Virtual Reality Report
Virtual Reality 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)
(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).
professor, for him kind support and guidance during the course of my Technical Seminar and in
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
KARAMALA REVANTH
(20BF1A0493).
ABSTRACT
LIST OF FIGURES i
1 INTRODUCTION 7
6 ADVANTAGES 15
7 DISADVANTAGES 16
9 CONCLUSION 18
10 REFERENCES 19
LIST OF FIGURES
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.
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
The above images are about virtual reality technology and its importance.
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.”
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
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.
FIGURE :5
Windows on 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
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
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 .
FIGURE :7
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
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.
FIGURE :9
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
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.
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.
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