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

Virtual Reality Report

This document is a technical seminar report on virtual reality submitted by Karamala Revanth to fulfill requirements for a Bachelor of Technology degree. It includes an introduction, description of what virtual reality is, the history of virtual reality dating back to the 1950s, how virtual reality works using computer hardware and software along with head-mounted displays, types of virtual reality such as immersive and non-immersive, advantages, disadvantages, applications, and conclusion. The report provides an overview of virtual reality for educational purposes.

Uploaded by

England Deadpool
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
214 views

Virtual Reality Report

This document is a technical seminar report on virtual reality submitted by Karamala Revanth to fulfill requirements for a Bachelor of Technology degree. It includes an introduction, description of what virtual reality is, the history of virtual reality dating back to the 1950s, how virtual reality works using computer hardware and software along with head-mounted displays, types of virtual reality such as immersive and non-immersive, advantages, disadvantages, applications, and conclusion. The report provides an overview of virtual reality for educational purposes.

Uploaded by

England Deadpool
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 22

A

Technical Seminar report

On

“VIRTUAL REALITY”
Submitted for the partial fulfillment of requirements for the award of the degree of

BACHELOR OF TECHNOLOGY
IN
ELECTRONICS AND COMMUNICATION ENGINEERING

Submitted by

KARAMALA REVANTH(20BF1A0493)

Under The Guidance of


MR.V.MAHESH

SRI VENKATESWARA COLLEGE OF ENGINEERING


(AUTONOMOUS)
DEPARTMENT OF ELECTRONICS AND COMMUNICATION ENGINEERING
(Approved by AICTE, New Delhi & Affiliated to JNTUA, Ananthapuramu)
Karakambadi Road, TIRUPATI – 517507
2022-2023
SRI VENKATESWARA COLLEGE OF ENGINEERING

(AUTONOMOUS)
DEPARTMENT OF ELECTRONICS AND COMMUNICATION ENGINEERING
(Approved by AICTE, New Delhi & Affiliated to JNTUA, Ananthapuramu)
TIRUPATI – 517507
2022-2023

CERTIFICATE

This is to certify that a seminar report entitled “VIRTUAL DISPLAY” a bonafide record of the
technical seminar done and submitted by K.REVANTH bearing 20BF1A0493 for the partial
fulfillment of the requirements for the award of B. Tech Degree in ELECTRONICS AND
COMMUNICATION ENGINEERING of SRI VENKATESAWARA COLLEGE OF
ENGINEERING(AUTONOMOUS).

CO-ORDINATOR HEAD OF THE DEPARTMENT


ACKNOWLEDGMENT
I would like to express my gratefulness and sincere thanks to Mr V. Mahesh , Assistant

professor, for him kind support and guidance during the course of my Technical Seminar and in

the successful completion of the assigned project.

I would like express gratitude to Mr V. Mahesh, Assistant professor, ECE

Department for him continuous follow up and timely guidance in completing the task effectively.

I would like to express my gratefulness and sincere thanks to Dr. D. Srinivasulu Reddy,

Head of the Department, Department of Electronics and Communication Engineering, for his

kind support and encouragement during the course of my study and in the successful completion

of the Technical Seminar.

I have great pleasure in expressing my hearty thanks to our beloved Principal

Dr. N .Sudhakar Reddy for his support and encouragement

KARAMALA REVANTH
(20BF1A0493).
ABSTRACT

Virtual reality or virtual realities, which can be referred to as immersive


computer- simulated reality, replicates an environment that simulates a
physical presence in places in the real world or unimagined world,
allowing to interact with that work. Virtual realities artificially create
sensory experience, which can include sight touch, hearing, and smell.
Most of the virtual realities are displayed either on mw computer screen
or with an HD VE special stereoscopic display, and some simulations add
additional sensory information and focus on real sound through speakers
or headphones large led towards WR users. Some advanced haptic
systems now include tactile information, generally known as fierce
feedback in medical gaming and military applications. Furthermore,
virtual reality covers remote communication environments, which
provide virtual presence if users with the concepts of telepresence virtual
artefact either through the use of standard devices such as a keyboard
and mouse, or through multimodal devices such as a wired phones or
directional treadmills.
CONTENTS
SL.NO DESCRIPTION PAGE NO

