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VR 2

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12 views15 pages

VR 2

Uploaded by

rachitchappa365
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Depatment Of ECE

VIRTUAL REALITY
A.V.V.A . Pavan kumar
Depatment Of ECE

Table of Contents
INTRODUCTION ............................................................................................................................ 3
HISTORY .................................................................................................................................... 6
Technology .............................................................................................................................. 7
Applications ...................................................................................................................... 10
Conclusion.................................................................................................................... 13
BIBLOGRAPHY ..................................................................................................... 15
Depatment Of ECE

Table of Figures
Figure 1: Different fields of VR
.........................................................................................................................................................
4
Figure 2: Nasa Amens
.........................................................................................................................................................
6
Figure 3: Stereoscopic visual simulator
.........................................................................................................................................................
7
Figure 4: Evolution of VR
....................................................................................................................................................... 1
3
Figure 5: Usage of VR in different fields
....................................................................................................................................................... 1
5
Depatment Of ECE

VIRTUAL REALITY (VR)

INTRODUCTION :

Virtual reality (VR) is a simulated experience that employs 3D near eye


displays and pose tracking to give the user an immersive feel of a virtual
world. Applications of virtual reality include entertainment (particularly video
games ), education (such as medical, safety or military training) and business
(such as virtual meetings).

Figure 1: Different fields of VR [04. ]


Depatment Of ECE

VR is one of the key technologies in the reality-virtuality columnn. Assuch, it


is different from other digital visualization solutions, such
as augmented virtuality and augmented virtuality.
Currently, standard virtual reality systems use either virtual reality or multi-
projected environments to generate some realistic images, soundsand other
sensations that simulate a user's physical presence in a virtualenvironment. A
person using virtual reality equipment is able to look around the artificial world,
move around

in it and interact with virtual features or items.

The effect is commonly created by VR headsets consisting of a head- mounted


display with a small screen in front of the eyes, but can also becreated through
specially designed rooms with multiple large screens.
Virtual reality typically incorporates auditory and video feedback, but may also
allow other types of sensory and force feedback through haptictechnology.
Depatment Of ECE

Figure 2: Nasa Amens

An operator controlling The Virtual Interface Environment Workstation

(VIEW) at NASA Ames around 1990

HISTORY
20TH CENTURY :
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could
encompass all the senses in an effective manner, thus drawing the viewer into
the on screen activity. He built a prototype of his vision dubbed the
Sensorama in 1962, alongwith five short films to be displayed in it while
engaging multiple senses(sight, sound, smell, and touch). Predating digital
computing, the Sensorama was a mechanical device.
Depatment Of ECE

Heilig also developed what he referred to as the "Telesphere Mask" (patented


in 1960). The patent application described the device as "atelescopic television
apparatus for individual use... The spectator is given a complete sensation of
reality, i.e. moving three dimensional

images which may be in colour, with 100% peripheral vision, binauralsound,


scents and air breezes."

Figure 3: Stereoscopic visual


simulator

view master, a stereoBob Sproullscopic visual simulator, was introducedin


1939. In 1968, Harvard Professor Ivan Sutherland, with the help of his students
including , created what was widely considered to be the first head-mounted
display system for use in immersive simulation applications, called The Sword
of Damocles. It was primitive both in terms of user interface and visual realism,
and the HMD to be worn by the user was so heavy that it had to be suspended
from the ceiling, which gave the device a for midable appearance and inspired
its name.

Technology
Depatment Of ECE

• Hardware
Modern virtual reality headset displays are based on technology developed for
smartphones including: gyroscopes and motion sensors for tracking head, body,
and hand positions; small screens for stereoscopic displays; and small,
lightweight and fast computer processors. These components led to relative
affordability for independent VR developers, and led to the 2012 Oculus Rift
Kickstarteroffering the first independently developed VR headset.

Independent production of VR images and video has increased alongside the


development of affordable omnidirectional cameras, also known as 360-degree
cameras or VR cameras, that have the ability to record 360 interactive
photography, although at relatively low resolutionsor in highly compressed
formats for online streaming of 360 video.

Special input devices are required for interaction with the virtual world. Some
of the most common input devices are motion controllers and optical
tracking sensors. In some cases, are used. Controllers typically use optical
tracking systems (primarily infrared cameras) for location and navigation, so
that the user can move freely without wiring.

Some input devices provide the user with to the hands or other parts ofthe
body, so that the user can orientate themselves in the three- dimensional world
through haptics and sensor technology as a further sensory sensation and carry
out realistic simulations.
Depatment Of ECE

Virtual reality cameras can be usedopen-source to X3Dcreate VR photography


using 360-degree panorama videos. VR cameras are available in various formats,
with varying numbers of lenses installed inthe camera.

