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Virtual Reality

Abstract - Virtual Reality is a technology devices which can send and receive
based on computer which assimilates information and are worn in form of
specialized input and output devices by goggles, headsets, gloves or body suits etc.
allowing the user to interact with and In other words , virtual reality can be defined
experience an artificial created environment as use of computer graphics to simulate
as if they were in the real world. A virtual presence physically in artificial or virtual
reality system is also allowing the user to environment & to create a realistic looking
search and interact with a three dimensional world. Virtual Reality is a real time and
virtual or artificial environment created by interactive technology ; which means that
the designer. In the virtual world , the user the computer is developed to automatically
can do all things similar to routine as detect inputs given by user and can modify
throwing a tennis ball or as excellent as instantaneously the virtual world.
flying through space. And all these things Most newer virtual reality environment are
can be made to occur only because of a hand visual experiences which are displayed
gesture or a nod. either on a computer screen or projector ; but
Virtual Reality is a three dimensional some simulations may also require
computer based interactive environment additional sensory information like speakers
which simulate reality. Virtual Reality can or headphones. Some-times , users can also
bring us into a imaginary world which make interaction with a virtual environment
appears exactly similar to our own world. either by use of standard input devices such
For designing a virtual reality system , one as a keyboard, mouse etc.
have to deals with ideas of spatial In practice, it is very difficult currently to get
relationships and computer graphics which a high experience of virtual reality mostly
in turn are affiliated to mathematics , physics because of technical limitations on
, arts and also human psychology. In these processing power & image resolutions.
virtual or synthetic environ-ments , one have However, those limitations are expected to
to take into account various physics laws eventually be overcomed by use of more
like gravity , air resistance , and speed etc. powerful , cost effective processor and
imaging technologies over time.
1. INTRODUCTION
Virtual Reality (VR) technology is becoming 2. LITERATURE REVIEW
more perfect and immerging with the aid of Bharath et al.[1] presented their paper on
computer hardware, software and virtual “Importance & Applications of Virtual
world integration technology, which can Reality in Engineering sector”. In this paper;
show the real world dynamically. These Virtual reality is defined as an immerging
technologies technology that can provides capability to
can make reaction according to people’s realize actual working environment .
form , language and so on immediately after Further, discussions are made on approaches
a real time communication is formed needed to realize virtual reality. Paper also
between people and virtual world. Hence , explores importance and usage of virtual
for past few years such technology has catch reality in engineering sector like design ,
up much attention of researchers and manufacturing , insp-ection , tooling ,
companies. assembly , prototyping etc . Moreover ;
Virtual Reality (VR) can be defined as use benefits , costs , limitations and risks
of computer modelling & simulations which associated while adopting VR are also
help a person in interacting with artificial 3D covered and highlighted.
environment. This 3D artificial environment Radharamanan et al.[2] represented their
shows reality with help of some interactive paper on “A survey of virtual reality
technologies , it’s applications and It first tracks the physical movements in
limitations”. In this paper various the real world , then a computer redraws the
technologies that are used for virtual reality virtual world to reflect those movements.
are highlighted like Head Mounted Display The updated virtual
(HMD) , Caves , Hand Gloves, 3D Mouse, world is sent to the out-put (to the user in the
Space ball, Full body suits, Video camera real world).
and sensor etc. In addition ; technical aspects
of virtual reality techno-logies are also In this case , the output is sent back to a
covered. At last advantages & limitations of head mounted display. Hence, the user feels
using virtual reality in present and for future "immersed" in the virtual world as if they are
are also summarized. in the virtual world itself as all they can
watch is their rendered movements in virtual
3. NEED OF VIRTUAL REALITY environment.
Due to increasing advancement in
technologies & to fulfill growing need of
customers ; Virtual reality is now a day’s
consider most immerging and efficient
techno-logies which has not only overcomed
limitations of augmented reality but also
made human life simpler and easier. Some
of the growing needs of virtual reality are as
follows :
1) Simulate the real world dynamically by
use of computer software , hardware and
virtual world integration technologies. 5. TYPES OF VIRTUAL REALITY
2) Can pretend to have physical presence in There are many types of Virtual Reality,
places in the real world as well as in considering the following :
imaginary worlds.
 SIMULATION BASED VIRTUAL
3) Without any real danger ; we can be part REALITY
of the action on the virtual safe environment.  AVATAR IMAGE BASED
4) Virtual reality can help us to visualize VIRTUAL REALITY
working environment where people cannot  HEAD MOUNTED DISPLAY
go especially mars or low temperature VIRTUAL REALITY
environment by making same atmospheric  DESKTOP BASED VIRTUAL
conditions by use of computer graphics REALITY
software and use of headsets , gloves etc &  MIXED REALITY
make them feel same physical presence.  AUGMENTED REALITY

