Seminar report on virtual reality | virtual reality | shahid raza seminar research paper

 


 

Introduction of virtual reality

 

Virtual Reality is a way for humans to visualize, manipulate and interact with computers and extremely complex data”.

 

 Here the word visualization refers to the computer-generated outputs such as computer graphics, simulations, and other such as the CAD models. Here the outputs may be animations that can be controlled easily by scripts. Here the human can directly interact and manipulate with these animations.

 

The most difficult thing in the Virtual Reality is to produce the interaction between Virtual world and the human but not the production of the Virtual world. The type of Virtual Reality in which the human is actually immersed into the Virtual world is called the immersive Virtual Reality. In such a type of Virtual Reality the human is completely isolated from the outside world and he is placed an entirely computer-generated world.

 

 

The applications being developed for Virtual Reality are wide range utilities. Among them the real time applications occupy the prominent place.

 

 

 

 

 

Types of Virtual Reality Systems

 

There are different types of Virtual Reality systems are:

(a) Immersive Systems

The highest priority is being given to the immersive systems. As we have already mentioned the immersive systems rules out the entire real world and places the human in a completely computer-generated animation world.

 

(b) Window on World (WoW)

 It is a normal Virtual world that has been developed on a desktop PC. The most common form of the WoW are computer games that uses 3d simulation of the real worlds. Here the user has to peep into the Virtual world using a monitor placed on his desktop.

 

(c) Video Mapping

 

 This is a technique used to map the motion of a human using special electronic device like cameras. Here the input to the computer is the motion of the human and the output is the 2d graphical image of the human showing his human.

 

(d) Tele presence

This is another technique in Virtual Reality where we use some remote sensors placed somewhere in the Virtual world that maps the human actions and correlates them to the actions that has to be done by the objects in the Virtual world. This type of Virtual Reality is being used by the fire fighters in some critical conditions. Special Robots fixed with this type of sensors help them a lot.

 

 

(e) Mixed Reality

This is a technique combining the Virtual Reality systems and the telepresence. Here the inputs to both the telepresence and Virtual Reality systems are fed as inputs. The fighters see the maps generated by the computers and correlate them with the data available with them. The surgeons correlate the images taken by the CAT scans and the ones taken by the computers.

 

 

 

 

History of virtual Reality

 

Today’s virtual reality technologies build upon ideas that date back to the 1800s, almost to the very beginning of practical photography. In 1838, the first stereoscope was invented, using twin mirrors to project a single image. That eventually developed into the View-Master, patented in 1939 and still produced today.

 

The use of the term “virtual reality,” however, was first used in the mid-1980s when Jaron Lanier, founder of VPL Research, began to develop the gear, including goggles and gloves, needed to experience what he called “virtual reality.”

 

Even before that, however, technologists were developing simulated environments. One milestone was the Sensorama in 1956. Morton Heilig’s background was in the Hollywood motion picture industry. He wanted to see how people could feel like they were “in” the movie. The Sensorama experience simulated a real city environment, which you “rode” through on a motorcycle. Multisensory stimulation let you see the road, hear the engine, feel the vibration, and smell the motor’s exhaust in the designed “world.”

 

Heilig also patented a head-mounted display device, called the Telesphere Mask, in 1960. Many inventors would build upon his foundational work.

 

By 1965, another inventor, Ivan Sutherland, offered “the Ultimate Display,” a head-mounted device that he suggested would serve as a “window into a virtual world.”

 

The 1970s and 1980s were a heady time in the field. Optical advances ran parallel to projects that worked on haptic devices and other instruments that would allow you to move around in the virtual space. At NASA Ames Research Center in the mid-1980s, for example, the Virtual Interface Environment Workstation (VIEW) system combined a head-mounted device with gloves to enable the haptic interaction. 

 

Today’s current virtual reality gear owes a debt of gratitude to the pioneering inventors of the past six decades who paved the way for the low-cost, high-quality devices which are easily accessible. Be sure to visit the VR flight simulators at The Franklin Institute to experience a virtual environment yourself!

 

 

 

 

 

 

 

 

 

Hardware used in virtual reality

Sensory Displays

One of the basic goals of a virtual reality system is to supply your senses with information from the computer-generated reality in much the same way as you experience the real world. Since most people have two eyes, a natural way to see the world requires not one computer display, but two. A common way to produce a realistic 3D view of a virtual world is to place a small computer monitor in front of each eye. Each monitor displays the perspective that the corresponding eye would see in an actual environment. Such a system is called a binocular head-mounted display (HMD).