LIST OF FIGURES i

1 INTRODUCTION 7

2 WHAT IS VIRTUAL REALITY? 8

3 HISTORY OF VIRTUAL REALITY 9-10

4 HOW VIRTUAL REALITY WORKS? 11

5 TYPES OF VIRTUAL REALITY 12

i IMMERSIVE VIRTUAL REALITY 12

ii NON-IMMERSIVE VIRTUAL REALITY 13

iii WINDOWS ON WORLD 14

6 ADVANTAGES 15

7 DISADVANTAGES 16

8 APPLICATIONS OF VIRTUAL REALITY 17

9 CONCLUSION 18

10 REFERENCES 19
LIST OF FIGURES

S.NO FIGURES PAGE NO.


1 FIGURE 1 7
2 FIGURE 2 8
3 FIGURE 3 9
4 FIGURE 4 10
5 FIGURE 5 11
6 FIGURE 6 12
7 FIGURE 7 13
8 FIGURE 8 14
9 FIGURE 9 15
10 FIGURE 10 16
11 FIGURE 11 17
VIRTUAL REALITY

1. INTRODUCTION

The use of the term “virtual reality,” however, was first used in the mid-1980s when Jaron
Lanier, founder of VPL Research, began to develop the gear, including goggles and gloves,
needed to experience what he called “virtual reality.”
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye
displays to give the user an immersive feel of a virtual world. Applications of virtual
reality include entertainment (particularly video games), education (such as medical or
military training) and business (such as virtual meetings). Other distinct types of VR-style
technology include augmented reality and mixed reality, sometimes referred to as extended
reality or XR, although definitions are currently changing due to the nascence of the industry.

FIGURE 1

The above figure is an example of virtual reality that you are now viewing on your computer
screen. But actually, this virtual reality images are operated by the computers and head-mounted
contains the displays and we feel immersed into it.

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 7


VIRTUAL REALITY

2.WHAT IS VIRTUAL REALITY


Virtual reality is a simulated 3D environment that enables users to explore and interact with a
virtual surrounding in a way that approximates reality, as it is perceived through the users' senses.
The environment is created with computer hardware and software, although users might also
need to wear devices such as helmets or goggles to interact with the environment. The more
deeply users can immerse themselves in a VR environment -- and block out their physical
surroundings -- the more they are able to suspend their belief and accept it as real, even if it is
fantastical in nature.

The definition of virtual reality comes, naturally, from the definitions for both ‘virtual’ and
‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So
the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it
usually refers to a specific type of reality emulation.

We know the world through our senses and perception systems. In school we all learned that we
have five senses: taste, touch, smell, sight and hearing. These are however only our most obvious
sense organs. The truth is that humans have many more senses than this, such as a sense of
balance for example. These other sensory inputs, plus some special processing of sensory
information by our brains ensures that we have a rich flow of information from the environment
to our minds.

FIGURE:2

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 8


VIRTUAL REALITY

The above images are about virtual reality technology and its importance.

3.HISTORY OF VIRTUAL REALITY


Virtual reality actually has an extensive history with a concept that dates all way back to the
1950s.

FIGURE:3

More than one person has been involved in the development of this technological system.

In 1950’s visionary cinematography Morton Heilig built a single user console called Sensorama.
This enabled the user watch television in 3 dimensional ways.

The use of the term “virtual reality,” however, was first used in the mid-1980s when Jaron Lanier,
founder of VPL Research, began to develop the gear, including goggles and gloves, needed to
experience what he called “virtual reality.”

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 9


VIRTUAL REALITY

Morton Heilig’s background was in the Hollywood motion picture industry. He wanted to see
how people could feel like they were “in” the movie. The Sensorama experience simulated a real
city environment, which you “rode” through on a motorcycle. Multisensory stimulation let you
see the road, hear the engine, feel the vibration, and smell the motor’s exhaust in the designed
“world.”

Heilig also patented a head-mounted display device, called the Telesphere Mask, in 1960. Many
inventors would build upon his foundational work.

