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WHAT IS VIRTUAL REALITY?

 It is a computer-generated simulation of a three-dimensional


image or environment that can be interacted with in a seemingly
real or physical way by a person using special electronic
equipment, such as a helmet with a screen inside or gloves fitted
with sensors.
 It is used in various field in various aspects for examples in
military training, medical surgery, sports etc.
a person watching a virtual reality environment wearing head
mounted wear.
HOW VIRTUAL REALITY BEGIN?
 The exact origins of virtual reality are disputed, partly because
of how difficult it has been to formulate a definition for the
concept of an alternative existence.
 The development of perspective in Renaissance Europe
created convincing depictions of spaces that did not exist, in
what has been referred to as the "multiplying of artificial
worlds".
APPLICATION OF VIRTUAL REALITY
MILITARY

 VR can put a trainee in a number of different situations, places


and environments so the military are using it for flight simulations,
battlefield simulations, medic training, vehicle simulation and
virtual boot camp, among other things.
 A key benefit for the use of VR in the military is the reduction in
costs for training. In addition to this, it can safely replicate
dangerous training situations.
 SPORTS

 VR is revolutionising the sports industry for both players and


viewers. It’s used as a training aid in many sports and to help
measure athletic performance and analyse technique.
 MENTAL HEALTH

 VR has become a primary method for treating post-traumatic


stress. Using VR exposure therapy, a person enters a re-
enactment of a traumatic event.
 It has also been used to treat anxiety, phobias and depression.
Virtual reality technology can provide a safe environment for
patients to come into contact with things they fear, whilst
remaining in a controlled and safe environment.
MEDICAL TRAINING

 Medical and dental students use VR to practice surgeries and


procedures, allowing for a consequence free learning
environment.
EDUCATION

 Virtual reality has been adopted in education for


teaching and learning situations.
 Students are able to interact with each other and within
a three dimensional environment.
 Students can also be taken on virtual field trips, for
example, to museums, taking tours of the solar system
and going back in time to different eras.
ADVANTAGES OF VIRTUAL REALITY
 Virtual reality creates a realistic world
 It enables user to explore places.
 Through Virtual Reality user can experiment with an artificial
environment.
 Virtual Reality make the education more easy and comfortable.
DISADVANTAGES OF VIRTUAL REALITY

 The quipments used in virtual reality are very expensive.


 It consists of complex technology.
 In virtual reality environment we cant move by our own like in the
real world.
WHAT IS AUGMENTED REALITY?

 Augmented reality (AR) is a type of interactive, reality-based


display environment that takes the capabilities of computer
generated display, sound, text and effects to enhance the user's
real-world experience.
 Augmented reality combines real and computer-based scenes
and images to deliver a unified but enhanced view of the world.
HOW AUGMENTED REALITY BEGIN?
 The first properly functioning AR system was probably the one
developed at USAF Armstrong’s Research Lab by Louis
Rosenberg in 1992.
 This was called Virtual Fixtures and was an incredibly complex
robotic system which was designed to compensate for the lack
of high-speed 3D graphics processing power in the early 90s.
APPLICATION OF AUGMENTED REALITY

AUGMENTED REALITY ENHANCED GAMING HEADWEAR

 Use of AR headsets is common amongst gamers and the


experience of gaming while using them has given the gamers an
extra edge of excitement and thrill.
 Modern day games use AR technology to give their gamers a
real-time experience and make them feel as if they are the bots.
Using this technology, the gaming industry has boosted
drastically.
 MILITARY AUGMENTED REALITY

 The Heads-Up-Display is one of the many uses where AR has


been implemented.
 HUD consists of a transparent display that focuses on
transmitting crucial details to the pilot without distracting his
focus from the flight.
 MEDICAL AUGMENTED REALITY

 Medical AR focuses on visualization aid and on explaining


complex medical conditions to the students.
 Medical AR focuses on eradicating the risks of an operation.
 AR combined with X-ray and MRI can improve the view into a
single system for the surgeon.
VISUALIZING POSSIBILITIES IN AR

 In this type of an augmented reality platform, companies are using


AR headsets to simulate their equipment in their client places.
 This is done to give a preview of how their equipment will look like
in their surroundings.
ADAVANTAGES OF AUGMENTED REALITY
 It enhances perceptions and interactions with the real world.
 Less time consuming process is augmented reality.
 It can be applied to part of training programs so that overall
productivity is increased.
 Improved framework so that more users interacted in a
synchronized manner.
DISADVANTAGES OF AGUMENTED REALITY
 It is very expensive to implemented and develop AR technology
based projects and to maintain it.
 Lack of privacy is major drawback of AR.
 Low performance level of AR devices is a major drawback which
can be arise during testing phase.
 Augmented reality can cause mental health issues.
VIRTUAL REALITY V/S AUGMENTED REALITY
VIRTUAL REALITY AUGMENTED REALITY
 It creates entire virtual world.  It is a combination real and virtual
worlds.

 It is hard to distinguish between  It lets interact both real and virtual


what is real and what is not. worlds and distinguish between the
two.

 Users are transported into a new  Users remain in real world .


world.

