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VIRTUAL REALITY

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.

-Srishti Chaudhary (2K17/MC/105)


-Sanjana Kumari (2K17/MC/93)
Certificate

• This is to certify that Srishti Chaudhary (2K17/MC/105) and Sanjana Kumari


(2K17/MC/93) of Mathematics and Computing Engineering branch (Sec–B) has
successfully completed his Technical Communications Project on the topic “
Feminisation of Poverty “ under the guidance of Mrs. Saroj Bala during the academic
session 2019-2020.

Mrs. Saroj Bala


(Professor Technical Communication)
Index
1. Abstract 5
2. Virtual 6
3. Virtual Reality in Sports 7
4. Applications of Virtual Reality 12
5. Business aspects 21
6. Virtual Reality as a Game changer 24
7. Conclusion 26
8. Recommendations 27
9. Bibliography and References 28

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

• Using VR technology to analyze sports perforImproving performance in sports requires a


better understanding of the perception-action loop employed by athletes. Because of its
inherent limitations, video playback doesn’t permit this type of in-depth analysis.
Interactive, immersive virtual reality can overcome these limitations and foster a better
understanding of sports performance. IEEE Computer Graphics and Applications 65
mance involves a three-step process. The first step involves capturing athletes’ actions in a
given sport. These actions are not only useful for the virtual characters’ animation but also
provide a way to compare the subject’s movements in real and immersed situations. The
second step concerns animation of the virtual humanoids and their adaptation to specific
constraints to modify only one part of the simulation. The third step involves the virtual
environment’s presentation. Although the first two steps are common for all the
applications we present here, the third depends on the specific application because each
immersive display system has its own advantages and disadvantages. For example, in our
handball case study, the subject must act as if he is in a real-life setting and so must be free
to move. So, we used a large cylindrical screen. For the rugby perception task, on the other
hand, the subject only tries to identify his virtual opponent’s deceptive movements. So, we
used a head-mounted display (HMD).
Motion Capture of Sports Movements

• 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.

• Virtual ship’s bridge


• Another training aid which makes use of virtual reality technologies is a ‘virtual bridge’.
The ship’s bridge performs a range of important functions and is the ‘mission control’ of
the ship. It contains a set of instruments and fittings necessary for the handling of the ship
which require complex level skills. A virtual bridge enables trainee naval officers to be
taught seamanship, ship handling and how to cope with an emergency situation. The
trainee crew learn about teamwork and dealing with emergencies such as a hostile attack
by another ship by interaction with the device.
• What is apparent is that virtual environments are ideal set ups for military training in that
they enable the participants, i.e. soldiers, to experience a particular situation within a
controlled area. For example, a battlefield scenario in which they can interact with events
but without any personal danger to themselves. The main advantages of this are time and
cost: military training is prohibitively expensive especially airborne training so it is more
cost-effective to use flight simulators than actual aircraft. Flight simulators are a popular
theme in military VR training but there are others which include: medical training
(battlefield), combat training, vehicle training and ‘boot camp. But another use and one
which is not immediately thought of is virtual reality and post traumatic stress disorder
(PTSD). PTSD or ‘combat stress’ has only recently been acknowledged as a medical
condition but it causes very real damage to the person concerned and their family. Virtual
reality is used to help the sufferer adjust to their symptoms and develop coping strategies
whenever they are placed in a new situation.
• Health Care
• Experts used to worry that virtual reality (VR) would affect our brain. These days,
however, VR seems more likely to help our grey matter. A new wave of psychological
research is pioneering VR to and treat medical conditions from social anxiety to chronic
pain to Alzheimer’s disease. Many of these solutions are still in laboratory testing, but
some are already making their way into hospitals and therapists’ offices.
• This use of VR to test and tweak the brain is still very new. And with excitement around
VR entertainment and gaming fizzling from its 2017 peak, it’s reasonable to question
whether VR therapy is the real deal or just another bubble. The evidence so far is strongly
in favor, though, with recent research suggesting psych-focused VR will live up to the
hype.

