Unit - 1
Unit - 1
INTRODUCTION TO
VIRTUAL REALITY
WHAT IS VIRTUAL REALITY??
• Virtual Reality means feeling the
imaginary(Virtual) world, rather than the
real one. The imaginary world is a
simulation running in computer.
• Virtual Reality is the term used for computer
generated 3D environments that allow the
user to enter and interact with alternate
realities.
• The definition of “Virtual” is near and
“reality” is what we experience as human
beings.
AUGMENTED REALITY
1993: First ever VR headset was introduced by the gamming company SEGA.
Example:- On a computer, you can use the mouse to move about the virtual space, and
on mobile devices, you can touch and swipe to move about the place.
FULLY-IMMERSIVE VR
• Fully-immersive simulations give users the most realistic simulation experience,
complete with sight and sound.
• To experience and interact with fully-immersive virtual reality, the user needs the
proper VR glasses or a head mount display (HMD).
• VR headsets provide high-resolution content with a wide field of view.
• The display typically splits between the user’s eyes, creating a stereoscopic 3D
effect, and combines with input tracking to establish an immersive, believable
experience.
• Input devices are used by users in the VR system to interact with the
virtual world in front of them.
• These devices might be a tool or a weapon in their artificial world.
• The input devices include mice, controllers, joysticks, gloves with
sensors, and body tracking systems.
CONTD..
5) Audio system:
• In the world of education and training, the future of virtual reality has already
arrived.
• Schools and universities worldwide are leveraging virtual reality trends to provide
immersive learning experiences.
• From exploring the pyramids of Egypt in history class to observing the solar
system in science, VR is transforming classrooms into dynamic learning
environments.
• Additionally, industries such as healthcare are using VR for training.
• Surgeons can practice complex procedures in a risk-free, virtual environment,
enhancing their skills and reducing the risk of medical errors.
https://www.ge.com/news/reports/virtual-reality-bites-6-ways-industry-is-harnessing-
CONTD..
2) Entertainment and Gaming:
• The future of VR in these industries will likely involve more immersive training
programs, virtual tours, product demonstrations, and therapeutic treatments, among
other applications.
• The social aspects of VR platforms are likely to become more prominent in the
future.
• Architects, leveraging VR trends, are now crafting intricate 3D blueprints of their
projects, breathing life into structures before the first brick is laid.
• Simultaneously, automotive engineers employ VR to conduct meticulous virtual
crash analyses, contributing to safer, more robust vehicles.
CONTD..
4) Social Interaction and Collaborations:
• The use of VR for social interaction and collaboration is one of the most exciting
trends in virtual reality.
• Social virtual reality platforms provide users with digital avatars and the ability to
interact in real time within a virtual environment.
• These platforms are not just about socializing; they also offer opportunities for
collaborative work, networking, and community building.
• From attending a virtual conference to hosting a virtual party, social VR platforms
are providing new ways for people to connect and collaborate.
CONTD..
5) Healthcare and Therapy:
• The metaverse is a virtual reality space where users can interact with other users
and a computer-generated environment in real time.
• It's a network of shared, immersive virtual worlds that can be used for work,
shopping, creating and playing games, and connecting with friends.
• The metaverse is built on a foundation of blockchain technology and provides
digital experiences that are either a replica of or an alternative to the real world.
• It includes key aspects of civilization, such as: Social interactions, Currency, Trade,
Economy, Property ownership.
BASIC CODE OF VR
<html>
<head>
<script src="https://aframe.io/releases/1.5.0/aframe.min.js"></script>
</head>
<body>
<a-scene>
<a-box position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9"></a-box>
<a-sphere position="0 1.25 -5" radius="1.25" color="#EF2D5E"></a-
sphere>
<a-cylinder position="1 0.75 -3" radius="0.5" height="1.5"
color="#FFC65D"></a-cylinder>
BASIC CODE OF VR
<a-plane position="0 0 -4" rotation="-90 0 0" width="4" height="4"
color="#7BC8A4"></a-plane>
<a-sky color="#ECECEC"></a-sky>
</a-scene>
</body>
</html>
WHAT IS MULTIMODAL INPUT AND OUTPUT
INTERFACE IN VIRTUAL REALITY?
