Documente Academic
Documente Profesional
Documente Cultură
Submitted to :
Saroj Bala
Submitted by :
Srishti Chaudhary (2K17/MC/105)
Sanjana Kumari (2K17/MC/93)
November 2019
Acknowledgement
I would like to express my sincere gratitude and deep appreciation to my esteemed teacher
and guide Mrs. Saroj Bala for her constant encouragement, valuable suggestions and for
providing me an opportunity to make a technical report on the topic “Virtual Reality”. We
are extremely thankful to her for providing constant support and guidance which helped us in
completing our project duly.
The success and outcome of this project required a lot of guidance and assistance from many
people and we are extremely privileged to have got this all along the completion of our
project. All that we have done is only due to such supervision and assistance and we would
not forget to thank them.
Illustrations
1. Visual representation 6
2. Motion analyse using angles 9
3. Visualising Prototypes 25
Abstract
• Virtual reality or virtual realities (VR), which can be referred to as immersive multimedia
or computer- simulated reality, replicates an environment that simulates a physical
presence in places in the real world or an imagined world, allowing the user to interact
with that world. Virtual realities artificially create sensory experience, which can include
sight, touch, hearing, and smell. Most up-to-date virtual realities are displayed either on a
computer screen or with an HD VR special stereoscopic displays, and some simulations
include additional sensory information and focus on real sound through speakers or
headphones targeted towards VR users. Some advanced haptic systems now include tactile
information, generally known as force feedback in medical, gaming and military
applications. Furthermore, virtual reality covers remote communication environments
which provide virtual presence of users with the concepts of telepresence and telexistence
or a virtual artifact (VA) either through the use of standard input devices such as a
keyboard and mouse, or through multimodal devices such as a wired glove or
omnidirectional treadmills. The immersive environment can be similar to the real world in
order to create a lifelike experience—for example, in simulations for pilot or combat
training—or it can differ significantly from reality, such as in VR games. Virtual reality is
an artificial environment that is created with software and presented to the user in such a
way that the user suspends belief and accepts it as a real environment. On a computer,
virtual reality is primarily experienced through two of the five senses: sight and sound.
The simplest form of virtual reality is a 3-D image that can be explored interactively at a
personal computer, usually by manipulating keys or the mouse so that the content of the
image moves in some direction or zooms in or out. More sophisticated efforts involve
such approaches as wrap-around display screens, actual rooms augmented with wearable
computers, and haptic devices that let you feel the display images.
Virtual reality
• Virtual Reality (VR) is the use of computer technology to create a simulated environment.
... Human beings are visual creatures, and display technology is often the single biggest
difference between immersive Virtual Reality systems and traditional user interfaces.
• The simplest form of virtual reality is a 3D image that can be explored interactively at a
personal computer, usually by manipulating keys or the mouse so that the content of the
image moves in some direction or zooms in or out. More sophisticated efforts involve
such approaches as wrap-around display screens, actual rooms augmented with wearable
computers, and haptics devices that let you feel the display images.
• Virtual reality can be divided into:
• The simulation of a real environment for training and education.
• The development of an imagined environment for a game or interactive story.
• The Virtual Reality Modelling Language (VRML) allows the creator to specify images
and the rules for their display and interaction using textual language statements.
Virtual Reality in Sports
• Scientists have developed many systems and methods to evaluate the most important parameters in
sports performance—particularly in areas such as biomechanics, physiology, and behavioral
neuroscience. Biomechanical analyses give trainers kinematic and dynamic data to help optimize
particular movements or adopt new techniques through strength-and-conditioning training
programs. Physiological analyses describe the energetic cost of human movement and how
metabolism adapts to training. Behavioral neuroscience can explain the strategic choices that
players make during competition, such as anticipating an opponent’s actions or optimally moving
to intercept a ball. Biomechanical, physiological, and psychological phenomena occur concurrently
during competition, making it difficult to study complex situations such as interaction between
players. The ability to discern the most relevant perceptual information from an opponent’s
movement is an essential component of anticipation skills in sports.1 The information a player uses
must come from the kinematics or other dynamic variables (such as the body’s acceleration or the
limbs’ orientation during the movement sequence) that are perceptible from the opponent’s
movement.