 Users cannot physically move in the  Users can physically move in the
environment. environment.
SOME JOURNALS RELATED TO OUR PROJECT
FROM IEEE
 https://ieeexplore.ieee.org/document/8007246
 This paper is about comparition of stiffness between the virtual
reality and augmented reality.
 For this an experiment was performed in which the participants
were placed in an setup of AR and VR environment with the help
of Microsoft HoloLens visual display.
 The setup was the same in both the environments and asked to
operate a piston.And the result was recorded by taking 100 trials
(5 different values each of 20 trials).
 Participants could interact using their dominant hand with the
virtual piston using a haptic force-feedback device
 After this experiment,it was found that the VR environment was
stiffer than AR and even participants felt that VR environment was
safer compared to AR.
 https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=8678
86
 This paper is about a system for treating rehabilitation at the
patient's home, with remote monitoring and periodic re-
assessment.
 This is done to treat orthopedic rehabilitation by using sensing
gloves.
 This system consists of of a pair of similar PCs (one at the
patient’s home and the other at the clinic), connected over the
Internet. The home rehabilitation station in turn consists of a force
feedback glove called the “Rutgers Master,”a multipurpose control
interface connected to the PC, a net camera, and a microphone
array.
 The sensing glove measures finger grasping and
abduction/adduction motion and sustains resistive forces up to 16
N at each fingertip.
 The multipurpose control interface has an embedded Pentium
board (250 MHz), two pneumatic controllers(500hz solenoid valve
operate at pwm) and custom electronics to read glove sensors
and control its feedback actuators.
 The microphone array is used to provide hands-free voice
commands to the system, by using a voice recognition software
running in the background.The clinic PC is similar to the home
PC, but does not need a graphics accelerator nor the three-
dimensional (3-D) tracker.
 It is used as a server that reads patient’s exercise data, stores it in
a database, and analyzes the patient’s progress.
 The rehabilitation software library has three main components, the
3-D graphics environment, the patient database, and the graphical
user interface (GUI).The 3d graphics contains modules where
each module dedicated to a excercise.Each module currently
depicts a virtual hand which mimics the patient’s right hand.Here
the virtual hand interact with virtual object.
 https://ieeexplore.ieee.org/document/6701359
 Most 3-D modeling software are difficult for beginners to learn.
The operations are often complicated, and the user is required to
have prior mathematical knowledge. Therefore, a simple modeling
system using ToolDevice to simplify such operations.
 ToolDevice, a set of interactive devices that uses a metaphor of
real hand tools to enable users to more easily recognize unique
functions of each device.It is designed to be used in an immersive
3-D environment, wherein users can directly manipulate virtual
objects.
 Using ToolDevice, an MR 3-D modeling system that uses the
metaphor of real-life woodworking was developed.
 Six common digital functions: copy, resize, undo, redo, save, and
load was implemented. All functions are performed by pushing the
corresponding buttons.
 To resize objects, users first have to select the desired object with
TweezersDevice. Next, they have to press the “resize” button to
display three “resize” arrows that indicate the X-, Y-, and Z-axes
respectively.
 Steps were described to make a chair.To verify system an intuitive
study was conducted by taking 12 participants none of them
having used that system.The aim was to
 Observe user performance, in terms of required time and number
of times each user performed the “undo” operation, when building
a 3-D model.The participants were divided into group of two and
one group was asked to build chair and the other to build airplane.
 Group A started the study with system, while group B started the
study with Trimble SketchUp.
 There was not much difference between the average time
required to make a chair in SketchUp (14.17 min) and in system
(15.5 min).However, the average time required to make an
airplane in system (47.67 min) was much less than that in
SketchUp (56.83 min) and even the undo operation was less
performed in system .
 https://ieeexplore.ieee.org/document/6987232
 This journal is about a new visuo-haptic virtual reality (VR) training
and planning system for percutaneous transhepatic cholangio-
drainage (PTCD) based on partially segmented virtual patient
models. Partially segmented image data is used instead of a full
segmentation and circumvent the necessity of surface or volume
mesh models. A prerequisite is 3-D CT imaging of the liver before
the intervention. The motivation to train this intervention patient-
specifically beforehand with a VR system is that VR training is
considered to be a benefit for apprentices and can improve the
preparation of the surgeon for real interventions.
 Percutaneous transhepatic cholangio-drainage (PTCD) is
a needle insertion intervention in which dilated bile ducts,
caused by cholestasis, are punctured to relieve the
patient by a drainage .
 Cholestasis can be caused by, e.g., gallstones or tumors
in the common hepatic bile duct. To reach the target (right
hepatic bile duct, RHD), the needle often is inserted
between the sixth and seventh ribs (intercostal spaces)
and through the liver. Up-to-date intervention techniques
make use of an ultrasound (US) probe with an attached
needle guide that helps to keep the needle on a path
inside the US image plane.
• This system is the first featuring a complete needle insertion
simulation framework solely using a voxel-based representation
for all visuo-haptic interaction and includes simulation of
deformation caused by interaction in all visual representations.
 https://ieeexplore.ieee.org/document/8048546
 This article presents a comparison of different haptic
systems, which are designed to simulate flat Human
Machine Interfaces (HMIs) like touchscreens in virtual
environments (VEs) such as CAVEs, and their respective
performance. We compare a tangible passive transparent
slate to a classic tablet and a sensory substitution
 system. haptic modalities seem to be an efficient way to
improve interactive capabilities of Virtual Reality (VR)
systems. The feeling of touching virtual objects is not
easily attained as technological barriers are numerous.
FROM GOOGLE PATENT
 https://patents.google.com/patent/KR100484369B1/en?q
=VIRTUAL+REALITY&language=ENGLISH&type=PATEN
T
 The present invention relates to a mechanism for a
computer game, space, sport and military training, and in
particular relates to an apparatus and method for a user
to a virtual immersive reality.
 Highly advanced viewing device require require a 3d
display to indicate the virtual reality.
 In the apparatus for immersion into virtual reality, which
 Can track the position of the head, the head piece is used
as a device for displaying the virtual space.
 An object of the present invention is to provide a way to
completely immerse the user in virtual reality, when the
conversion of the virtual space according to the user's
actual physical movement to form a real closed space, the
user can move in all directions in a limited physical space,
you can combine a workout in the exercise room in the
real and virtual space. That can be more fully immersed in
a virtual reality.

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