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CERTIFICATE

This is to certify that Mr. Aryan Keshri bearing Regd No. 0801215344 of Information Technology ,7th semester has successfully presented the seminar on the Topic- VIRTUAL REALITY.

{Seminar Guide} IT.}

{Head Of Department

----------------------------{Seminar In Charge}

ACKNOWLEDGMENT

Apart from the efforts of me, the success of my seminar depends largely on the encouragement and guidelines of many others. I take this opportunity to express my gratitude to the people who have been instrumental in the successful completion of this report.

I would like to show my greatest appreciation to concerned faculty members. I cant say thank you enough for your tremendous support and help. I feel motivated materialized. and encouraged. Without your encouragement and guidance this report would not have

The guidance and support received from all the members who contributed to this was vital for the success of the report. I am grateful for their constant support and help.

INDEX

NO. 1

CHAPTER Introduction

PAGE NO. 1

2 3 4 5 6 7 8 9 10 11

Concept of Virtual Reality Types of VR Virtual Reality Environment How Virtual Reality Works Applications of Virtual Reality Future Impact Of Virtual Reality Drawback of Virtual Reality Conclusion Bibliography

7 9 10 11 12 16 16 17 18 19

ABSTRACT: VIRTUAL REALITY


Virtual reality (VR) is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts of telepresence and telexistence. Users can interact with a virtual environment either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, hmds. The simulated environment can be similar to the real worldfor example, in simulations for pilot or combat trainingor it can differ significantly from reality, such as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution, and communication bandwidth; however, the technology's proponents hope that such limitations will be overcome as processor, imaging, and data communication technologies become more powerful and costeffective over time. Virtual reality is often used to describe a wide variety of applications commonly associated with immersive, highly visual, 3D environments. By : Aryan Keshri

Regd. No.: 0801215344

1. INTRODUCTION

What is Virtual Reality?

Virtual reality (VR) is a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. Most current virtual reality environments are primarily visual experiences, displayed either on a screener through special or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones.

Some advanced, hectic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Users can interact with a virtual environment or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus boom arm, and omni directional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ

significantly from reality, as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution and communication bandwidth. However, those limitations are expected to eventually be overcome as processor, imaging and data communication technologies become more powerful and cost-effective over time. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the notion. In the book The Metaphysics of Virtual Reality, Michael R. Heim identifies seven different concepts of Virtual Reality: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. The definition still has a certain futuristic romanticism attached. People often identify VR with Head Mounted Displays and Data Suits. Virtual Reality (VR) is stimulating the users senses in such a way that a computer generated world is experienced as real. In order to get a true illusion of reality, it is essential for the user to have influence on this virtual environment.

Interaction with a virtual environment All that has to be done in order to raise the illusion of being in or acting upon a virtual world or virtual environment, is providing a simulation of the interaction between human being and this real environment. This simulation is -at least- partly attained by means of Virtual Reality interfaces connected to a computer. Basically, a VR interface stimulates one of the human senses. This has not necessarily got to be as complex as it sounds, e.g. a PC-monitor stimulates the visual sense; a headphone stimulates the auditory sense.

Consequently, these two kinds of interfaces are widely employed as Virtual Reality interfaces.

A haptic interface (FCS HapticMaster) With the gustatory and olfactory sense left out of consideration, the hardest part of simulating the interaction between human being and real environment is stimulating the tactile sense and the proprioceptive system (kinesthetic sense). This can be done using a so-called haptic interface. This is a device configured to provide haptic information to a human. Just as a video interface allows the user to see a computer generated scene, a haptic interface permits the user to feel it. Haptic displays generate forces and motions, which are sensed through both touch and kinesthesia.

On-body interface (Exoskeleton)

Off-body interface (Phantom Desktop)

Currently, there are two main kinds of haptic interfaces, namely the offbody interface and the on-body interface. The main difference is that the mass of the on-body interface is supported by the operator while the off-body interface rests on the floor. Nowadays, most commercially available devices are off-body.