• Because of technological limitations in both hardware and software, video playback has been the
traditional method for exploring anticipatory behavior in different sporting scenarios. However,
video playback is limited because the viewpoint is fixed to the camera position during recording.
This prevents interactivity—something extremely important if the player wishes to move so as to
better pick up key information. Moreover, video playback depends on which actions took place at a
given time. Owing to improvements in technology and processing power, virtual reality (VR) can
overcome these limitations by providing numerical simulations and immersive, interactive
environments.
• We use VR to study the perception-action loop in athletes: how perception influences choices
about which action to perform, and how those choices influence subsequent perception. We
investigate which perceptual information is important by asking players to predict what will happen
in certain scenarios—for instance, where the ball will go when the end of the ball’s trajectory is cut
off. Then, we introduce the action component to complete the loop. To perform such experiments,
we designed a framework that uses video-game technology, including a sophisticated animation
engine. We used this framework to conduct two case studies: The first was a perception-only task
to evaluate rugby players’ ability to detect deceptive movement. The second concerned a
perception-action task to analyze handball goalkeepers’ responses (action) when facing different
ball trajectories (perception). These case studies demonstrate the advantages of using VR to better
understand the perception-action loop and thus to analyze sports performance.
The Overall Process
• We used Oxford Metrics Group’s Vicon motion capture system to record elite athletes’
movements in real situations. We captured these movements at 200 Hz using 12 infrared
cameras. In each experiment, we equipped subjects with 43 markers, which we placed on
anatomical landmarks to precisely reconstruct each body part’s 3D position and
orientation. For the rugby case study, we captured the motion of eight rugby players
playing at the national level. For each motion-capture session, we simultaneously recorded
the movements of two different players: an attacker and a defender. The attacker carried a
ball and tried to beat the defender by performing a deceptive movement. The defender
tried to stop the attacker from getting past him. (Each player alternated between being the
attacker and the defender.) Recording both players’ actions enables a retrospective in-
depth biomechanical analysis of what the attacker does to successfully beat the defender.
For the handball case study, we captured the motion of 12 handball goalkeepers playing at
the national level. All subjects had normal vision. We asked them to throw the ball 12
meters from the goal and aim at different specified target zones in the goal. We placed
additional markers on the ball to obtain its trajectory. No goalkeeper was in the goal.
Animation of Sporting Actions
• After recording the movements in the real situations, we animated the virtual characters
using the MKM (Manageable Kinematic Motions) animation engine. 2 MKM is suitable
for interactive applications because it enables the motion adaptation of hundreds of
characters in real time. MKM represents motion independently of morphology, 3 leading
to efficient motion retargeting. Using MKM, we can automatically adapt motions to any
kind of virtual humanoids, even if their morphologies differ from the captured athletes’
anthropometric data. Moreover, this representation is based on both Cartesian and angular
data, allowing fast motion adaptation to constraints. This feature facilitates realistic
character animation—for instance, by ensuring that feet contact the ground without the
usual sliding effects. MKM offers an inverse-kinematics and kinetics solver based on
intuitive constraints. This solver allows for easily changing any body point’s position and
orientation, even on the skin. Moreover, we can combine these constraints by using
priorities (MKM verifies the most important constraints first) or weighting (the resulting
animation combines all constraints according to their relative importance). This fast
motion adaptation is also important for studying performance. It allows for modifying
only one of a movement’s parameters at a time (for instance, the player’s wrist position at
ball release). We can then determine each parameter’s importance by comparing the
immersed athlete’s judgment or action when he is in front of the animation with and
without this modified parameter.
An overview of sports performance analysis. This process
involves three steps: motion capture of the athletes’ actions,
animation of the virtual humanoids, and presentation of the
virtual environment
Applications of Virtual Reality
• Virtual reality (VR) has dominated tech headlines in recent years with its ability to
immerse its users in a virtual, yet safe, world. Gaming is one of the more well-known uses
for VR but its potential doesn’t stop there. Here are some ways VR technology can be
applied in other fields.
• Military
• The military in the UK and the US have both adopted the use of virtual reality in their
training as it allows them to undertake a huge range of simulations. This is used in all
branches of service.
• 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.