• A multimodal input and output interface in virtual reality refers to a
system that allows users to interact with a virtual environment using
multiple modes of input and output.
• This can include a combination of visual, auditory, haptic, and other
sensory inputs, as well as outputs such as sound, vibration, and visual
feedback.
INPUT DEVICES OUTPUT DEVICES
• Tracker • Visual Devices
• Sensor • Auditory Devices
• Digital Glove • Haptic Devices
• Movement Capture
• Video-based Input
• 3D Manus
• 3D Sensor
TRACKERS
• The least information that Virtual Reality
System requires, is the position and
orientation of the viewer’s head, needed
for the proper rendering of images. Not
only this, user can track other parts of
human body like hand, legs or chest etc.
• “Three-dimensional objects have 6 degrees
of freedom (DOF): three DOF for position
coordinates (x, y and z offsets) and three
DOF for orientation (yaw, pitch and roll
angles).”
CHARACTERISTICS OF TRACKING DEVICES
•Range – Working volume, within which the tracker can measure position
and orientation with its specified accuracy and resolution, and the angular
converges of the tracker.
Link:- https://filmora.wondershare.com/virtual-reality/top-vr-gloves.html
CONTD..
• They include:
• Webcams
• Depth cameras
• 360-degree cameras
• Stereo cameras
WEBCAMS
For example, a webcam can detect the user’s smile and trigger a
corresponding action in the VR environment.
DEPTH CAMERAS
• These are cameras that can measure the distance or depth of the objects
in the scene using infrared light or structured light.
• Depth cameras can be used for body tracking, hand tracking, object
recognition, or scene reconstruction.
For example, a depth camera can track the user’s body posture and map it
to a virtual avatar
360-DEGREE CAMERAS
• These are cameras that can capture the entire spherical view of the
scene using multiple lenses or mirrors.
• 360-degree cameras can be used for creating panoramic videos,
immersive videos, or live streaming.
• These are cameras that have two or more lenses that are separated by a
small distance, similar to human eyes.
• Stereo cameras can create a sense of depth and perspective by
capturing two slightly different images of the scene and combining
them into a single image.
• Stereo cameras can be used for 3D vision, 3D scanning, or 3D
printing.
For example, a stereo camera can scan a real object and create a 3D model
of it for VR.
3D MANUS & 3D SCANNER
•Headphones
•Speakers
•Bone conduction devices
Headphones
•These are devices that are worn over the user’s ears and deliver sound
directly to the user’s ears.
•Headphones can provide a high-quality and immersive sound experience, as
they can block out external noise and create a 3D sound effect.
•Headphones can be wired or wireless, and they can also have built-in
microphones for communication.
•Examples of headphones include Oculus Rift headphones, HTC Vive
headphones, and Sony PlayStation VR headphones
Speakers
•These are devices that emit sound from a fixed location, such as a wall, a
ceiling, or a floor.
•Speakers can provide a wide and realistic sound field, as they can cover a
large area and create a surround sound effect.
•Speakers can also be used by multiple users at the same time, enabling
collaborative or competitive VR experiences.
•However, speakers may not provide a fully immersive sound experience, as
they may not block out external noise or track the user’s head movements.
•Examples of speakers include CAVE speakers, Powerwall speakers, and
Dome speakers
Bone conduction devices
•These are devices that transmit sound through the user’s
skull, rather than through the user’s ears.
•Bone conduction devices can provide a unique and
comfortable sound experience, as they do not cover the user’s
ears and allow the user to hear both the virtual and the real
sounds.
•Bone conduction devices can also be useful for users who
have hearing impairments or ear infections.
•Examples of bone conduction devices include Google Glass
bone conduction speaker, and Damson Headbones
headphones.
Haptic devices
•A haptic device is a device that can create an experience of touch by
applying forces, vibrations, or motions to the user.
•Haptic devices are used for output of virtual reality to enhance the realism
and immersion of the VR environment.