The VR-lab Virtual Reality technology can be usefully applied to a broad range of fields. Within the Virtual Reality laboratory (VR-lab), the emphasis is mainly on two different application areas: - Virtual Reality as an engineering tool; - Virtual Reality as a medical training tool. Virtual Reality as an engineering tool In times of shortened product life cycles and increased product complexity, more responsibility comes with designing a product. Research shows that about 80% of development costs and 70% of life cycle costs of a product are determined during the conceptual phase of this process. This has led to the development of Computer Aided Design (CAD) systems that enable the designer to evaluate the geometry of his virtual design. At this stage of the design process, modifications are still quite cheap, compared with changes to a physical prototype or, even worse, the final product. Geometric based design has reached a high level of maturity and affordability. Many companies use it to improve the effectiveness and efficiency of the design process. However, for evaluation of a design, the development of physical prototypes still is necessary. This can be a very much time-consuming and expensive process. Therefore, the designer should be able to define and test the desired behaviour of a forthcoming product in such a way that the corresponding geometry is created automatically by means of a CAD system. In order to come to this ideal situation, it should be made possible for the designer to interact with a virtual prototype as he would do with a physical one.

A Virtual Prototyping environment for gearboxes The answer to more interactive CAD environments is found in the application of Virtual Reality (VR) technology. It allows for interaction with a virtual environment through multiple sensory channels. When VR technology is applied instead of or as a supplement to development of physical prototypes, it is called Virtual Prototyping (VP). This is the process of using a virtual prototype, in lieu of a physical prototype, for test and evaluation of specific characteristics of a candidate design. A virtual prototype can be defined as a computer-based simulation of a system or subsystem with a degree of functional realism comparable to a physical prototype.

A Virtual Assembly environment

A specific part of Virtual Prototyping is Virtual Assembly (VA). Usually, during the design process, the assembly of a conceptual product is already taken into account. Therefore, a detailed assembly procedure has to be developed

without the actual components present. In order to track down the potentially critical operations and geometric conflicts during assembly, physical prototypes are employed. Those physical prototypes have a number of drawbacks, e.g. costly and time-consuming manufacturing, invariability in case of CAD model modifications and immovability caused by mass or extensions. A solution to these problems lies in the application of Virtual Assembly. By utilizing VR technology, various assembly operations can be simulated. This way, not only potentially critical operations and geometric conflicts during assembly can be detected, but also a training tool for shop floor workers is provided. Virtual Reality as a medical training tool Patients nowadays expect the best treatment possible. The common way for a surgeon student to acquire experience is by on the fly learning from an experienced surgeon. This way of teaching has besides many good points some drawbacks. Patients are needed for these educational purposes. These operations take more time thus expensive extra operating-room time is used. The quality depends highly on the educational skills of the experienced doctor.

Simulation of surgical incision The aim of using Virtual Reality as a medical training tool is to offer additional means to teach surgeon student. The goal is to halve the on the fly learning in the operating room with real patients and to improve the quality of the medical treatment. Within a virtual operating room the student will be able to practice the technical skills, the procedures and the theoretical background of operations and diseases. Currently the main research attention is paid to the development of this virtual operating room. With two haptic devices, a 3D vision, a 3D model system and an assessment program an environment will be created in which surgeon students can improve and test their operating skills

. 2. CONCEPT OF VIRTUAL REALITY

The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s, but the origin of the term "virtual reality" can be traced back to the French playwright, poet, actor and director Antonin Artaud. In his seminal book The Theatre and Its Double (1938), Artaud described theatre as "la ralite virtuelle", a virtual reality "in which characters, objects, and images take on the phantasmagoric force of alchemy's visionary internal dramas". It has been used in The Judas Mandala, a 1982 science-fiction novel by Damien Broderick, where the context of use is somewhat different from that defined above. The earliest use cited by the Oxford English Dictionary is in a 1987 article titled "Virtual reality", but the article is not about VR technology. The concept of virtual reality was popularized in mass media by movies such as Brainstorm (filmed mostly in 1981) and The Lawnmower Man (plus others mentioned below). The VR research boom of the 1990s was accompanied by the non-fiction book Virtual Reality (1991) by Howard Rheingold. The book served to demystify the subject, making it more accessible to less technical researchers and enthusiasts, with an impact similar to that which his book The Virtual Community had on virtual community research lines closely related to VR. Multimedia: from Wagner to Virtual Reality, edited by Randall Packer and Ken Jordan and first published in 2001, explores the term and its history from an avant-garde perspective. Philosophical implications of the concept of VR are systematically discussed in the book Get Real: A Philosophical Adventure in Virtual Reality (1998) by Philip Zhai, wherein the idea of VR is pushed to its logical extreme and ultimate possibility. According to Zhai, virtual reality could be made to have an ontological status equal to that of actual reality. Virtual Reality in Reality This brings us to today. Current VR technology, while more impressive than anything weve had before, still falls short of what we imagined it could be. Most systems can only manage to immerse two senses at a time: The VR systems that therapists use to help treat client phobias or PTSD use helmets or small rooms to simulate sights and sounds; The Nintendo Wii allows people to physically interact with a virtual opponent.