• These include:
Flight Simulation
Battlefield Simulation
Medic training (battlefield)
Vehicle simulation
Virtual boot camp
• Virtual reality is also used to treat post-traumatic stress disorder. Soldiers suffering from
battlefield trauma and other psychological conditions can learn how to deal with their
symptoms in a ‘safe’ environment. The idea is for them to be exposed to the triggers for
their condition which they gradually adjust to. This has the effect of decreasing their
symptoms and enabling them to cope to new or unexpected situations. This is discussed
further in the virtual reality treatment for PTSD (post traumatic stress disorder) article.
• VR equipment and the military
• Virtual reality training is conducted using head mounted displays (HMD) with an inbuilt
tracking system and data gloves to enable interaction within the virtual environment.
• Another use is combat visualisation in which soldiers and other related personnel are
given virtual reality glasses to wear which create a 3D depth of illusion. The results of this
can be shared amongst large numbers of personnel.
• Find out more about individual uses of virtual reality by the different services, e.g. virtual
reality navy training in the separate virtual reality and the military section.
• This section discusses the various military applications of virtual reality and the
ramifications from using this form of technology. The military may not be an obvious
candidate for virtual reality but it has been adopted by all branches – army, navy and air
force. What the military stress is that virtual reality is designed to be used as an additional
aid and will not replace real life training.
• VR pilot training
• The flight simulator is a form of technology most people are familiar with. It contains a
cockpit and controls which are seen in real world aircraft and replicates the movements
associated with flying. The pilot controls the simulator by using a joystick which has force
feedback thereby allowing him/her to experience how it responds when he/she moves this
joystick. The flight simulator is an enclosed unit based on a motion platform which has 6
degrees of movement and responds to changes in weather, turbulence and battlefield
conditions. It is mainly used to train pilots but is also used as part of aircraft research and
development (R & D). These devices are used to train military pilots for combat missions
which includes co-ordination with ground operations, emergency evacuation, e.g. medical
and flying whilst under fire.
• The aim is for the pilot to experience a sense of immersion and to feel as if they flying a
real aircraft with real controls and under real life conditions. This means that the simulator
must contain the same set up as seen in an actual aircraft, e.g. helicopter and move in a
realistic way. If not then the training session breaks down as the pilot suddenly becomes
aware that the movements of the simulator are inconsistent with their mental model.
• This is why it is important that the simulator is programmed in such a way that it mimics
the movements of a real aircraft via force feedback which enhances the pilot’s experience.
• Flight simulators
• Flight simulators are the most recognisable example. They are used to train pilots across
all branches of the forces and to great success. They are used to teach flying skills, how to
deal with an emergency and communication with ground control. Flight simulators vary in
the type of software they use but their structure remains the same. They take the form of
an enclosed unit which is mounted on a hydraulic lift or an electronic system. This unit is
able to tilt, move or twist to replicate the movements of an aircraft. The unit also contains
force feedback and responds to actions taken by the trainee pilot.
• For example, the pilot will move the joystick to enable the simulator to change direction.
As he/she does so the simulator provides force feedback through the joystick which allows
the pilot to feel the simulator mimicking the actions of a real aircraft. The pilot adjusts
his/her movements in accordance with that feedback. The simulator will contain a series
of monitors which display images of a virtual landscape, for example a battlefield
scenario. These images are presented in exactly the same way as if viewed through the
windows of a real world aircraft which require the trainee pilot to react accordingly. The
simulator is set up to match a real aircraft. The fittings, equipment panel and other
elements are in exactly the same place as they would be on a real aircraft. The Navy use
virtual reality for training purposes but also in emergency situations such as an incident on
a submarine or a fire onboard a ship.
• Submarine simulators
• Submarine simulators are similar to flight simulators which are used for virtual reality air
force training, but with a couple of minor differences. One main difference is in the
layout: a submarine simulator does not use monitor screens as windows which display
images from the virtual environment. Instead it relies upon instrument readings which help
the crew to gauge the position of submarine and passage through the water.
• Monitors are a standard feature in flight simulators where they act as windows, displaying
the landscape to the pilot as part of the training exercise. The instrument panel in a virtual
submarine shows readings which replicate the changes in underwater temperatures,
movement etc in the same way as they would appear on a real submarine. But they are
also used to create a set of scenarios which the trainee crew have to respond to. There is
one aspect where a submarine simulator is similar to a flight simulator and that is a motion
platform. This platform is a hydraulic lift which enables the mock submarine to move in
ways which simulate ascending or descending.