5) Technology like virtual reality breathes 5.1 Simulation based Virtual reality
life back into traditional computer based  Immersion into virtual reality is a
learning in other circles outside of training perception of being physically
from both a trainer and trainee point of view. present in a non-physical world.
 Elements of virtual environments
 that increase the immersiveness of
4. WORKING PRINCIPLE OF the experience:
VIRTUAL REALITY 1. Continuitiy of the surroundings
The Virtual Reality system works on the 2. Freedom of movement
following principle : 3. Physical interaction
4. Physical feedback
For an aircraft simulation process provides  Desktop based virtual reality
the required cues for the pilot to feel free of involves displaying a 3-dimensional
the dynamics of original aircraft. FMCD virtual on regular desktop display
flight simulators, control force loading without use of any specialized
systems,etc are integrated together to movement tracking environment.
provide airplane simulation.
 It affects mainly visual sense and
5.2 Avatar Imaged based Virtual reality auditory sense and gives feedback
accordingly.
 People can join the 3d environment
in the form of an avatar or 3D  It may also allow other types of
character. sensory feedback.
 One can join the 3D-virtual
environment either in the form of an
 First person games can be played
avatar or a real video.
with triggers and vr headsets or may
 One can select it’s avatar based on
require other interactive devices.
availability.

5.3 Projector based Virtual Reality


5.5 Mixed Virtual Reality
 It converts a desktop image or any
3D image like into a projector based  In this the real world is merged
virtual environment. with virtual world to create new
 It models a real environment like environments where physical and
robot navigation into virtual reality digital objects co-exists and
application. interact.

5.4Head Mounted Based Virtual reality  Mixed reality takes place not
only in the physical world or
 HMD is a device similar to helmet or virtual world but a mix of real
a face mark that holds the visual and and virtual.
auditory displays. In HMD, projector
ray’s feeds real time images to small  Virtual objects overlaps the real
screens attached inside helmet that world
the user wears.

 It shows a real-time 3d-environment


which fully immerse the user in a 5.6 Augmented Virtual Reality
virtual world.
 It uses vr headsets.  It blends the real environment in a
 A hmd has many uses like in gaming, digital environment by computer
engineering, aviation, etc. software.

 There is also an Optical Head  It can add digital images or elements


Mounted Display(OHMD) which by using a smartphone ,computer
reflects projected images and the user system or a camera.
can see through those virtual images.
 Now-a-days snapchat(snapchat
lenses) is the most famous and
5.4 Desktop Based Virtual reality
common example of this and games
like Pokemon go.

6. ARCHITECTURE FOR VIRTUAL


REALITY
Main components present in architecture of PRIO VR
virtual reality are:
Kernel system

Simulation

Driver Software packages

Audio Devices

Visual Output devices


RAZER HYDRA
Interaction devices

Tracking Devices

Speaker

Head phones

LEAP MOTION

STEM
7. TECHNICAL ASPECTS OF VR
Various technical aspects of virtual reality
technologies are:
Input Process
Simulation Process
Output Process
Visual Output
Auditory Output
Haptic Output

MAGIC WAND

CONTROL VR
3D-AUDIO(Auditory)

The objective is to get the coordinated


data from the input devices to the rest of the
system.