But science is getting tired of this plateau its been stuck on. In the last few years, researchers in the field of VR have been stretching themselves to hit more of the five senses. One of the biggest innovations in VR came earlier this year. Sight and sound have always been the go-to senses for virtual reality researchers, but few have ventured into the realm of taste and smell. In March 2009 a team of scientists from the Universities of York and Warwick in the U.K. revealed what they saw as a giant leap forward in VR tech, the Virtual Cocoon. The cocoon not only simulates the looks and sounds of a 3D environment on the inside of a portable helmet, it also has a library of smells and tastes it can feed to the user to correspond to the world they are experiencing.

Which just leaves one last aspect of creating a truly immersive virtual reality systemthe ever elusive locomotion? You can create life-like graphics and simulate realistic sounds, you can feed them tastes and smells, but as soon as your test subject takes their first step to explore your virtual world, youre in trouble, and a virtual world the size of your living room just doesnt do it for most people. To get around this problem, a company called Cyberwalk has started work on an omni-directional treadmill they call the CyberCarpet. This would allow people to walk in any direction for as long as they want without hitting a wall or walking into traffic. When combined with something like the Virtual Cocoon, were the closest weve ever been to escaping this troublesome world in favour of an ideal one of our own making. We may have waited a long time, and the technology might be in its infancy, but we may have our VR rooms and Holodecks sooner that we think.

3. MAIN TYPES OF VR

(Classified by display technology)

Although it is difficult to categorise all VR systems, most configurations fall into three main categories and each category can be ranked by the sense of immersion, or degree of presence it provides. Immersion or presence can be regarded as how powerfully the attention of the user is focused on the task in hand. Immersion presence is generally believed to be the product of several parameters including level of interactivity, image complexity, stereoscopic view, field of regard and the update rate of the display. For example, providing a stereoscopic rather than monoscopic view of the virtual environment will increase the sense of immersion experienced by the user. It must be stressed that no one parameter is effective in isolation and the level of immersion achieved is due to the complex interaction of the many factors involved. As will be shown in this report, the type of VR system being used an important consideration when one investigates the genesis of sickness symptoms and the type of symptoms that may develop.

Non-Immersive (Desktop) Systems Non-immersive systems, as the name suggests, are the least immersive implementation of VR techniques. Using the desktop system, the virtual environment is viewed through a portal or window by utilising a standard high resolution monitor. Interaction with the virtual environment can occur by conventional means such as keyboards, mice and trackballs or may be enhanced by using 3D interaction devices such as a SpaceBall; or DataGlove; .

Semi-Immersive Projection Systems Semi-immersive systems are a relatively new implementation of VR technology and borrow considerably from technologies developed in the flight simulation field.

A semi-immersive system will comprise of a relatively high performance graphics computing system which can be coupled with either:

A large screen monitor A large screen projector system Multiple television projection systems

Fully Immersive Head-Mounted Display Systems The most direct experience of virtual environments is provided by fully immersive VR systems. These systems are probably the most widely known VR implementation where the user either wears an HMD or uses some form of head-coupled display such as a Binocular Omni-Orientation Monitor or BOOM (Bolas, 1994).

4. VIRTUAL REALITY ENVIRONMENT

Other sensory output from the VE system should adjust in real time as a user explores the environment. If the environment incorporates 3-D sound, the user must be convinced that the sounds orientation shifts in a natural way as he maneuvers through the environment. Sensory stimulation must be consistent if a user is to feel immersed within a VE. If the VE shows a perfectly still scene, you wouldnt expect to feel gale-force winds. Likewise, if the VE puts you in the middle of a hurricane, you wouldnt expect to feel a gentle breeze or detect the scent of roses. Lag time between when a user acts and when the virtual environment reflects that action is called latency. Latency usually refers to the delay between the time a user turns his head or moves his eyes and the change in the point of view, though the term can also be used for a lag in other sensory outputs. Studies with flight simulators show that humans can detect a latency of more than 50 milliseconds. When a user detects latency, it causes him to become aware of being in an artificial environment and destroys the sense of immersion.

