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APPLICATIONS OF VIRTUAL REALITY

S. ARUN KUMAR V. SRIKANTH,


O4501A0570 04501A0578
CSE III/IV CSE III/IV
arun_team1@yahoo.com srikanthvadarevu@gmail.com
Ph.no :9866385811 Ph.no : 9866907131

FROM

P.V.P.SIDDHARTHA INSTITUTE OF TECHNOLOGY

KANURU

VIJAYAWADA
CONTENTS

Abstract
1.Introduction
i. Definition
ii. Types of VR
2.Head mounted device
3.Binocular omni oriented monitor
4.Input and other sensual devices
5.VR related technologies
6.Applications
i. Pilot training
ii. Virtual education
iii. Entertainment
iv. Surgical Training
v. Design of mechanical tools
vi. Multi user environment
vii. Other applications
7.Conclusion.
8. References.
ABSTRACT

Virtual Reality is a new and rapidly developing technology. Virtual reality (VR) entails
the use of advanced technologies, including computers and various multimedia
peripherals, to produce a simulated (i.e., virtual) environment that users perceive as
comparable to real world objects and events. It is a computer simulation of a real or
imaginary system that enables a user to perform operations on the simulated system and
shows the effects in real time. With the aid of specially designed transducers and sensors,
users interact with displayed images, moving and manipulating virtual objects, and
performing other actions in a way that engenders a feeling of actual presence
(immersion) in the simulated environment. The unique features and flexibility of VR give
it extraordinary potential for use in work-related applications. It permits users to
experience and interact with a life-like model or environment, in safety and at convenient
times, while providing a degree of control over the simulation that is usually not possible
in the real-life situation. The advantage of VR is that it can immerse people in an
environment that would normally be unavailable due to cost, safety, or perception
restrictions. VR is a useful and effective technique for a wide variety of applications. This
paper presents an overview to the concepts of VR focusing on its applications.
1.INTRODUCTION

The term 'Virtual Reality' (VR) was initially coined by Jaron Lanier. Lanier is one of the

pioneers of the field, founding the company VPL Research, which built some of the first

systems in 1980’ s. The, related term artificial reality has been in use since the 1970s and

cyberspace dates to 1984.

i. DEFINITION:

Virtual Reality: a medium composed of highly interactive computer simulations that

sense the user's position and replace or augment the feedback of one or more senses -

giving the feeling of being immersed, or being present in the simulation. Virtual reality

(VR) or virtual environment (VE), computer-generated environment with and within

which people can interact.

Computer Simulation
ii. TYPES OF VIRTUAL REALITY:

VR can be either immersive or non-immersive type of environments.

a. IMMERSIVE TYPE:

In this type, the virtual world is presented in full scale and relates properly to the human

size. Realistic interactions with virtual objects via data glove and similar devices allow

for manipulation, operation and control of virtual worlds. The convincing illusion of

being fully immersed in an artificial world can be enhanced by auditory, haptic and other

non-visual technologies.

Immersive Theatre

b. NON-IMMERSIVE VR:
This includes mouse-controlled navigation through a 3.D environment on a graphics
monitor, stereo viewing from the monitor via stereo glasses and others.

Non-immersive environment

2.Head-Mounted Display (HMD):

The head-mounted display (HMD) was the first device providing its wearer with an
immersive experience. Evans and Sutherland demonstrated a head-mounted stereo
display already in 1965. It took more then 20 years before VPL Research introduced a
commercially available HMD, the famous "Eye Phone" system (1989).

Head-Mounted Display (HMD):


To overcome the often uncomfortable intrusiveness of a HMD, alternative concepts (eg.
BOOM and CAVE) for immersive viewing of virtual environment were developed.

3.BOOM:
The BOOM (Binocular Omni-Orientation Monitor)
is a head-coupled stereoscopic display device. Screens and optical system are housed in a
box that is attached to a multi-link arm.
The user looks in to the box through 2 holes, sees the virtual world and can guide the box
to any position. Head tracking is accomplished via sensors in the links of the arm that
holds the box.
The BOOM

4.INPUT AND OTHER SENSUAL DEVICES:

A variety of input devices like data gloves, joysticks, and hand-held wands allow the user
to navigate through a virtual environment and to interact with virtual objects. Directional
sound, tactile and force feedback devices, voice recognition and other technologies are
being employed to enrich the immersive experience and to create more "sensualized"
interfaces.

