0% found this document useful (0 votes)
56 views

Research Paper Presentation: Shashank Shekhar 2 Cse 9X A2305219583 Dr. Neha Agarwal

This document summarizes a research paper presentation on virtual reality. It discusses how virtual reality uses computer technology to recreate the world through our senses. It describes different levels of immersion in virtual reality systems from non-immersive to fully immersive. It also discusses challenges with current input devices like trackers and issues with only using sight and sound for output. The document provides a brief history of virtual reality technology and its applications today in fields like healthcare, education, and entertainment.

Uploaded by

Bhavya Malhotra
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
56 views

Research Paper Presentation: Shashank Shekhar 2 Cse 9X A2305219583 Dr. Neha Agarwal

This document summarizes a research paper presentation on virtual reality. It discusses how virtual reality uses computer technology to recreate the world through our senses. It describes different levels of immersion in virtual reality systems from non-immersive to fully immersive. It also discusses challenges with current input devices like trackers and issues with only using sight and sound for output. The document provides a brief history of virtual reality technology and its applications today in fields like healthcare, education, and entertainment.

Uploaded by

Bhavya Malhotra
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 16

RESEARCH PAPER PRESENTATION

SHASHANK SHEKHAR
2 CSE 9X
A2305219583
Dr. Neha Agarwal
TOPIC :

VIRTUAL REALITY
What is Virtual Reality ?
Virtual Reality ,in its essence, is a technology aided attempt to recreate the
world that we see and experience around us through our five senses. Many
ways of imitating and expression of the world around us has been in practise
since thousands of years like painting, music, etc. Since Virtual Reality is a
computer bases technology, the recreating and modeling of the world can be
done to a larger efficiency and detail.
HOW IS IT REALISED IN PRACTISE ?
To create a sense of immersion and an experience of the world by simulation
through computers, the technology has multiple input systems and an output
screen ( generally head mounted ). The output systems involve our sense
perception so as that the brain interprets it as a real life situation happening.
For example, the audio outputs are enhanced and many factors like Doppler
effect, sounds coming from a specific direction is more pronounced than
others, etc and many subtler aspects are included which matches the level of
real world happenings to a large detail which gives a heightened sense of
immersion to the user.
LEVELS OF IMMERSION
Depending upon the requirement there are certain levels of immersion that a user
can experience.

NON IMMERSIVE
SYSTEMS SEMI- IMMERSIVE
This system uses multiple IMMERSIVE SYSTEMS
desktop screens for the SYSTEMS Uses head mounted
role and can be employed A step up of desktop device which supports
on many occasion without systems. Tracks and stereoscopic view
any special hardware. User computes the motion of according to user’s
has no immersion, but only the user and gives a movement based on
interaction. higher immersion due to his orientation and
this. movement.
Trackers used

Trackers are the important for the input systems. Some of them are :

Magnetic Trackers Optical Trackers


These devices use light to calculate a
They sense the target’s orientation along with position.
changes in magnetic The signal emitter typically includes a
field due to the group of infrared LEDs. The sensors
change in current consist of nothing but only cameras.
These cameras can understand the
flowing in wires. infrared light that has been emitted. The
Emitter’s direction is LEDs illuminates in a fashion known as
approximated by this. sequential pulses. The pulsed signals are
recorded by the camera and then the
information is sent to the processing unit
of the system. Data can be extrapolated
by this unit. This will estimate the
position as well as the orientation of the
target. The upload
Acoustic Tracker
 This tracking system senses and Inertial Trackers
produces ultrasonic sound waves to Uses data from accelerometers and
identify the orientation and position of gyroscope . Based on MEMS
a target. They calculate the time taken technology which allows tracking of
for the ultrasonic sound to travel to a orientation in space with minimum
sensor. The sensors are usually kept latency and high update rates.
stable in the environment. The user
puts on ultrasonic emitters. However,
the calculation of the orientation as
well as position of the target
depending on the time on the time
taken by the sound to hit the sensors is
achieved by the system. Many faults
are shown by the
PROBLEM
Currently, for output systems, only sense perceptions used are sight and hearing
and vibrations to a certain extent. Sense of touch, taste, are not used on a large
scale which reduces the level of immersion experienced. Also, the current output
devices are not subtle and light enough and a certain hassle in involved in their
usage.
The input systems which uses trackers and sensors also , at times, have a certain
delay in the record time and there is a time lag in the ouput which creates a
sluggish and slow output. Much research and development is going on in these
directions and much is needed.
Challenges in Input Devices

In Acoustic Trackers In Optical Trackers

Problems faced are slow update The line of sight between a camera
rate , lapse in time from emission and an LED(the device emitting the
to reception. It is also influenced light) can be obscured which
by surrounding temperature, hampers the tracking.
humidity and pressure.
In Mechanical Trackers
In Magnetic Trackers
Though the update rate is very high with Since it measures the change in
mechanical systems, it seriously hampers the magnetic fields, anything that
many of the movements of the user as it may generate a magnetic field if is
creates a load. Range of motion is present in the vicinity of the
limited. tracker, it will catch that and the
true input will be hampered.
CAVE
Cave Automatic Virtual Environment (CAVE) is an immersive virtual reality
environment where instead of using HMD, it projects stereoscopic images on walls of
the room. The resolution of the images is increased and gives a wider field of view.

A motion capture system tracks the real time movement and position of user and
stereoscopic glasses produce a 3D image. The computers rapidly generate a pair of
images one for each of the user’s eyes based on motion capture data. Glasses are in
sync with projector so that each eye sees the correct image.
Other technologies in output systems

Haptics Technology
It provides a 3D touch to the user by Telepresence
applying force, vibrations to the user. For Its about the user interacting with
ex. The haptics joystick provide dynamic another live and real space and is
resistance to the user based on the motion not a virtual presence. Like an
and the action performed like different online video conferencing.
resistances provided when pulling the
trigger of a Bull-pup shotgun and a pistol.
EVOLUTION OF VIRTUAL REALITY TECHNOLOGY

Sensorama : A multi-sensory simulator

It was invented in 1957 and probably is the first virtual


reality based product. A pre-recorded film was integrated
with binaural sounds, breeze and fragrance.
It had stereoscopic color display, fans, odor emitter and a
motional chair. It simulated a bike ride in New York City.
VIDEOPLACE
Established by Myron Krueger in 1970s, it was about creating an artificial
reality that surrounded the users, and responded to their movements
without surrounded by too much of hardware.
Videoplace used projectors, cameras, onscreen silhouettes of user to place
the user within an interactive environment . Users in separate rooms could
interact with each other with this technology.  The movements of the users
recorded on video were analyzed and transferred to the silhouette
representations of the users in the environment. By the users being able to
visually see the results of their actions on screen, through the use of the
crude but effective colored silhouettes, the users had a sense of presence
while interacting with onscreen objects.
PRESENT DAY SITUATION
Virtual Reality has found its uses in the world in many fields like
healthcare, education, research, sports, military, gaming and
entertainment. Though it provides a immersion in the modeled
and a recreated world, much research and work is needed to
enhance the input and output systems, and also to make it
available to the people so that it can be integrated in not just
special fields as mentioned, but even in their day to day
activities so as to enhance and lubricate their everyday
activities. Not every sense perception is currently used in a
single activity performed using virtual reality, so it reduces the
immersion. Research is going on in this direction and the in
coming future it is inevitable that VR and other such
technologies will be integrated in our everyday activities.
THANK YOU

You might also like