• Software

The Virtual Reality Modelling Language (VRML), first introduced in 1994,was


intended for the development of "virtual worlds" without dependencyon
headsets. The Web3D consortium was subsequently founded in 1997 for the
development of industry standards for web-based 3D graphics. The consortium
subsequently developed from the VRML framework as an archival, standard for
web-based distribution of VR content. Web VR is an experimental JavaScript
application programminginterface (API) that provides support for various
virtual reality devices, such as the HTC Vive, Oculus Rift, Google Cardboard or
OSVR, in a web browser.

Applications :
Virtual reality is most commonly used in entertainment applications suchas video
games, 3D cinema, amusement park rides including dark
rides and social virtual worlds. Consumer virtual reality headsets werefirst
released by video game companies in the early-mid 1990s.

Beginning in the 2010s, next-generation commercial tethered headsets were


Depatment Of ECE

released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR),setting off a
new wave of application development.

3D cinema has been used for sporting events, pornography, fine art,music
videos and short films. Since 2015, roller coasters and theme parks have
incorporated virtual reality to match visual effects with hapticfeedback.

In social sciences and psychology, virtual reality offers a cost-effective tool to


study and replicate interactions in a controlled environment. It canbe used as a
form of therapeutic intervention. For instance, there is the case of the (VRET), a
form of exposure therapy for treating anxiety disorders such as post traumatic
stress disorder (virtual reality exposuretherapy) and phobias.

A VR therapy has been designed to help people


with psychosis and agoraphobia manage their avoidance of outside
environments. In the therapy, the user wears a headset and a virtualcharacter
provides psychological advice and guides them as they explore simulated
environments (such as a cafe or a busy
street). NICE is assessing the therapy to see if it should berecommended on
the NHS.

During the COVID-19 pandemic, social VR has also been used as amental-
health tool in a form of self-administered, non-traditional cognitive
behavioural therapy.
Depatment Of ECE

Virtual reality programs are being used in the rehabilitation processes with
elderly individuals that have been diagnosed with Alzheimer's disease. This
gives these elderly patients the opportunity to simulate real experiences that
they would not otherwise be able to experience due to their current state.

17 recent studies with randomized controlled trials have shown that virtual
reality applications are effective in treatingcognitive deficits with neurological
diagnoses. Loss of mobility in elderlypatients can lead to a sense of loneliness
and depression.
Virtual reality is able to assist in making aging in place a lifeline to anoutside
world that they cannot easily navigate.

Virtual reality allows exposure therapy to take place in a safeenvironment.


Virtual reality has been used in physical
rehabilitation since the 2000s. Despite numerous studies conducted, good
quality evidence of its efficacy compared to other rehabilitation methods
without sophisticated and expensive equipment is lacking forthe treatment of
Parkinson's disease.

A 2018 review on the effectiveness of mirror therapy by virtual realityand


robotics for any type of pathology concluded in a similar
way. Another study was conducted that showed the potential for VR to
promote mimicry and revealed the difference between neurotypical and
autism spectrum disorder individuals in their response to a two- dimensional
avatar.
Depatment Of ECE

Immersive virtual reality technology with myoelectric and motion tracking


control may represent a possible therapy option for treatment-resistant phantom
limb pain. Pain scale measurements were taken into account and an interactive
3-D kitchen environment was developed based on theprinciples of mirror
therapy to allow
for control of virtual hands while
wearing a motion-tracked VR
headset.

Figure 4: Evolution of VR

A systematic search in Pubmed and Embase was performed to determine results


that were pooled in two meta-analysis. Meta-analysisshowed a significant result
in favor of VRT for balance.
In the fast-paced and globalised business world, meetings in VR are used to
create an environment in which interactions with other people (e.g. colleagues,
customers, partners) can feel more natural than a phone call or video chat. In
the customisable meeting rooms all partiescan join using the VR headset and
interact as if they are in the same physical room. Presentations, videos or 3D
models (of e.g. products orprototypes) can be uploaded and interacted with.
Compared to traditional text-based CMC, Avatar-based interactions in 3D
virtual environment lead to higher levels of consensus, satisfaction, and
cohesion among group members.[01.]
Depatment Of ECE

Conclusion
In conclusion, the future of virtual reality is incredibly bright. The
advancements in VR technology, such as Meta Quest, are pushing the
boundaries of what is possible in terms of immersion and realism. VR
has the potential to revolutionize gaming, entertainment, education,
training, and various industries. Despite challenges and limitations, the
projected growth of the VR market indicates a promising future. As VR
continues to evolve and improve, we can look forward to more realistic
and interactive digital experiences that will transform the way we live,
work, and play. The future holds exciting prospects for VR, and we are
on the brink of a new era of immersive technology.[02.]
Figure 5: Usage of VR in different fields [03]
16
BIBLOGRAPHY :

Bibliography
04. : alamy, ,
01. : wikipedia, , 2020
02. : American university school of education ,
, 03: Insight, ,

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