•Haptic devices can provide feedback for the user’s actions, such as grasping,
pushing, or pulling virtual objects.
•Haptic devices can also simulate the texture, shape, weight, and temperature
of virtual objects.
Example:- Gloves, Exoskeletons,Vests
Vests
•These are devices that are worn on the user’s torso
and provide vibrotactile and thermal feedback for the
user’s body sensations.
•Vests can also monitor the user’s heart rate and
breathing, creating a sense of biometric feedback
for the user’s emotions and health.
•Vests can be used for feeling the impact,
temperature, or mood of the VR environment. bHaptics
Examples of vests include bHaptics, Woojer, and
Teslasuit
Movement Capture Input Devices
•Movement capture theory in virtual reality (VR) is the study of how
human’s movements can be recorded, analyzed, and reproduced in a
synthetic environment.
•It involves the use of sensors, cameras, software, and algorithms to track the
motion of body parts, gestures, and expressions, and to map them onto a
virtual avatar or character.
•Movement capture theory can be applied to various domains, such as
entertainment, education, health, sports, and social interaction .
Contd…
•One of the challenges of movement capture theory is to achieve realistic and
natural motion in VR, while avoiding errors, noise, and latency.
•Another challenge is to deal with the psychological and physiological effects
of VR on the user, such as presence, immersion and motion sickness.
•Movement capture theory aims to address these challenges by developing
methods and techniques that can improve the quality, accuracy, and
efficiency of motion capture and rendering in VR.
Types of Movement Capture Input Devices
1) Controllers
2) Joysticks
3) IMUs
4) Gloves
5) Track Pad
Controllers
• These are handheld devices that allow users
to interact with the virtual environment.
• They come in various shapes and sizes and
can be used to simulate a wide range of
actions, such as pointing, grabbing, and
throwing.
• A VR controller typically consists of
buttons, triggers, thumbsticks, and sensors
that track user’s hand movements and
translate them into actions in the virtual
world.
Contd…
• These controllers are designed to be lightweight and comfortable,
allowing for extended use without causing fatigue or discomfort.
• The buttons on a VR controller are often used for basic interactions,
such as selecting objects or navigating menus.
• Triggers, on the other hand, are usually used for more precise actions,
like shooting a virtual gun or grabbing an object.
• Thumbsticks provide analog input, allowing for smooth and precise
movement within the virtual environment.
Contd…
• In addition to these input methods, VR controllers often incorporate
sensors that track the position and orientation of the controller in real-
time.
• This tracking technology enables accurate and responsive interactions,
making you feel like you are truly present in the virtual world.
• A well-designed controller will make you forget that you are holding a
device, allowing users to fully immerse themself in the virtual world.
• The layout and placement of buttons and triggers should be intuitive and
ergonomic.
• This allows for quick and effortless access to different functions,
minimizing the need to look down or fumble around with the controller.
Key Features of Controller
• Comfort and Ergonomics
• controllers with an ergonomic design, adjustable straps, and a
comfortable grip that allows for extended use without discomfort.
• Tracking Accuracy
• A high level of tracking accuracy is essential for precise and realistic
interactions within the virtual environment.
• The controller should accurately reflect your hand movements and
translate them into the virtual world without any noticeable lag or
delay.
• Look for controllers with advanced tracking technologies such as
optical or inside-out tracking for optimal accuracy.
Key Features of Controller
• Battery Life
• Long battery life is another vital feature to consider when selecting a
VR controller.
• controllers with extended battery life that can power you through
multiple sessions without the need for frequent recharging.
Examples of Controller
•VR Gun Controller
•These controllers look and feel like guns, making them ideal for shooter
games and military training.
•Meta Quest 2
•These controllers allow you to interact with the virtual world using your
hands.
•Valve Index controllers
•Also known as Valve Knuckles Controllers, these controllers are
designed to complement the Valve Index headset. They have finger
tracking capabilities and are designed to be held in the player's hands.
Contd…
•HTC Vive controller
•HTC's Vive headset has two controllers tracked in six degrees of
freedom. One controller is usually the main pointing device, while the
other can be used for auxiliary input.