5.How Does Virtual Reality Work? Dive Right In!

To understand how virtual reality works you must understand the concept of immersion. Immersion allows users to feel as if they exist within the virtual world. In order for a user to feel he is in a virtual world the world must appear to be a regular sized world where perspectives and movement can be achieved effortlessly. Immersion includes such concepts as sight and sound. A user must be able to see in the virtual world as he does in the real world. If looking at a tree the user must be able to walk around the tree and view it from many perspectives. Sound is a major component of how virtual reality works. In the real world sounds are heard in different volumes, pitches, and tones depending on where you are and how you are moving. A virtual world must recreate this experience. If a user becomes aware of the real world environment the virtual world has failed. The goal of immersion is for the virtual world to mimic the real world to the point that a user will be lost in the virtual environment and forget he is using a computer or that the real world exists. How Does Virtual Reality Work? With Inter-Action The second component of a virtual world, and a driving force behind how a virtual world works, is interaction. Users in the virtual world must be able to interact with other users and the virtual environment. Interaction with others in virtual worlds can be accomplished via text or speech. A keyboard will allow users to communicate with other users in text format. Microphones and headsets let users communicate using speech. Interaction with the environment means that the user has the ability to move objects in his environment. The virtual user can move in the virtual environment and do many things he would in the real world. As with immersion, interaction must be seamless. There should be no lag time between your real life movements, (or speech), and the corresponding actions in the virtual world. Lag time will cause the virtual experience to be limited. Understanding how virtual reality works will make your life easier. Many virtual reality programs are currently being created to make users daily lives more pleasant. Once you understand how virtual reality works you can dive into the virtual world.

6. APPLICATIONS OF VIRTUAL REALITY VIRTUAL REALITY IS WELL KNOWN for its use with flight simulators and games. However, these are only two of the many ways virtual reality is being used today. This article will summarize how virtual reality is used in medicine, architecture, weather simulation, chemistry and the visualization of voxel data. In addition, links to web pages where other uses of virtual reality are detailed are included at the end of this article. Medicine Mark Billinghurst, at the Hit Lab in Washington, has developed a prototype surgical assistant for simulation of paranasal surgery. During a simulated operation the system provides vocal and visual feedback to the user, and warns the surgeon when a dangerous action is about to take place. In addition to training, the expert assistant can be used during the actual operation to provide feedback and guidance. This is very useful when the surgeon's awareness of the situation is limited due to complex anatamoy. Finally, Billinghurst and his associates are working at developing a toolkit for physicians which will help them create their own expert assistants for other types of surgery. Architecture The department of visualization and virtual reality at the IGD University in Germany has developed a program that uses radiosity and raytracing to simulate light. This virtual reality program has applications in the area of architecture and light engineering. With light simulation architects can examine how outdoor light will fall inside and outside their building before it is built. If the lighting needs to be redesigned, the architect can redesign the building on the computer and examine the new outdoor light effects. In addition to outdoor light, lighting engineers use virtual reality to examine the effects of point lights, spotlights and other indoor light sources. An interior designer could examine how light will affect different room arrangements.

Other Applications of Virtual Reality Flight Simulator Museums and Cultural Heritage Financial Data

Mass Media:Mass media has been a great advocate and perhaps a great hindrance to its development over the years. During the research boom of the late 1980s into the 1990s the news media's prognostication on the potential of VR and potential overexposure in publishing the predictions of anyone who had one (whether or not that person had a true perspective on the technology and its limits) built up the expectations of the technology so high as to be impossible to achieve under the technology then or any technology to date. Entertainment media reinforced these concepts with futuristic imagery many generations beyond contemporary capabilities. Television Perhaps the earliest example of virtual reality on television is a Doctor Who serial "The Deadly Assassin". This story, first broadcast in 1976, introduced a dream-like computer-generated reality known as the Matrix (no relation to the film see below). The first major American television series to showcase virtual reality was Star Trek: The Next Generation. Several episodes featured a holodeck, a virtual reality facility that enabled its users to recreate

