22 BILLION BY 2025
• Very soon, VR creators will extend sensory hijacking to our other faculties – for example, touch
and smell – to depend 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.
• All this means, that virtual reality is no longer science fiction. It is integrated into our present
and, in the coming years, it will lead to advances that will shape the future.

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CONCLUSION
• Although VR devices have improved over the years, it still has a long way to go before it stops
being science fiction and becomes embedded in society.

• VR technology is still in its experimental stage and we are not yet sure how full-scale VR
invasion will impact our social lives. Teenage internet addiction is really high in Korea which
even has internet rehabilitation centres to combat this problem.
• Overall, I think this is a very exciting time to see the benefits VR will bring to the masses.
Apart from gaming, we will also see the influence of VR in the education industry, healthcare,
entertainment, engineering etc.

Created by: Rudra Vedhan Thursday, 14 March 2024 29


THANK YOU !!!

Created by: Rudra Vedhan Thursday, 14 March 2024 30

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