Most people also have two ears. This is the main reason for the appeal of stereophonic sound. Just as two visual perspectives make a 3D view, two audio perspectives can make a 3D soundscape. However, with free-standing stereo speakers the left and right sounds are mixed: both ears hear sound from both speakers. By using headphones and presenting the correct acoustical perspectives to each ear, many of the spatial aspects of sounds can be preserved. HMDs often have headphones built into them.


Additional displays can be used to engage other senses in VR. Since there is not much of a demand for such things as smell or taste generators, you generally have be creative and figure out your own way of catering to more senses than just vision and hearing.

Computer

A standard personal computer can be equipped to run simple virtual environments. The processing speed of the computer will determine the maximum complexity of the virtual environment you can build. In order to maintain a decent illusion of reality, the spatial aspects of the sensory displays must be recalculated and updated more than 20 times each second. In order to figure out how much complexity can be included in your virtual environment, you need to be able to describe the speed of your computer in VR terms.

Most of 3D graphics is based on building objects out of triangles or other simple polygons. For computing visuals, a convenient metric is the number of polygons your computer system can draw in one second. Since the computer must draw separate views for 2 eyes at least 20 times each second, you must divide the number of polygons per second by 40 to determine the maximum number of polygons that may be simultaneously visible in your virtual world. Thus, a computer that can draw 50,000 polygons per second will be able to support a virtual environment containing a maximum of:

50,000 polygons per second
------------------------------ = 1,250 polygons
2 eyes * 20 views per second

Since 1,250 polygons is not very many from which to build a whole world, and since the polygon drawing speed quoted by hardware and software manufacturers is often optimistic, you generally need to either design very simple worlds, or get extra graphics hardware to help out your computer.

Process Acceleration Cards

There has been an explosion of manufacturers producing 3D graphics accelerator cards for personal computers. These cards (as of September 1996) perform in the 500,000-2 Million polygon per second range, and vary greatly in cost from $300 to $20,000 (and the cost does not necessarily correspond to performance!).

There are also several manufacturers producing 3D sound cards. These sound cards allow you to give a moderately good sense of position to a small number (1-4) of independent sound sources.

Tracking System

The tracking system measures position and orientation. From the position and orientation of your head, the computer can determine how to display the virtual world so that it seems your are in it as opposed to watching it on television. When you turn your head the head tracker senses the change in position, and adjusts the displays accordingly.

The head tracker needs to be capable of taking a measurement of position and orientation at least 20 times every second. There also must be no more than a 1/20th of a second delay between when the measurements are taken, and when the visual display is updated. Any slower than this, and the eyes and inner-ear give your brain conflicting information about which direction your head is pointing. This is similar to what happens on a small boat in rough waters: It can make you seasick, or in VR terms, simulator-sick.

Input Devices

You use input devices to communicate your intentions and actions to the virtual world. Since it is often difficult to touch-type or use a mouse while standing up and wearing a head-mounted display, other types of input systems are used instead of or in addition to keyboards and mice.

 

 

Virtual Reality Applications

1. Healthcare

The most important way VR is modernizing healthcare is through training. VR facilitates an environment to learn and grow outside in real-world situations.

 

With VR, specialists who need to perform very precise operations can practice without being in the midst of an emergency.

 

And practitioners who need to get familiar with the hospital environment can do so without the extra stress involved.

 

The technology is also being used in cognitive behavior therapy where patients with phobias and anxieties work through their problems in a controlled environment.

 

2. Entertainment

The entertainment industry was one of the first to incorporate VR and still remains one of the strongest examples of how it can be applied. If you look at online and/or console gaming, you will see that VR has a strong presence in this industry.

 

Similarly, VR is being introduced to cinemas and theme parks to simulate movie-like adventures and let people experience their favorite cinematographic masterpieces.

 

3. Automotive

VR helps car manufacturers in analyzing road scenarios and the behavior of cars. The simulated situations allow them to analyze and make changes to the prototypes before developing a new model.

 

Virtual reality is widely used in the development of smart cars that will flood the market in the future. Cars learn how to drive, turn, and stop using artificial intelligence (AR) and virtual reality.

 

4. Education

Even though education is believed to be a rather slow industry to pick up new trends and technologies, VR has already shown a lot of promise.

 

For adults, it means that any industry can provide professional training to their employees. But for younger students, VR is part of educational games, field trips, and in general experiencing the world.