and experience anything they wanted. One difference from current virtual reality technology, however, was that replicators, force fields, holograms, and transporters were used to actually recreate and place objects in the holodeck, rather than illusions of physical objects, as is done today. Motion pictures Steven Lisberger's 1982 movie TRON was the first mainstream Hollywood picture to explore the idea. One year later, it would be more fully expanded in the Natalie Wood film Brainstorm.David Cronenberg's film EXistenZ dealt with the danger of confusion between reality and virtual reality in computer games. Cyberspace became something that most movies completely misunderstood, as seen in The Lawnmower Man. This idea was also used in Spy Kids 3-D: Game Over. Another movie that has a bizarre theme is Brainscan, where the point of the game is to be a virtual killer. A more artistic and philosophical perspective on the subject can be seen in Avalon..

Music videos The lengthy video for hard rock band Aerosmith's 1993 single "Amazing" depicted virtual reality, going so far as to show two young people participating in virtual reality simultaneously from their separate personal computers (while not knowing the other was also participating in it) in which the two engage in a steamy makeout session, sky-dive, and embark on a motorcycle journey together. Games

Classic Virtual reality HMD with glove In 1991, the company (originally W Industries, later renamed) Virtuality licenced the Amiga 3000 for use in their VR machines and released a VR

gaming system called the 1000CS. This was a stand-up immersive HMD platform with a tracked 3D joystick. The system featured several VR games including Dactyl Nightmare (shoot-em-up), Legend Quest (adventure and fantasy), Hero (VR puzzle), Grid Busters (shoot-em-up). Virtual Reality I Glasses Personal Display System is a visor and headphones headset that is compatible with any video input including 3D broadcasting, and usable with most game systems (Nintendo, PlayStation, etc.).

Health care education While its use is still not widespread, virtual reality is finding its way into the training of health care professionals. Use ranges from anatomy instruction to surgery simulation. Annual conferences are held to examine the latest research in utilizing virtual reality in the medical fields.

7. FUTURE It is difficult to predict the future of virtual reality with confidence. In the short run, the graphics displayed in the HMD will soon reach a point of near visual (but not behavioral) realism. The audio capabilities will move into a new realm of three dimensional sound. This refers to the addition of sound channels both above and below the individual or a Holophony approach.

Within existing technological limits, sight and sound are the two senses which best lend themselves to high quality simulation. There are however attempts being currently made to simulate smell. The purpose of current research is linked to a project aimed at treating Post Traumatic Stress Disorder (PTSD) in veterans by exposing them to combat simulations, complete with smells.

8. IMPACT OF VIRTUAL REALITY There has been increasing interest in the potential social impact of new technologies, such as virtual reality (as may be seen in utopian literature, within the social sciences, and in popular culture). Mychilo S. Cline, in his book, Power, Madness, and Immortality: The Future of Virtual Reality, published in 2005, argues that virtual reality will lead to a number of important changes in human life and activity. He argues that: Virtual reality will be integrated into daily life and activity and will be used in various human ways. Techniques will be developed to influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics). As we spend more and more time in virtual space, there will be a gradual migration to virtual space, resulting in important changes in economics, worldview, and culture.

9. DRAWBACKS OF VIRTUAL REALITY With new technology also comes disadvantages . These techniques take time, effort, and money to implement. People may experience a feeling of a loss of reality and a feeling of isolation as they interact with an artificial world, instead of a real world with real people. Finally, virtual reality can increase unemployment as fewer people are needed to design projects: products in their design stage no longer need to be built. However, new jobs will open up in the field of designing virtual reality technology

10. CONCLUSION

Affordable, PC-driven projection based virtual reality systems are a popular topic of investigation right now, and will probably soon become widespread. Our particular hope for such systems is that they will help expand VR out of the research and corporate labs, into public and educational venues.

Our prototype display has now been functional and in use for most of a year. The entire system cost roughly $20,000 to construct; we estimate that a new one could currently be built for about half that amount.

11. BIBLIOGRAPHY

1.

http://electronics.howstuffworks.com/gadgets/other-gadgets/virtualreality.htm http://en.wikipedia.org/wiki/Virtual_reality http://www.geom.uiuc.edu/docs/forum/vr/

2. 3.

4.

http://www.allfreeessays.com/topics/advantages-and-disadvantages-ofvirtual-reality/0 http://www.exampleessays.com/essay_search/disadvantages_virtual.html

5.

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