• VR therapy: tried and tested


• Riding a wave of interest in mental health care companies creating VR content for
therapeutic outcomes are receiving a deluge of attention and funding. And, while VR has
been used successfully to treat post-traumatic stress disorder (PTSD) since 1990s. these
new programs address a much broader range of conditions. The library of Palo Alto–
based Limbix, for instance, includes VR content designed to treat issues including alcohol
addiction, claustrophobia and teenage depression. Barcelona-based psious offers
treatments for eating disorder. Today’s VR content is primarily designed to aid exposure
therapy, a treatment for anxiety disorders in which patients are exposed to anxiety-
inducing stimuli in a safe, controlled environment, eventually learning that the “threats”
they’re worried about are not actually very dangerous. For example, someone who fears
heights might visit progressively taller buildings under the guidance of their therapist (in
vivo exposure), while someone with PTSD might revisit traumatic memories in therapy
sessions (imaginary exposure). Previously, and still today, exposure mainly happens in
carefully controlled real-world scenarios. However, VR allows therapists to create that
safe, controlled environment inside a VR headset instead. It’s a far safer, quicker and less
expensive option.
• Using VR also gives therapists much more control over the intensity of their patients’
experiences, which can lead to better treatment outcomes, said Stéphane Bouchard, the
Canada Research Chair in Clinical Cyberpsychology at the University of Quebec. VR
therapy patients can also do things they couldn’t do in the real world. “In one of our
studies, we asked patients who are afraid of heights to actually jump from a cliff,”
Bouchard said. However, not all VR therapy content is created equal. “At least two or
three times a year, I attend conferences where I see start-up companies showing videos of
VR environments that are incomplete, untested and definitely haven’t been tried out by
psychologists,” Bouchard said. Clearer rules and standards will make it easier for patients
and practitioners to identify products that work. Establishing those rules will require more
research into what makes VR therapies effective. A major area of focus should be
“predicting who’s going to have a positive response to VR, as opposed to other methods,”
said Albert "Skip" Rizzo, director of medical virtual reality at the University of Southern
California's Institute for Creative Technologies.
• For example, studies show that patients with PTSD who also suffer from depression tend
to respond much better to VR exposure therapy, compared to other treatment methods.
Imaginary exposure can be a struggle for patients who also have depression, “since a
depressed person is less able to engage in their trauma memory,” Rizzo said. VR exposure,
which simulates battlefields and other traumatic, triggering events, can help bring
traumatic incidents to life for depressed patients so they can begin unlearning their anxiety
response.
• Optimizing VR content could also mean experimenting with other sensory stimuli beyond
visuals. The biggest question is which types of interventions make the most difference to
therapeutic outcomes, said Rizzo: “Is it the addition of good immersive audio? Does
tactile feedback add anything? Adding virtual smells into the session, does that help?” (In
case you were wondering: Yes, there is a start-up working on VR smells.)