The 1970s and 1980s were a heady time in the field. Optical advances ran parallel to projects that
worked on haptic devices and other instruments that would allow you to move around in the
virtual space. At NASA Ames Research Center in the mid-1980s, for example, the Virtual Interface
Environment Workstation (VIEW) system combined a head-mounted device with gloves to enable
the haptic interaction.

FIGURE :4

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 10


VIRTUAL REALITY

4.HOW VIRTUAL REALITY WORKS


VR is one of the fastest-growing technologies in the world, and a source of excitement for many
consumers. Increasingly, VR is appearing in homes and businesses across the globe, stimulating
environment sand settings in a way that’s realistic enough to fool us into thinking we’re
somewhere else.

Therein lies the heart of virtual reality technology. The purpose of a VR headset is to transport
you to another version of reality, where you can interact with new environments.

As human beings, we base our perception of the world on the rules developed by our experience.
We believe what we see, hear, and feel around us. VR designers use the basic rules of perception,
and ideas of how we interact with the world to create environments that feel just as authentic as
the world around us.

VR headsets are essentially just machines designed to replace our surroundings with something
created in software. There are gyroscopic sensors, accelerators, and magnetometers in headsets
to determine how you move and track your interactions with a virtual space. Your headset also
connects to external cameras and computer systems to access software for your VR experience,
or connect with additional programs.

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 11


VIRTUAL REALITY

FIGURE :5

5.TYPES OF VIRTUAL REALITY


There are 3 primary categories of virtual reality simulations used today:

Immersive virtual reality,

Non-immersive virtual reality, and

Windows on world.

5.1:IMMERSIVE VIRTUAL REALITY


The goal of Immersive Virtual Reality is to completely immerse the user inside the computer -
generated world, giving the impression to the user that he/she has “stepped inside” the synthetic
world.

Virtual Reality (VR) is the technology that provides almost real and/or believable experience in a
synthetic or virtual way. The goal of Immersive VR is to completely immerse the user inside the
computer-generated world, giving the impression to the user that he/she has “stepped inside”
the synthetic world. This can be achieved by using either the technologies of Head-Mounted

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 12


VIRTUAL REALITY

Display (HMD) or multiple projections. Immersive VR with HMD uses HMD to project VR just in
front of the eyes and allows users to focus on display without distraction.

A magnetic sensor inside the HMD detects the users' head motion and feeds that information to
the attached processor. Consequently, the user turns his or her head; the displayed graphics can
reflect the changing viewpoint. The virtual world appears to respond to head movement in a
familiar way.
FIGURE :6

5.2:NON-IMMERSIVE VIRTUAL REALITY


Non-immersive virtual experiences are often overlooked as a virtual reality category because it’s
already so commonly used in everyday life. This technology provides a computer-generated
environment, but allows the user to stay aware of and keep control of their physical environment.
Non-immersive virtual reality systems rely on a computer or video game console, display, and
input devices like keyboards, mice, and controller. A video game is a great example of a non-
immersive VR experience.

Non-immersive VR systems have been studied as a therapeutic tool for improving symptoms in
neurological disorders and have shown potential to promote cognitive and motor improvements
even in advanced stages of different neurological diseases (e.g., stroke, Alzheimer and Parkinson
disease (AD, PD), multiple sclerosis (MS), and traumatic brain injury) because of these
characteristics .

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 13


VIRTUAL REALITY

FIGURE :7

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 14


VIRTUAL REALITY

5.3:WINDOWS ON WORLD
Some systems use a conventional computer monitor to display the visual world. This some times
called Desktop VR or a Window on a World (WoW). This concept traces its lineage back through
the entire history of computer graphics. In 1965, Ivan Sutherland laid out a research program for
computer graphics in a paper called "The Ultimate Display" that has driven the field for the past
nearly thirty years.

Windows Mixed Reality is a platform introduced as part of the Windows 10 and 11 operating
system, which provides augmented reality and virtual reality experiences with compatible head-
mounted displays.
Its flagship device, Microsoft HoloLens, was announced at the "Windows 10: The Next Chapter"
press event on January 21, 2015. The HoloLens provides an augmented reality experience where a
live presentation of physical real-world elements is incorporated with that of virtual elements
(referred to as "holograms" by Microsoft) such that they are perceived to exist together in a
shared environment. A variant of Windows for augmented reality computers (which augment a
real-world physical environment with virtual elements) Windows Mixed Reality features an
augmented-reality operating environment in which any Universal Windows Platform app can run.
The platform is also used for virtual reality headsets designed for use on the Windows 10 Fall
Creators Update, which are built to specifications implemented as part of Windows Mixed Reality,
but lack support for augmented-reality experiences.

