REPORT
REPORT
2015-16
CHAPTER 1
INTRODUCTION
Technology is making a huge modification in existing machines or tools in order to solve
problem at higher level and make life comfortable. Screen less display is one of the most
interesting subjects in technologies and research on this is increasing by exponential scale day by
day. It is a system of transferring information/data though an electronic video source without
using screen at all. Few parts of this technology is being used at present but they are not so
advance yet.Screenless display is the present evolving technology in the field of the computerenhanced technologies. It is going to be the one of the greatest technological development in the
coming future years. Several patents are still working on this new emerging technology which
can change the whole spectacular view of the screenless displays. Screen less display technology
has the main aim of displaying (or) transmitting the information without any help of the screen
(or) the projector. Screen less displays have become a new rage of development for the next
GEN-X. Screenless videos describe systems for transmitting visual information from a video
source without the use of the screen.
Well screenless display, AKA hologram, has such amazing potential that my hope is that the
internet can be a medium for collaboration of ideas and information about screenless display that
could help break down the barriers that prevent us from making it a reality. Essentially screenless
display is a projection that can be seen projected onto the air itself. The only screenless display
that has been achieved to my knowledge still uses fog as a medium to reflect light. Other options
have been to use mirrors and plastic film to imitate the idea, but no one has been able to reflect
light off of air itself. Can it be done? Its quite possible that it can. Light does reflect off of large
amounts of air as we see in our atmosphere but doing it in such a manner that we could pinpoint
it to a single area is immensely difficult. So why not take some time and look over some ideas I
have collected about the possibilities of screenless display and maybe even share some of your
own. Check some of the links below to get a better grasp on the development of the technology.
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Fig:1
Working on the average laptop is like working on a desk thats as big as a sheet of paper. Thats
why all our files are half an inch high. The key to productivity and immersion is more, bigger
screens - hence the proliferation of external monitors, secondary reading devices and even
mobile phones with improbably large screens.
So-called Pico projectors (named for their tiny size) already exist - theres even an HD version,
the Forever Plus, thats less than an inch on its longest dimension. And there are mobile phones,
such as the Samsung Show, which have built-in picoprojectors - so outside of market demand
(how many of us really need this?) theres nothing to stop this prediction from coming true.
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how they work. We will look at the two main techniques being used today, those being active
shutter and passive polarization technologies. We will also discuss the trends in desktop displays
from a 3D point of view as well as looking at the other aspects being developed to support 3D,
such as panel technology.
To begin with an explanation, a modern 3D display / monitor is capable of conveying a
stereoscopic perception of 3D depth to the viewer. The basic requirement is to present offset
images that are displayed separately to the left and right eye. Both of these 2D offset images are
then combined in the brain to give the perception of 3D depth. Although the term "3D" is
ubiquitously used, it is important to note that the presentation of dual 2D images is distinctly
different from displaying an image in 3 full dimensions. The most notable difference is that the
observer is lacking any freedom of head movement and freedom to increase information about
the 3-dimensional objects being displayed. Holographic displays do not have this limitation, so
the term "3D display" fits accurately for such technology. In modern displays the term 3D is
actually an overstatement of capability and is referring to dual 2D images as being "3D". The
accurate term "stereoscopic" is more cumbersome than the common misnomer "3D", which has
been entrenched after many decades of unquestioned misuse.
It is generally expected that most consumers have the desire to migrate to 3D systems from 2D.
It is predicted that the 3D market will grow tremendously as soon as the problems in the existing
products are eliminated and the issues on basic infrastructure, such as price competitiveness and
3D content, will be resolved. It is highly likely that the content industry will also make a fast
transition into 3D in all areas such as TV, film, and game and have already begun to make this
change.
Fig 3. 3D projection
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Screenless display is the emerging display technology. In these examples you see that the user is
able to interact with a three dimensional image projected into thin air. Imagine your desktop
floating in the space before your eyes waiting for your interaction.
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CHAPTER 2
BACKGROUND
The first screen-less display that needs mentioning is Google Glass. This device has been tested
for the past year, and some lucky individuals have even got their devices already. Google Glass
sits on the face like a pair of glasses, and on one eye it has a block of glass that allows you to see
augmented reality. Images can be displayed right in front of your eye, as well as text and
information about objects and places that are in front of you. This technology is only in its early
stages, but definitely shows that screen-less displays will become a natural form of media
consumption in the future.
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The system works by focusing a laser beam that generates a plasma environment from the
oxygen and nitrogen present in air, thus enabling it to display holographic images. According
Ubergizmo.com, the projected holographic images appear as 3D floating objects in mid-air.