• Diagnosing Elusive Symptoms


• In addition to potentially providing better outcomes for treatment, VR may aid diagnosis.
For example, since the technology can immerse every patient in the same scenario, some
researchers believe that VR-based diagnostic testing for conditions like schizophrenia,
ADHD and autism could offer more objective results than today’s interview-based
methods.
• Further, because VR imitates the patient’s everyday environment, it also lets clinicians test
symptoms that are usually out of reach. In a 2016 study, researchers from the University of
Cambridge and University College London described their proof of concept for a VR
program to diagnose Alzheimer’s disease. The researchers said the VR test enabled them
to diagnose early-stage patients much more accurately than “gold standard” pen-and-paper
cognitive tests.
• Alzheimer’s affects navigational ability as well as memory, but until VR headsets became
portable and affordable, it was not possible for clinicians to test those deficits. As one of
the researchers, Cambridge neuroscience lecturer Dennis Chan, said: “It would not be
practical for me to test a patient’s navigation by driving them into Cambridge and asking
them to walk back to the clinic.”
• By contrast, the researchers’ VR test asks participants to navigate between a sequence of
landmarks in a simple 3-D landscape. Each landmark disappears once it is reached; at the
end of the test, the subject is asked to navigate back to the location of the first landmark.
The patient’s ability to find the correct spot predicted whether they would develop
Alzheimer’s with 93 percent accuracy, compared to only 64 percent and 79 percent
accuracy of the pen-and-paper tests.
• Does this mean neurologists are going to start fitting their patients with HoloLens 2s or
Oculus Rifts? Not necessarily, said Chan. He thinks the most important application of VR
testing will be in clinical trials for new Alzheimer’s drugs. Currently, researchers typically
test a drug’s efficacy in human subjects with pen-and-paper tests of memory, while testing
in animal trials is done using water-based mazes. But the use of different tests limits
comparability of trial outcomes across the different species. This problem can be
overcome if drug trials tested navigation similarly in both animal and human subjects,
using VR to deliver human tests comparable to those used in animals. “Maybe the drugs
[that have already been developed] were good, but the way in which outcomes of drug
trials were measured was not so good, contributing to negative trial results,” Chansaid.
• Education
• Introducing a whole new concept in educational technology: a ‘standalone’ Virtual Reality
headset complete with a unique student-friendly interface, gesture controls, embedded
educational resources and simple-to-use teacher controls. Class VR is a ground breaking
new technology designed to help raise engagement and increase knowledge retention for
students of all ages.
• Virtual reality (VR) has entered the world of education through the big door creating new
resources to teach and learn.
• Students absorb information much better if they enter a 3D environment that makes
everything more fun, exciting and enjoyable.
• Virtual reality allows you to explore, travel without leaving the classroom, visit what you
want to learn without moving, have a greater professional orientation and much more.
• One of the most interesting uses of virtual reality in the educational environment is in tele
robotics, which involves managing robots from a distance. In class, children can learn to
program a robot to perform certain tasks and use virtual reality to experience the actions of
this robot in first person.
• Students can witness what happened in history in the first person, go deep into the human
body and experience new learning experiences from a different point of view. They will
see everything much better than through explanations and images.
• With virtual reality, students will be able to travel in time and space. They can go
anywhere we want them to see, return to the past or unveil the mysteries of the future.
Without limits, without big expenses.
• Making trips to developing countries through immersive education brings students closer
to other communities, fostering their values, kindness and empathy with others.
• Students can also use virtual reality to learn about the careers that may be of their interest,
to have a better professional orientation that allows them to better decide their future.
• Being able to visualize what they are learning from a different point of view, in a three
dimensions view, allows them to better enjoy their learning time. It’s fun!
• In order for all this to be possible, many educational applications have been created that
can immerse us in new worlds inside our classroom. The best of all is that there is so much
to discover and to create that we will soon learn new applications of virtual reality in
education, and they will be very exciting.
• Recruitment and Training
• The corporate sector has largely benefited from the revolutionary technology.
• Some companies are now recruiting and training their workforce by using virtual reality
that engages the employees in seemingly real work challenges and scenarios. For example,
during recruitment, a company can make use of simulated interviews and choose the best
candidates for the job.
• The use of VR in the workplace can allow potential employees to have a feel of the typical
work environment and be prepared to offer the best solutions for challenges that may
arise. A company can also train employees from different physical locations at the same
time. This also gives employees a seemingly physical involvement which offers the
satisfaction gained from a real training.

• Work Collaboration in the Workplace


• Some companies have embraced virtual sharing to allow personnel to collaborate on
assignments without relocating to one physical location. For example, where a company
has remote workers from different geographical locations, it is necessary that they
coordinate and complete tasks on time. Since teamwork is essential for a company’s
success, VR technology makes it possible for workers to hold meetings through video
conferencing and deliberate on issues. With this technology, employees can gather in the
same room and consult without meeting face to face. This saves unnecessary travel and
allows them to work on assignments concurrently and complete tasks within the shortest
time possible.

• Creating Ideas and Forecasting Trends


• Virtual reality allows businesses to come up with fresh ideas and perform tests before
implementing them in the actual environment. This immersive technology allows
companies to forecast trends and determine the performance of projects beforehand.
• Companies can determine their potential sales performance and customers’ growth in a
virtual setting.
• In car manufacturing, for instance, the end product of a design can be tested to determine
how well it will be accepted in the actual market. Engineers can test a car’s safety in a
virtual setting before the actual manufacturing process begins. Potential customers can
also test drive the vehicles using virtual reality headsets before making purchase decisions.
• Consequently, this helps in making the production process efficient: allowing companies
to come up with the best products that satisfactorily meet the goals of the end users.
• Pain Management
• Uses of virtual reality in medicine are widespread. For example, this technology has been
used in pain management for patients undergoing treatments that inflict insurmountable
pain such as cancer. Each treatment pain of the cancer patient can be helped and managed.
Consider other high pain treatments such as, high degree burns, physiotherapy treatments,
broken limbs, and open wounds.
• When patients wear VR headsets, the technology is used to distract their brain and confuse
the pain pathway by drawing their minds from the suffering. Dentists are also using the
technology to soothe patients when extracting their teeth or conducting root canals and
other dental surgeries.