A data glove allows for interactions with the virtual world:


V.R Head Set
DATA GLOVES

5.VR-RELATED TECHNOLOGIES:

VR-related Technologies combine virtual and real environments. Motion trackers are
employed to monitor the movements of dancers or athletes for subsequent studies in
immersive VR.The technologies of ‘Augmented Reality’ allow for the viewing of real
environments with superimposed virtual objects. Telepresence systems (eg, telemedicine,
telerobotics) immerse a viewer in a real world that is captured by video cameras at a
distant location and allow for the remote manipulation

One way to look at telerobotics is the manipulation of remote environments via robotic
manipulators haptic simulations of this nature have potential not only in virtual reality,
but also for augmenting user interfaces in actual telerobotic systems. For example, in the
DaVinci telerobotic surgery system made by Intuitive Surgical, Inc., an interactive
simulation could be used as a surgical training tool, or in a real system as a method of
filtering and guiding the surgeon's motions.
6.APPLICATIONS:

i. Pilot Training:
Virtual reality (VR) can be used by Flight Simulators for training airplane pilots and
astronauts were the first form of this technology, which provide a very realistic and very
expensive simulation.
Flight Simulator

ii. Virtual Education:


Virtual reality will best suit for effective education. Students learn more when
they control learning. The following is a virtual campus where the students explore
everything by doing and not just by mere learning.” Virtual Classroom" is a virtual
environment for the assessment of attention processes in children with attention deficit
hyperactivity disorder.

Virtual Learning Virtual Campus


iii. Entertainment:
VR is used in some electronic games, in amusement-park attractions
Convert a standard 2D video image into a true, holographic-like 3D projection - in real
time. What this means is that you can now watch virtually all of your favorite TV shows
and sporting events, your entire collection of VHS and DVD movies, your entire library
of home videos and play every video game you have ever owned - and do it ALL in Real
3D!

Video Game DVD

iv. Surgical Training:


Virtual reality is used in surgical training to train the surgeons to deal with delicate and
complex operations like heart surgery etc…

Virtual Heart

v. Design of Mechanical Tools:

The computer aided design of mechanical tools can be enhanced with a virtual reality

interface which allows the designer to create a simulated model of the machine, navigate
within the tool to the part that needs modification, rectify them and then ‘switch on’ to

know the working of the simulated system and then design the real machine without any

defect.

Machine Design

vi. Multi User Environment:

VR allows multiple participants have the same experience, each with their own

individually controllable point-of-view.

Multi User Environment


vii. Other Applications:

This ongoing project is the development of a “Virtual Reality-Enhanced Medical


Readiness Trainer” (MRT) that integrates advanced human patient simulators, immersive
virtual reality CAVE systems, next generation Internet technology, virtual video
conferencing, and more in the context of distributed and shared virtual environments for
the training of emergency personnel in a variety of common as well as extreme situations.

Virtual medical readiness trainer

7.Conclusion

Considerable hype has accompanied VR since its inception, and in many instances VR is

not yet sufficiently developed for economical use in work settings. However, the

technology is developing rapidly, and shows considerable potential. The ability of VR to

provide realistic simulations of data, objects and environments, with which users can

interact and manipulate in an intuitive and realistic manner, opens up a vast wealth of

possibilities for work-related applications

Most exciting is the ongoing development of VRML (Virtual Reality Modeling


Language) on the World Wide Web. In addition to HTML (Hypertext Markup
Language), that has become a standard authoring tool for the creation of home pages. We
being computer graduates should feel responsible to begin thinking now of ways in which
VR might be useful.
8.REFERENCES:

www.sunrisevr.com

www.cc.columbia.edu/cu/cup/

http://www.socresonline.org.uk/socresonline/2/4/5.html

D.N.Chorafas and H.Steinmann, Virtual Reality: Practical Applications in Business and


Industry (1995).

http://resumbrae.com/vr04/rizzo.pdf

http://www.ericdigests.org/1996-2/virtual.html

http://www.immersivevideo.com

http://www.fullscreen360.com

http://www.abinfosys.com/main/virtual-reality-articles.php

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