At this point, the system creates approximately 50,000 points per second and features a frame
rate of 10-15 FPS, but Japanese scientists are trying to increase it to 24-30 FPS. So far, the
images are only monochromatic (single color), green, but multi-colored images but can also be
created using lasers emitting at different wavelengths e.g. blue and red.
HOLOGRAM
Holograms were used mostly in telecommunications as analternative to screens. Holograms
could be transmitted directly, or they could be stored in various storage devices (such as
holodiscs) the storage device can be hooked up with a holoprojector in order for the stored image
to be accessed.
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Holographic technology has unfortunately not gone very far past trickery with mirrors. This form
of photography provides a three dimensional image, and some technologies are now creating
images using lenses, helium neon and holographic film. Scientists will not have a fully working
holographic table prepared for market any time soon, but it is definitely on the cards for the
future. The only downfall of this kind of system, however, is that the orientation and viewing
angle of a viewer will determine the quality of the image that can be seen meaning that so far,
holographs are not ideal for media or information consumption.
Holographs can work by using a laser beam that can interfere with an object beam. When these
two beams get in the way of one another, they can create what looks like a three dimensional
image. This image can then be recorded for processing by recording the diffraction of the light
and the way in which the beams interfere with one another.
2.2.RETINAL DISPLAY
Virtual retinal display systems are a class of screen less displays in which images are projected
directly onto the retina as shown in figure 3. They are distinguished from visual image systems
because light is not reflected from some intermediate object onto the retina; it is instead
projected directly onto the retina. Retinal Direct systems, once marketed, hold out the promise of
extreme privacy when computing work is done in public places because most inquiring relies on
viewing the same light as the person who is legitimately viewing the screen, and retinal direct
systems send light only into the pupils of their intended viewer.
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Braincomputer interface
A braincomputer interface (BCI), often called a mind-machine interface (MMI), or sometimes
called a direct neural interface (DNI), synthetic telepathy interface (STI) or a brainmachine
interface (BMI), is a direct communication pathway between the brain and an external device.
BCIs are often directed at assisting, augmenting, or repairing human cognitive or sensory-motor
functions.
Research on BCIs began in the 1970s at the University of California Los Angeles (UCLA) under
a grant from the National Science Foundation, followed by a contract from DARPA. The papers
published after this research also mark the first appearance of the expression braincomputer
interface in scientific literature.
The field of BCI research and development has since focused primarily on neuroprosthetics
applications that aim at restoring damaged hearing, sight and movement.
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Thanks to the remarkable cortical plasticity of the brain, signals from implanted prostheses can,
after adaptation, be handled by the brain like natural sensor or effector channels.[3] Following
years of animal experimentation, the first neuroprosthetic devices implanted in humans appeared
in the mid-1990s.
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The ability to control a computer using only the power of the mind is closer than one might
think. Brain-computer interfaces, where computers can read and interpret signals directly from
the brain, have already achieved clinical success in allowing quadriplegics, those suffering
locked-in syndrome or people who have had a stroke to move their own wheelchairs or even
drink coffee from a cup by controlling the action of a robotic arm with their brain waves. In
addition, direct brain implants have helped restore partial vision to people who have lost their
sight.
Recent research has focused on the possibility of using brain-computer interfaces to connect
different brains together directly. Researchers at Duke University last year reported successfully
connecting the brains of two mice over the Internet (into what was termed a brain net) where
mice in different countries were able to cooperate to perform simple tasks to generate a reward.
Also in 2013, scientists at Harvard University reported that they were able to establish a
functional link between the brains of a rat and a human with a non-invasive, computer-to-brain
interface.
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CHAPTER 3
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CHAPTER 4
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The two key technologies will be laser based displays, which display images directly onto our
retinas and brain wave sensing implants as shown in figure 5. This will allow technology to
integrate with our reality vision much more seamlessly. We are on the verge of a hardware
revolution that will make this all possible, as well as the cloud-based information streaming that
will enable the user interface to become a reality.
The Virtual Retinal Display (VRD) is a unique approach to developing a high-resolution headmounted display currently under development at the University of Washington's Human Interface
Technology (HIT) Laboratory. Rather than looking at a screen though a magnifier or optical relay
system, the viewer of the VRD has a scanned beam of light enter the pupil of the eye and focused
to a spot on the retina. This type of optical system is subject to different design constraints than a
typical HMD. With the VRD it may be possible to realize higher resolution, greater color
saturation, higher brightness and larger field-of-view than a traditional LCD or CRT screenbased system.
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A viewer looks into the eyepiece to view an image. The eyepiece receives light that is being
deflected along a raster pattern. Modulation of the light during the scanning cycle determines the
content of the image. For a see-through virtual retinal display a user sees the real world
environment around the user, plus the added image of the display projected onto the retina.