• Training Medical Students


• The virtual reality technology is used to assist medical students to learn and acquire work
experience faster. With this use of virtual reality in education, medical students can learn
how to conduct delicate surgical procedures.
• Since the procedures can be time-consuming and risky, VR helps the students to perform
real surgeries without putting the lives of patients in danger. The trainees can also use this
technology to increase their hours of practice in a virtual setting, eliminating the fear of
risk on real patients.

• 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.

• Training on Social Cognition to Manage Autism


• The number of patients suffering from autism, a social developmental disorder, has been
on the rise. This problem has mainly been attributed to the increased awareness about the
condition among parents and guardians – but may have many other causal conditions,
including environment. Autism impairs the reasoning, interaction, and social skills of
patients. Virtual reality technology can help in managing the condition by boosting the
patients’ brain activity and imaging.
• This can be achieved through introducing the patients and parents to different social
scenarios and then using medical and psychological training teaching both guardian and
patient about the best usage behavior in each situation. This gives each the opportunity to
practice before the occasion arises
• Managing and Treating Anxiety Disorder
• Anxiety creates a sense of panic in patients. Some describe their feelings as the individual
feeling as if they have lost the ground beneath their feet. Some have chest pain or feel like
they must escape to a safer location.
• A notable symptom of anxiety is breathing difficulties. This symptom and many other
variables that the patient deals with can be monitored, explained and controlled using
virtual reality.
• The medical team can use functional apps fused with the VR technology to monitor the
individual patient’s breathing patterns and offer appropriate scenarios for the patient to
consider and choose. If needed the medical team can quickly administer anxiety
medication thus saving the time lapse between traditional medicinal responses.

• Therapy for Paraplegics


• Persons and patients with differing physical abilities can have the opportunities to use VR
tools to experience the thrills of various environments without being confined to their
physical locations. Notably, VR headsets are being used to enable paraplegics to build
back their brain functions and regain control of limbs. This is one of the most exciting
uses of this new VR technology and can’t be overemphasized for those in this suffering
state.

• 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.

• An All New Level of Product Prototyping


• Companies will be able to use VR to better visualize and design the product that they are
developing like never. This was not possible before, but with the advent of VR the product
being developed can be precisely designed, analyzed for its functionality, and can also be
modified multiple times if required before it is sent to production. Besides, the company's
decision makers and the product's end users will also be able to give some constructive
feedback about the product being developed using VR, which can be incorporated into the
product in the initial stages of development. Therefore, it serves as a great way to quickly
detect design problems and deal with it sooner, avoiding post-production complications.

• Reduced Business Travel & Efficient Business Meetings


• Any technology which reduces the travel and communication gap will revolutionize
businesses. A few years ago having distributed teams was considered to be highly
inefficient, due to the costs associated with business travel. But now with advanced
technologies and infrastructure, this gap has reduced a lot. Virtual reality will further
reduce this gap and help businesses in successfully conducting virtual meetings involving
different teams spread across the globe.
• E-Commerce Advertising Will See a New Side
• Apart from the obvious industry sectors where VR is expected to thrive, such as gaming
and movies, e-commerce will be one field in which companies can reap huge business
benefits of VR. However, e-commerce has some uncharted regions, which need to be
identified by companies to draw maximum benefits from them. This is possible using VR,
as it creates a whole new way in which people can shop on e-commerce websites and will
also be an important part of the purchasing cycle.

• VR Can Provide Competitive Advantage to Businesses


• As opposed to a traditional product launch or physically building a new store, businesses
can quickly and confidentially create a virtual store, which is much easier as compared to
physically setting up a store. While the speed of marketing can be accelerated using this
technology, the store can be planned in complete secrecy. This helps businesses to stay
ahead of the competition.

• Interviewing Candidates Will be Easier


• With new applications of VR, taking interviews of candidates who have applied for a job
will be much easier for the human resources department in the future. They will be able to
interview candidates from different locations face-to-face in a virtual conference room,
where they will also be able to view the candidate's responses and body language. Large
companies can even have remote offices for candidates to use the infrastructure and
participate in the interview or discussions.