FIGURE :8

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 15


VIRTUAL REALITY

6.ADVANTAGES

VR can improve the grasping of core concepts among students and trainees. The technology also
allows the learners to decide their own pace of learning.

1) Virtual reality helps in exploring places without actually being there.


2) The education system has been improved.
3) It creates a realistic world.
4) Help in providing training.
5) Lowest risk.
6) Increases interest and engagement toward a subject.
7) Cost-effective

FIGURE :9

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 16


VIRTUAL REALITY

7.DISADVANTAGES

VR equipment can be expensive, making it less accessible to some people, which is disadvantage
of VR. Using VR equipment for a long time might negatively affect vision and balance.

1) Implementation is expensive.
2) Only develop technical skills no interaction is there.
3) Technology is complex.
4) Addiction to Virtual Reality.
5) Impact on the real human body.
6) Not engaged in the real world.
7) Psychological damage.

FIGURE :10

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 17


VIRTUAL REALITY

8.APPLICATIONS OF VR

Virtual reality applications are applications that make use of virtual reality (VR), an immersive
sensory experience that digitally simulates a virtual environment. Applications have been
developed in a variety of domains, such as education, architectural and urban design, digital
marketing and activism, engineering and robotics, entertainment, virtual communities, fine arts,
healthcare and clinical therapies, heritage and archaeology, occupational safety, social science
and psychology.

1) Architecture and urban design.


2) Industrial design.
3) Health care and medical.
4) Digital marketing.
5) Entertainment.
6) Education and training.
7) Military.
8) Engineering and robotics.
FIGURE :11

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 18


VIRTUAL REALITY

9.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. In 2016, 2.5 million virtual and augmented
reality devices are expected to be sold. In a CCS report, by 2018, 24 million VR devices are expected
to be sold. Although compared to the number of smart phone users, this number is quite small. But

considering how recently this technology is moving into mainstream consumerism, this level of
growth is astounding.

VR technology is still in its infancy and we are not yet sure how full scale VR invasion will impact
our social lives. Similarly when VR becomes accessible by majority of the population, it should not
end up becoming a social problem. So due diligence will have to be taken by the respective
stakeholders, including manufacturers of VR technology, VR content providers, manufacturers that
use VR to attract customers, governments and the people themselves.

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.

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 19


VIRTUAL REALITY

10.REFERENCES
https://www.bing.com/ck/a?!&&p=9a05ee45b7365fabJmltdHM9MTY4ODg2MDgwMCZpZ3V
pZD0wYTNjMjc5MS0wYjIwLTY5YzUtMWUyNy0zNmE2MGFkNzY4MDImaW5zaWQ9NT
UyNw&ptn=3&hsh=3&fclid=0a3c279169c51e236a60ad76802&psq=refernces+on+digital+imae
+processing&u=a1aHR0cHM6Ly93d3cuamF2YXRwb2ludC5jb20vZGlnaXRhbC1pbWFnZS1w
cm9jZXNzaW5nLXR1dG9yaWFs&ntb=1

https://www.bing.com/ck/a?!&&p=51b7f21035d3b07fJmltdHM9MTY4ODg2MDgwMCZpZ
3VpZD0wYTNjMjc5MS0wYjIwLTY5YzUtMWUyNy0zNmE2MGFkNzY4MDImaW5zaWQ9
NTI1MQ&ptn=3&hsh=3&fclid=0a3c2791-0b20-69c5-1e27-
36a60ad76802&psq=refernces+on+digital+imae+processing&u=a1aHR0cHM6Ly9lbi53a
WtpcGVkaWEub3JnL3dpa2kvRGlnaXRhbF9pbWFnZV9wcm9jZXNzaW5n&ntb=1

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 20


VIRTUAL REALITY

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 21


VIRTUAL REALITY

DEPARTMENT OF ECE, SVCE, TIRUPATI Page 22

You might also like