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Fig. 17.Optical schematic diagram of a virtual retinal display having an eye tracking capability
According to one aspect of the invention, the light reflected from the viewer's eye travels back
into an eyepiece and along a light path within the retinal display device. In a specific
embodiment the reflected light is deflected by the scanner toward a beamsplitter. The
beamsplitter deflects the reflected light toward a photodetector which samples the reflected light
content. The beamsplitter is positioned between the light source and the scanner of the retinal
display device.
For generating a virtual image, light emitted from the light source passes through the
beamsplitter to the scanning subsystem and onward to the eyepiece and the viewer's eye. Light
reflected from the viewer's eye passes back along the same path but is deflected so as not to
return to the light source. Instead the light is deflected toward the photodetector. Thus, the
beamsplitter passes light which is incident in one direction (e.g., light from the light source) and
deflects light which is incident in the opposite direction (e.g., reflected light from the viewer's
eye).
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According to another aspect of the invention, a specific feature of the retina (e.g., fovea position)
is monitored over time to track where the viewer is looking (i.e., the viewer's center of vision).
The landmarks in the retina which correspond to such feature will cause the reflected light to
exhibit an expected pattern. The relative position of such pattern in the reflected light will vary
according to the viewing direction. By identifying the pattern and correlating the relative
orientation of the pattern to the orientation of the corresponding feature in the map, the change in
viewing direction is determined. In various applications, such position indication is used as a
pointing device or is used to determine image content. For example, as a pointing device the
fovea position indicates pointer position. A blink of the eye for example, corresponds to actuating
a pointing device (e.g., clicking a computer mouse.)
According to another aspect of the invention, the map of the viewer's retina is stored and used for
purposes of viewer identification. In a security application for example, a viewer is denied access
to information or denied operation of a computer or display when the viewer's retina does not
correlate to a previously stored map of an authorized user.
According to an advantage of the invention, the display can track where a viewer is looking, use
the viewer's eye as a pointer, and identify the person using the display. These and other aspects
and advantages of the invention will be better understood by reference to the following detailed
description taken in conjunction with the accompanying drawings.
A) Brightness
One problem with conventional helmet mounted display image sources is the
low luminance levels they produce. Most liquid crystal array image sources
have insufficient luminance levels for operation in a see-through display. The
VRD, however, does not contain individual Lambertian (or nearly Lambertian)
pixel emitters (liquid crystal cells or phosphors) as do most LCD arrays and
CRT's. The only light losses in the VRD result from the optics (including the
scanners and fiber coupling optics). There is no inherent tradeoff, however,
between resolution and luminance as is true with individual pixel emitters. In
individual pixel emitters, a smaller physical size increases resolution but
decreases luminance. In the Virtual Retinal Display, intensity of the beam
entering the eye and resolution are independent of each other.
Consequently, the VRD represents a major step away from the traditional
limitations on display brightness.
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B) Resolution
As resolution requirements increase, the number of picture elements must
increase in a screen based display. These greater packing densities become
increasingly difficult to manufacture successfully. The VRD overcomes this
problem because the resolution of the display is limited only by the spot size
on the retina. The spot size on the retina is determined primarily by the
scanner speed, light modulation bandwidth, and imaging optics.
C) Yield
One limiting aspect in the manufacture of liquid crystal array image
generators is the yield and reliability of the hundreds of thousands of
individual liquid crystal cells present in these displays. For a liquid crystal
array display to function properly at all times, each picture element must
function properly. The Virtual Retinal Display requires only constant
functionality from the light sources and the scanners. As resolution increases
in virtual image displays, liquid crystal arrays will contain more and more
individual liquid crystal cells. The Virtual Retinal Display will gain an
increasing advantage over liquid crystal array image generators in terms of
yield as resolution demands increase in the future.
D) Size
The theoretical size for horizontal and vertical scanners plus light sources for
the VRD is smaller than the size of conventional liquid crystal array and CRT
image sources. A typical size for a liquid crystal array image generator for
helmet mounted display applications is one inch by one inch. The Mechanical
Resonant Scanner used in this project was approximately 1 [cm] by 2m [cm].
Furthermore, the problem of scanner size has not been directly addressed.
Further size reduction is certainly possible. It should be noted that light
sources for a smaller, usable full color VRD must be much smaller than the
sources used in this project. The potential size of light emitting diodes and
diode lasers indicate that these sources show greatest promise for future
systems in terms of size.
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CHAPTER 5
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that it feels as if one can touch them. However, holographic projection is still to achieve mass
acceptance as until now, conventional holograms, which offer 3D images.
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CHAPTER 6
2. Higher resolution images- The pixels in the images projected by the diodes can be made
smaller than is possible with any CRT or flat panel display, so higher resolution can be achieved.