• The Future of Retail Will be Very Different


• Through VR companies will be able to invest in extensive research and development to
identify various cultural, consumption, and social trends of the customers and will also be
able to obtain accurate industry forecasts. Therefore, VR will have a huge effect on the
future of retail, as it enables businesses to understand consumer behaviors, trends, and
product consumption patterns in different scenarios.

• Virtual Conferences and Meetings will be Popular


• It is difficult to gather all the participants and have meetings for teams which are spread
across the globe. Inefficient meetings often lead to a high level of misunderstanding and
lack of communication, which can have an adverse effect on the business. But with VR,
meetings and conferences will be much more interactive and fun.
• VR will be an Important Tool in Training
• Professional business trainers are expected to use VR extensively in the coming decade.
The distinct nature of VR allows the participants to look around in the room and interact
with those who are online. Apart from the recorded training sessions, trainers will also be
able to conduct live training sessions and seminars, which make the usual training bouts
more interactive.

• Affordable Virtual Designing of Structures to Visualize the


Project Better
• VR will prove to be a boon to engineers, architects, and other professionals who are into
architectural planning, as it will allow them to clearly visualize the structures they are
designing. This will save a lot of time and money, which would otherwise be invested in
making smaller models or 2-D renders. Therefore, businesses will be able to achieve
massive growth through virtual reality by using immersive 3-dimensional technology to
design structures.

• Offering Virtual Tours Will be Possible


• One of the biggest uses of virtual reality in business is the ability to provide virtual tours
of different locations. This is especially beneficial in the real estate industry where the real
estate agent or owner can provide a virtual tour of the property to their clients and help
them visualize the architectural plan better to make an informed decision. Using VR the
customer can get a 3-dimensional view of the house they are planning to buy or rent
Virtual Reality as a Game-Changer

• 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

• Everything we experience in life can be reduced to electrical activity stimulating our


brains as our sensory organs deliver information about the external world. This
interpretation is what we consider to be "reality." In this sense, the brain is reality.
Everything you see, hear, feel, taste and smell is an interpretation of what's outside, and
created entirely inside your head. We tend to believe that this interpretation matches very
closely to the external world. Nothing could be further from the truth. It is the brain that
"sees", and in some important ways what it sees does not reflect the information it derives
from sensory input. For this reason, we are all living in our own reality simulations -
abstractions - that we construct as a result of both what we perceive with our senses and
how our brains modify this perception. Such things as color, smell and taste, for example
are not properties of the outside world itself, but rather a category created by the process
of perception. In order to experience the world in a meaningful way, the brain must act as
a filter/interference between us and the "real" world. VR is the ultimate medium of
syntactical intent; the only way to figuratively "show" someone exactly what you mean is
to literally show them. Words are exceptionally ineffective at conveying meaning, as they
are a low-bandwidth, medium of knowledge transference. VR will let us remove the
ambiguity that is the discrepancy between our internal dictionaries and bypass
communication through symbolism altogether. The result will be perfect understanding, as
all parties behold the same information. The term Virtual Reality (VR) is used by many
different people with many meanings. There are some people to whom VR is a specific
collection of technologies that is a Head Mounted Display, Glove Input Device and
Audio. Some other people stretch the term to include conventional books, movies or pure
fantasy and imagination. The NSF taxonomy mentioned in the introduction can cover
these as well. However, my personal preference, and for purposes of this paper, we restrict
VR to computer mediated systems. The visualization part refers to the computer
generating visual, auditory or other sensual outputs to the user of a world within the
computer. This world may be a CAD model, a scientific simulation, or a view into a
database. The user can interact with the world and directly manipulate objects within the
world. Some worlds are animated by other processes, perhaps physical simulations, or
simple animation scripts. Interaction with the virtual world, at least with near real time
control of the viewpoint, in my opinion, is a critical test for a 'virtual reality'. Some people
object to the term "Virtual Reality", saying it is an oxymoron. Other terms that have been
used are Synthetic Environments, Cyberspace, Artificial Reality, Simulator Technology,
etc. VR is the most common and sexiest. It has caught the attention of the media.
Recommendations

• 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
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• 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.

• R. Kulpa, F. Multon, and B. Arnaldi, “MorphologyIndependent Representation of


Motions for Interactive Human-Like Animation,” Computer Graphics Forum, vol. 24, no.
3, 2005, pp. 343–351.

• 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

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