 

5. Space & Military

Given that these two industries have to operate in rather dangerous environments that can’t be easily accessed, VR provides conditions for making things as close to reality as possible for training.

 

VR enables trainees to go through preparation with minimal risks and even helps soldiers suffering from battlefield trauma to overcome these conditions and prepare for new or unexpected situations.

 

6. Architecture

Using VR, architects can not only envision what they’re building but understand how it feels as well. This allows them to experience the space before it is built and make real-time changes to deliver customer satisfaction.

 

7. Digital Marketing

While most people don’t like commercials, experiencing the use of a product close-up can actually be an entertaining and enlightening experience. There are a variety of applications of VR in digital marketing.

 

For example, retailers can show potential customers how a product will look in their home. Or nonprofits can create more empathetic messaging for political issues.

 

8. Occupational Safety

Occupational safety and health (OSH) is a concern for workplaces with machinery or natural hazards.

 

These workplace dangers can be addressed in a simulated environment so workers can learn how to respond to them effectively without being hurt.

 

9. Social Science and Psychology

Much of this industry relies on VR so that a patient can embody someone else and imagine reality from a different perspective or worldview. Immersive environments can leave positive impacts on future social interactions.

 

10. Tourism

Try a holiday before you buy it. No, seriously. One pointed virtual reality application is tourism.

 

You can go on guided virtual tours of hotels, landmarks, restaurants, and whatever else you may want to visit on your next vacation. And then when you do go, you know you won't be disappointed.

 

 

 

 

Advantages of Virtual Reality:


1
) Virtual reality creates a realistic world
2) It enables user to explore places.
3) Through Virtual Reality user can experiment with an artificial environment.
4) Virtual Reality make the education more easily and comfort.


Disadvantages of Virtual

 

1) The equipment used in virtual reality are very expensive.

2) It consists of complex technology.

3) In virtual reality environment we cant move by our own like in the real world.

 

Report Overview

 

 

The global virtual reality market size was valued at USD 21.83 billion in 2021 and is expected to expand at a compound annual growth rate (CAGR) of 15.0% from 2022 to 2030. Virtual Reality (VR) is a digitally produced experience that simulates a three-dimensional environment in the real world. The technology provides viewers with an immersive experience using VR gadgets such as gloves, headsets or glasses, and bodysuits. Virtual Reality has revolutionized the gaming and entertainment sectors by allowing users to immerse themselves in a highly simulated environment. Furthermore, the growing use of this technology in instructional training, such as for teaching engineers, mechanics, pilots, field workers, defense warriors, and technicians in the manufacturing and oil and gas sectors, is propelling the market growth.

 

 

 


Apart from educational and training purposes, virtual reality is widely adopted for various other applications. For instance, the technology allows engineers to experiment with a vehicle's design and construction at the concept stage before beginning on costly prototypes in the automobile industry. With VR exposure therapy, the technology is also used for treating people with mental health issues. Furthermore, tourism companies use VR technology to enable potential clients or customers to take a virtual tour of monuments, iconic destinations, restaurants, and hotels.

 

During the COVID-19 outbreak, several industries were shut down temporarily and lockdowns were imposed to arrest the spread of the virus, in turn impacting business operations across regions. However, the increasing need for businesses to continue their activities online resulted in an increased demand for VR. Companies have shifted to virtual platforms to continue their ongoing business activities, such as attending meetings and formulating policies and strategies. Additionally, VR technology is evolving as a promising tool for virtual events. Event planners provide visitors with engaging and diverse experiences by hosting the event on a virtual platform and presenting it as a virtual reality experience. As a result, the growing popularity of virtual events is encouraging market growth.

Global Virtual Reality Market share, by application, 2021 (%) 

Virtual Reality Market Report Scope

 

 

Report Attribute

Details

Market size value in 2022

USD 28.42 billion

Revenue forecast in 2030

USD 87.00 billion

Growth rate

CAGR of 15.0% from 2022 to 2030

Base year for estimation

2021

Historical data

2018 - 2020

Forecast period

2022 - 2030

Quantitative units

Revenue in USD Million and CAGR from 2022 to 2030

Report coverage

Revenue forecast, company ranking, competitive landscape, growth factors, and trends

Segments covered

Device, technology, component, application, region

Regional scope

North America; Europe; Asia Pacific; South America; MEA

Country scope

U.S.; Canada; Mexico; U.K.; Germany; France; China; Japan; India; Brazil

Key companies profiled

Alphabet Inc.; Barco; CyberGlove Systems, Inc.; Meta; HTC Corporation; Microsoft; Samsung; Sensics, Inc.; Sixense Enterprises, Inc. (Penumbra, Inc.); Ultraleap Limited

Customization scope

Free report customization (equivalent to up to 8 analyst working days) with purchase. Addition or alteration to country, regional & segment scope.