7.2 Simulation Process

This process is the core of a virtual reality


program . It can handle the interactions ,
simulation of physical laws & determines
the world status. HEADSET(Visual)

It is a discrete process which is iterated


once for each time step or frame. This
process can finally decide what actions to be
taken place in the virtual world.

7.3 Output Process

This process creates sensations which are


output data to the user or other network
processes.

There are separate rendering processes


like: SENSING GLOVES(Haptic)
9. APPLICATIONS OF VIRTUAL gaming which is also an platform to
REALITY use vr.
Virtual reality now a day’s used in wide  The best and most enjoyable way to
range of applications, some of very play games is using vr.
important area of use is as follows :  One requires vr headsets , triggers
like joystick, stem etc.
Business
Training
Engineering and design Training
Medical
Entertainment Virtual reality environments have been
used for training simulators.
Education
Architecture design and prototyping
The usage of VR in a training perspective
Competitive sports application is to allow professional conduct training in a
Military Applications virtual environment where they can improve
Mobile and gaming applications upon their skills without the consequence of
Planning & Maintenance failing the operation.
Concept & Data visualization Examples include flight simulators,
Sales & Marketing battlefield simulators for soldiers,
Operations in hazardous environments paratrooping, combat training for the
military.
Business

Virtual reality is being used in a number Education


of ways by the business community which  The man goal of virtual reality in
include: education is to make studying
process better, effective and
Virtual tours of a business environment interesting.
 Many complex topics can be made
Training of new employees.
easy to explain and understand
A 360 Degree view of any product. through virtual reality technology.

Entertainment
Military
The entertainment industry is one of the
most enthusiastic advocates of virtual  Makes training better.
reality, most noticeably in games and virtual  For experiencing an actual war one
worlds. doesn’t need to go to an actual war
zone by risking their lives ,they can
An example includes virtual museum, use vr technology for training and
gaming , virtual theme parks , inter-active improving their skills.
exhibitions etc.

Engineering
Gaming
 For better view of work.
 Now a days ps4(playstation) is one
of the most famous platform for
 Engineering is a very complex topic  Eliminates language barrier when the
so one can first make it’s own virtual topic of studying in different
model of what to implement in country.
actual.
DISADVANTAGES OF VR:

Medical Science  The equipment's used in vr are


expensive.
 Best example where virtual reality
can be more useful is for medical  Lack of flexibility(In virtual reality
students to develop surgery environment we cannot move on our
simulations or 3D images of human own like in real world).
body where students can explore
nicely without danger. This type of  It consists of complex technology,
technology is mostly used in UK and not everyone knows how to use it.
abroad.
 There can be functionality issues, as
 Lets take the model of heart or brain, it requires hardware.
not everyone is able to understand it
due to it’s complexity. A 3-
 Affects connection of human with
Dimensional view will be better to
another human or real environment
understand it.
or world.

FUTURE OF VIRTUAL REALITY:


ADVANTAGES OF VR:
 Virtual reality headsets are finally
 Virtual reality creates a realistic comfortable enough and stylish
world. and the sound quality is crisp and
 It enables user to explore places. clear. As we all know technology is
advancing day-by-day, in future it
 It’s fun, doesn't feel like heavy work. will be like surrounded by 360
degree environment experiencing a
real environment like sitting in an
 Through virtual reality user can airplane with a beautiful view of
experiment with an artificial the outside from the window ,
environment. enjoying drinks and food ,
enjoying a concert with crowd
 Virtual reality makes the education cheering , kids on adventure to
more easy and interesting. different places , etc.

 It always gives result whether it’s  Education can be improved and


about studies, medical field ,training modernised at a very good rate.
,etc.

 It saves time as it’s the easiest and


most enjoyable way to learn
anything.

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