TrackPad
•A virtual trackpad can be used to interact with 2D content in virtual reality
(VR).
•Trackpads can sense user inputs and provide feedback to blend virtual
environments with the real world.
•A trackpad is a device that allows the user to control the movement of a
cursor or a character in a virtual reality environment.
•It is usually a flat surface that detects the touch and motion of the user’s
finger.
Contd…
•Some VR headsets and controllers have built-in
trackpads, such as the HTC Vive and the Oculus
Go.
•However, using a trackpad for VR locomotion may
cause motion sickness or discomfort for some users,
as it creates a mismatch between the visual and
vestibular cues. Teleportation
•Therefore, some VR developers and researchers are
exploring alternative methods of VR locomotion,
such as teleportation, walking in place, or using
special devices like treadmills or bikes.
Joysticks
• A joystick is a type of VR controller that allows the user to control the
direction and speed of a virtual vehicle, such as a plane, a car, or a
spaceship.
• A joystick usually has a stick that can be tilted or rotated in different
directions, and one or more buttons or triggers that can activate various
functions.
• Using a joystick for VR locomotion may also reduce the risk of motion
sickness or discomfort for some users, as it creates a more natural and
consistent match between the visual and vestibular cues .
Contd…
• However, using a joystick for VR locomotion may also limit the user’s
freedom of movement and exploration in the virtual world, as it
restricts the user to a fixed position and orientation.
• Therefore, some VR developers and researchers are experimenting with
other methods of VR locomotion, such as hand gestures, eye tracking, or
brain-computer interfaces .
Challenges in VR
• Virtual reality (VR) is an immersive technology that allows users to
experience simulated environments through a headset and controllers.
VR has many potential applications and benefits, such as entertainment,
education, training, therapy, and social interaction. However, VR also
faces some challenges that need to be overcome for its widespread
adoption and development. Some Challenges in VR:
1) User Experience
2) Data Privacy
3) Motion Sickness
4) Social Interactions
5) Use cases
Challenges in VR
• User experience:
• VR devices and content need to provide a high-quality, comfortable,
and realistic user experience.
• This means improving the resolution, field of view, refresh rate,
tracking, and interaction of VR headsets and controllers, as well as
reducing the latency, weight, and cost of the devices.
• VR content also needs to be engaging, diverse, and accessible for
different users and preferences.
Challenges in VR
• Data privacy:
• VR generates and collects a large amount of personal and sensitive
data from users, such as their location, behavior, preferences,
biometrics, and emotions.
• This data can be used to improve the VR experience, but also poses
risks of misuse, abuse, or theft by malicious actors.
• VR users need to be aware of the data they share and the permissions
they grant, and VR developers need to ensure the security,
transparency, and consent of data collection and processing, as well as
respect the user’s privacy and rights .
Challenges in VR
•Social interaction:
•VR can enable social interaction and presence in virtual environments,
allowing users to connect and collaborate with others across distances
and contexts.
•However, VR can also create social isolation and detachment from the
real world, especially if users spend too much time or prefer VR over
reality.
•VR needs to balance the benefits and drawbacks of social VR, and foster
positive and meaningful social experiences that enhance the user’s well-
being and relationships .
Challenges in VR
•Motion sickness:
•Some users experience motion sickness or discomfort while using VR,
which can be a barrier to its acceptance.
•Motion sickness is caused by a mismatch between the visual and
vestibular cues of motion, which can confuse the brain and make the user
feel dizzy, nauseous, or unbalanced.
•To avoid or reduce motion sickness, VR developers need to design
content that minimizes sudden or unnatural movements, provides visual
cues for orientation and stability, and adapts to the user’s motion and
preferences.
Challenges in VR
•Use cases:
•VR needs to demonstrate its value and usefulness for various domains
and scenarios, beyond entertainment and gaming.
•VR has the potential to enhance learning, communication, collaboration,
creativity, and productivity in various fields, such as education, health,
tourism, manufacturing, and art.
•However, VR needs to prove its effectiveness, efficiency, and
affordability compared to other methods and technologies, as well as
address the ethical, legal, and social implications of its use.