Pricing and purchase options

Avail customized purchase options to meet your exact research needs. Explore purchase options

 

 

Segments Covered in the Report

This report forecasts revenue growth at the global, regional, and country levels and provides an analysis of the latest industry trends and opportunities in each of the sub-segments from 2018 to 2030. For the purpose of this study, Grand View Research has segmented the global virtual reality market report on the basis of device, technology, component, application, and region:

·       Device Outlook (Revenue, USD Million, 2018 - 2030)

·       Head-mounted Display (HMD)

·       Gesture-tracking Device (GTD)

·       Projectors & Display Wall (PDW)

·       Technology Outlook (Revenue, USD Million, 2018 - 2030)

·       Semi & Fully Immersive

·       Non-immersive

·       Component Outlook (Revenue, USD Million, 2018 - 2030)

·       Hardware

·       Software

·       Application Outlook (Revenue, USD Million, 2018 - 2030)

·       Aerospace & Defense

·       Consumer

·       Commercial

·       Enterprise

·       Healthcare

·       Others

·       Regional Outlook (Revenue, USD Million, 2018 - 2030)

·       North America

·       U.S.

·       Canada

·       Mexico

·       Europe

·       U.K.

·       Germany

·       France

·       Asia Pacific

·       China

·       Japan

·       India

·       South America

·       Brazil

·       Middle East & Africa

 

 

 

 


 

 

 

 

 

 

 

 

THE FUTURE OF VIRTUAL REALITY

 

Yesterday Virtual Reality was a science fiction fantasy. Today it is a research topic in laboratories and amusement parks. Tomorrow it will certainly replace our televisions and computers. There are already a lot of organizations deemed towards the development of the Virtual Reality. Many researches are being done to find more and more applications of Virtual Reality. In the forth coming days the web sites developed using Virtual Reality will replace the entire present web industry. Even a virtual Jurassic Park may be developed in USA in a short span of days. Let’s hope for a bright future of this emerging technology.

Virtual Reality is one of the technologies with the highest projected potential for growth. According to the latest forecasts from IDC Research (2018), investment in VR and AR will multiply 21-fold over the next four years, reaching 15.5 billion euros by 2022. In addition, both technologies will be key to companies' digital transformation plans and their spending in this area will exceed that of the consumer sector by 2019. It is, therefore expected that by 2020 over half of the larger European companies will have a VR and RA strategy.

Nowadays, the market is demanding applications that go beyond leisure, tourism or marketing and are more affordable for users. Virtual interfaces also need to be improved to avoid defects such as clipping, which makes certain solid objects appear as though they can be passed through. Or to minimise the effects that VR produces in people, among them motion sickness, which consists of a dizziness induced by the mismatch between the movement of our body and what is being seen in the virtual world.

The big technology companies are already working to develop headsets that do not need cables and that allow images to be seen in HD. They are developing Virtual Reality headsets in 8K and with much more powerful processors. There is even talk that in the next few years they could integrate Artificial Intelligence. The latest 5G standard can also provide very interesting scenarios for the evolution of VR. This standard will allow more devices and large user communities to be connected. In addition, its almost imperceptible latency will make it possible for consumers to receive images in real time, almost as if they were seeing them with their own eyes.

All this means that Virtual Reality is no longer science fiction. It is integrated into our present and, in the coming years, it will lead to advances that will shape the future.

 


CONCLUSION

 

The technology is being developed rapidly and shows considerable potential. The ability of Virtual Reality to produce realistic worlds of data, objects and environments, with which the users can interact and manipulate in a realistic and an intuitive manner, opens up a vast wealth of possibilities for work-related applications. The concept of Virtual Reality provides an innovative mix of entertainment, education and State-of-Art. Virtual reality technology will transport guests to different worlds.

From waterbeds to gyroscopes and hydraulic units, a variety of platforms will provide a new kind of travel; into Cyberspace; into virtual worlds where one can swim with the dolphins and experience intense sensory stimulation. As movement of people is becoming more and more costly with time, the scope of Virtual Reality is growing. Working in many fields like medicine, rocket launching, massive constructions, it is very important to be more precise and accurate and here Virtual Reality provides a solution by providing a platform which makes it possible by using the applications of Virtual Reality.

 

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