• Treatment of PTSD
• Post-traumatic stress disorder is common among soldiers due to the trauma they were
exposed to during combat. This disorder has become more widespread than previously
thought. PTSD is also found in the general population and is not limited to the combat
soldier. PTSD is a mental disorder that faces anyone who has undergone petrifying
experiences, both physically and mentally, such as sexual assault, abuse, and road
accidents.
• Virtual reality can assist in treating the fears in patients with PTSD by helping them to
replay what they went through. As a result, relieving the experience can help the medical
team to understand the patients’ conditions and come up with ways to help them cope
better.
• Leisure
• The tours and travels industry has largely benefited from the virtual reality technology. For
example, the industry has been using this technology to give clients a feel of various
holiday destinations around the world. Clients can visit different destinations in a virtual
setting before making travel choices.
• In this way, the world becomes a place where all who wish to can learn and immerse
themselves in other cultures and traditions. This can lead entire generations to a greater
understanding and appreciation for people globally. If someone doesn’t have access to
what it take to reach a destination physically, they can still visit these locales and
experience the greatness offered in these regions of the world.
Business Aspects
• Immersive technology, the catch-all term for describing augmented reality (AR) and
virtual reality (VR), is now having its moment and after years of development and
improvements has finally become mainstream. With major tech brands such as Google,
Samsung, HTC, etc. launching their own versions of VR devices, the popularity of these
devices and virtual content is sky high. VR has already seen a wide range of applications
in different industries and domains.
• Although the gaming industry seems to be the key beneficiary of this technology, VR is
not limited to a single domain or vertical. Virtual reality has already created a storm in
various industry sectors such as healthcare, travel, business, etc. So how can VR have an
effect on businesses? In this article, we have listed the main business benefits of virtual
reality and what impact it can have.
• Humanity has had an uncanny obsession with technological innovation since its earliest
days. From the invention of the wheel, to the subsequent birth of the automobile, or the
dawn of modern means of communication such as the television and radio, to the more
recent rise of personal computers and Internet-enabled mobile devices, the pace of
progress has quickened far faster than any of us could have ever imagined.
• In fact, nearly every part of our business and personal lives have been improved through
technology and innovation's touch in some way, shape or form. Today, we live in a society
replete with real-time, on-demand access to the world's vast annals of information and
virtually any product or service we choose, no matter where in the world we might be,
from bite-sized pocket computers.
• And while the state of our technological advancements might seem dizzying today, it's
what tomorrow holds for us that no doubt boggles even the most astute minds. Whether it's
self-driving cars, space tourism, artificial intelligence or virtual reality, our future is most
certainly bright.
• As we look back, it's hard to imagine how others lived that came before us. It's hard to
imagine the difficulties they faced in traveling from one continent to the other, or even in
sending a simple message -- things that some of us might take for granted today. And the
multitude that comes after us will think similarly of the current state of affairs in our
society today.
• It's clear that in the last 100 years, mankind has made more progress than it has in its
entire history. So, what do the next 100 years hold for us? How about just the next 10
years? While some technologies are changing the way that we live and work, others are
completely revolutionizing our lives.
• One such technology that's set to make earth-shattering changes in the way we live and
interact with others is virtual reality.
• The coming VR-storm, so to speak, will significantly alter the landscape of every
industry from the military, to healthcare, entertainment, gaming, education, fashion,
and business just to name a few. In fact, there will be little in the way of life
and society untouched by virtual reality.
• While we've undoubtedly heard about virtual reality and seen it portrayed in film after
film, the recent proliferation in the fields of both virtual reality and augmented reality
underscores its importance and potential impact on our lives. In the first two months
of 2016 alone, investment in VR and AR topped $1.1 billion dollars, according to
Digi-Capital, an AR/VR advisory firm.
• In fact, in a few short years, the VR industry is expected to balloon to a behemoth-
sized $120 billion market. Bloomberg goes on to estimate that by 2025, that number
will further increase to a whopping $182 billion in size.