With retinal projectors, the only limitation in the resolution of visual images will be the resolving
power of the users eyes.
4. Wider angle of view- Retinal projectors will be able to provide a wider field of view than
is possible with display screens.
5. More accurate color- By modulating light sources to vary the intensity of red, green, and
blue light, retinal projectors canprovide a wider range of colors and more fully saturated colors
than any other display technology.
6. Greater brightness and better contrast- Retinal projectors can provide higher levels
of contrast and brightness than any other display system.
7. Ability to present 3D images- With their capability of presenting high definition imagepairs, retinal projectors can deliver the most highly realistic stereoscopic movies and still
pictorial images to their users.
8. Ability to present far-point images- The human visual system is a far-point system.
With todays desktop and laptop computers users must employ their near-point vision. The
excessive use of our near-point vision in using computers, reading, sewing, playing video games,
etc., is making myopia a very common impediment. The use of the far-point images that can be
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provided by retinal projector systems could reduce the incidence of myopia and, hence, the
growing need for and use of eyeglasses.
9. Lower costs- The present cost of retinal projector systems is high. Nevertheless, there are
no hard-to-overcome manufacturing problems in mass-producing and low-cost components, so
inexpensive systems will soon become available. Environmental and disposal costs of these tiny
delivery devices will also be minimal because toxic elements such as lead, phosphorus, arsenic,
cadmium, and mercury are not used in their manufacture.
6.2 DISADVANTAGES:
1. The principle disadvantage is that Virtual retinal display (VRD) is not yet available in the
significant number.
2. Prototypes and special experimental models are now being built, but their cost per unit is high.
3. The VRD technology is still under progress and Development.
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CHAPTER 7
FUTURE ENHANCEMENTS
For the future development of this emerging new technology, several researches are being
conducted and the several renowned IT sector companies and other best labs present in the world
are handling over the project of screenless displays.
Technology has become perhaps the greatest agent of change in the modern world. While never
without risk, positive technological breakthroughs promise innovative solutions to the most
pressing global challenges of our time, from resource scarcity to global environmental change.
However, a lack of appropriate investment, outdated regulatory frameworks and gaps in public
understanding prevent many promising technologies from achieving their potential.
This field saw rapid progress in 2013 and appears set for imminent breakthroughs of scalable
deployment of screenless display. Various companies have made significant breakthroughs in the
field, including virtual reality headsets, bionic contact lenses, the development of mobile phones
for the elderly and partially blind people, and hologram-like videos without the need for moving
parts or glasses.
Microsoft in 2001 began the work on an idea for an Interactive table that mixes both the
physical and the Virtual worlds.
Multi touch is a human computer interaction technique and the hardwire devices that
implement it, which allows users to compute without conventional input devices.
CUBIT is being developed for the future use of the multi Touch use of the program.
Development of the enhancement of the micro vision also gives the improved and the
futuristic view of the screen less displays. This technology of the micro vision is the very well
useful in the Artificial Retinal Display properties.
Japanese scientists have invented the pair of intelligent Glasses that remembers where people
last saw their keys, Handbags, iPod, and mobile phones.
Smart Google is developing the compact video camera which films everything the wearer
looks at the information what the viewer wants will be directly being seen in through the glasses
where there is no screen or projector present
.
Several laboratories are working under progress on the electron beam lithography which
includes the advanced enhancement of the futuristic screen less display.
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Adobe systems are also working out for the development and deployment cross platform of
the several applications which are to be viewed without the actual screen.
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CHAPTER 8
CONCLUSION
The paper has elaborately discussed screenless displays which is one of the most emerging
computer technologies and has become a new exciting rage for the upcoming generations as a
field of the futuristic technology. Due to the ability of having several advantages which are
involved in the making, designing, coding of the screenless, this needs plenty of knowledge and
process for the development is still under the improvement. May be in the future the world may
be dominated with the screen less display technologies and this enriches the world of
technological empowerment in the field of the computer technology. Screenless displays
promises the cost effective aspect and also brighter future in the computer technology.
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CHAPTER 9
REFERENCES
http://www.wired.com/wiredscience/2010/11/holographic-video/#more-41098
How Stuff Works, How Brain-Computer Interfaces Work
http://computer.howstuffworks.com/brain-computer-interface3.htm
The Future of Things, Heliodisplay Floating Display
http://thefutureofthings.com/articles/40/heliodisplay-floating-display.html
Kids Health, Your Eyes http://kidshealth.org/kid/htbw/eyes.html
Holographic Projection Technologies of the Future
http://www.worldthinktank.net/pdfs/holographictechnologies.pdf
http://en.wikipedia.org/wiki/Screenless
https://www.google.com/patents/US6285505
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