• But the VR/AR industry isn't something that new. Companies have been throwing
their hats into the field for quite some time now. We saw Google Glass take a stab at
an augmented reality device that didn't quite make it to the mass market.
• In 2014, Facebook paid $2 billion dollars for Oculus Rift, a revolutionary device to
say the least. Combined with Facebook's recent dive into 360-video, it's clear that
the future vision includes an immersive social experience fueled by VR technologies.
Conclusion
• As can be seen from the preceding report, the technology behind Virtual Reality
continues to be developed, and, impressive as some of it is at this time, we are still some
way off from having systems that will provide fully immersive virtual reality. It can be
mimicked however. Google’s Street View project is a form of Virtual Reality that makes
this sort of immersion possible. Google have taken panoramic photographs of large
portions of the planet. It is not comprehensive in its locations yet, but over time this will
increase, and users will be able to virtually visit anywhere they desire. The hardware
underpinning Virtual Reality is steadily moving forwards, with the military and medical
professions two of the industries that are taking advantage of the ever more
sophisticated equipment. These kinds of technologies, which are available to buy at
relatively inexpensive prices, seem to be the future of Virtual Reality, for the average
consumer anyway. Obviously large businesses will continue to make strides in fully
immersive systems. As humans have five senses, for Virtual Reality to succeed, at least
three of these should be stimulated (sight, hearing and touch). The other two are more
difficult, and possibly less relevant, although it has been attempted, using smell at least,
in Heiligs Sensorama machine. Virtual Reality has then progressed since the term was first
coined in the 1970s. While it was a buzz word of the 1980s, with fantastical promises of
truly immersive systems that would be freely available to all, the reality is that this has
been far more difficult to achieve than it was thought twenty or thirty years ago. Cost has
been a hugely prohibitive factor; it is only fairly recently that technology capable of
producing anything approximating the vision of immersive Virtual Reality has been
available at prices near what the average consumer can afford. The basic pieces of
equipment, such as Head Mounted Displays are a lot more affordable now than they have
ever been. The fact remains that they are regarded as luxury items. The day may come
when such items are commonplace in the average home, but this is still a long way off.
The large scale virtual environments, like CAVE which were discussed earlier, are
prohibitively expensive for the average company to use, let alone purchase for repeated
use.
Bibliography and References
• K. Davids, A.M. Williams, and J.G. Williams, “Anticipation and Decision-Making in
Sport,” Visual Perception and Action in Sport, vol. 1, no.
• 1999, pp. 96–142. 2. F. Multon, R. Kulpa, and B. Bideau, “MKM: A Global Framework
for Animating Humans in Virtual Reality Applications,” Presence: Teleoperators and
Virtual Environments, vol. 17, no. 1, 2008, pp. 17–28.
• B. Bideau et al., “Using Virtual Reality to Analyze Links between Handball Thrower
Kinematics and Goalkeeper’s Reactions,” Neuroscience Letters, vol. 372, nos. 1–2, 2004,
pp. 119–122.
• https://www.fdmgroup.com/5-uses-for-virtual-reality/
• https://readwrite.com/2018/11/08/10-amazing-uses-of-virtual-reality/
• https://www.flatworldsolutions.com/IT-services/articles/virtual-reality-impact-on-
business.php
• https://www.google.com/search?q=business+vr+stats&sxsrf=ACYBGNTVVCFeO88MOv
4R9NFrnwOvlAhXFpOkKHfEVDTQQ_AUIEygC&biw=1536&bih=722#imgrc=4wL8Jfj
YvR5b4M:
• https://disruptionhub.com/business-virtual-reality-5-uses/
• https://www.forbes.com/sites/bernardmarr/2017/07/31/the-amazing-ways-companies-use-
virtual-reality-for-business-success/#65b1b0e01bae
• https://thinkmobiles.com/blog/virtual-reality-military/
• https://www.vrs.org.uk/virtual-reality/how-does-it-affect-us.html
• http://www.classvr.com/virtual-reality-industry-work/vr-military-defence-training/
• https://www.omnivirt.com/blog/virtual-reality-sports-examples/
• https://www.google.com/search?q=vr+in+sports&oq=vr+in+sports&aqs=chrome..69i57j0l
5.3494j0j4&sourceid=chrome&ie=UTF-8