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Design Project Report


On

Google Cardboard: An insight into Virtual Reality


Submitted To
Prof. Sathans
Department of Electrical Engineering

Submitted By
Nishant Dhanendra(1120041)
Mayank Awasthi(1120061)
Ayush Malik(1120066)
Minhaj Khurshid(1120107)
Section: E-7
Department of Electrical Engineering
National Institute of Technology, Kurukshetra
2016

Cardboard: An insight into Virtual Reality


Abstract with companies like Google, Facebook, Microsoft and almost all the giants in the world of technology
investing large amounts of time and money on Virtual Reality (VR) as well as Augmented Reality (AR), VR and AR are
incrementally becoming the next big technological innovations set to change the world. The largest obstacle in the path
of large scale adoption of VR and AR technologies however, is the cost constraint. Devices such as Google Glass, Oculus
Rift or Microsoft Holo Lens are quite expensive. However, the advent of the simple open source Google Cardboard has
changed that. Google cardboard is the only low cost VR device which makes experiencing and harnessing the vast
applications of VR accessible to everyone. In this report, basic details of VR related technology will be introduced. This
will be followed by extensive details of the principle, working, assembly and applications of the Google Cardboard.
Keywords Virtual Reality (VR), Augmented Reality (AR), Google Cardboard.

I. INTRODUCTION
VR brings to the user the most immersive experience
possible, allowing the user to be transported into an
alternate location and interact with the virtual
surroundings. This enables VR to find an application
in a wide array of fields such as entertainment,
education, surgery, crime investigation etc.
As recently as April 2016, Technology Giants
Facebook and Microsoft released their much awaited
VR devices the Oculus Rift and Microsoft Holo
Lens. This marked the official advent of VR into the
mainstream market.
Given the exponential growth computing and
mobile technology have seen over the last 10 years in
terms of innovation and cost, the future appears to be
a very bright one for VR.
However, as much as VR may be a gateway into
the future, the high cost of mainstream VR devices
make it mostly inaccessible if not for the Google
Cardboard.
The Google Cardboard uses a simple, low cost
arrangement of a cardboard box and a pair of lens
along with a magnetic button. With the help of a
smartphone, it can provide an immersive VR
experience. The Cardboard concept, which is open
source, is now, being adopted by companies such as
Samsung to bring VR to their users.
II. VIRTUAL REALITY

If we consider the perspective based on


functionality, Virtual reality (VR) is a term that
applies to computer-simulated environments that can
simulate physical presence in places in the real world,
as well as in imaginary worlds. In other word, virtual
Reality is a simulation in which computer graphics is
used to create a realistic looking world. Moreover the
synthesized world is dynamic and responds to user
inputs such as gestures and verbal commands [1]
Virtual Reality is a real-time and interactive
technology. It means that the computer is able to
detect user inputs and modify the virtual world
instantaneously. Interactivity and its captivating
power contribute to the feeling of being the part of the
action on the environment that the user experience.
All human sensorial channels can be used to have a
high level interaction. Most current virtual reality
environments are primarily visual experiences,
displayed either on a computer screen, but some
simulations include additional sensory information,
such as sound through speakers or headphones. Some
advanced simulators, use haptic systems which
include tactile information, generally known as force
feedback. So, we can summarize the above ideas of
Virtual Reality in one definition [2]: Virtual Reality is
a high-end user interface that involves real time
simulation and interaction through multiple sensorial
channels like visual, auditory or tactile. Samples of
Virtual Reality interaction are illustrated in Figure 1
and Figure 2.
Virtual Reality technology has been a promising
technology applicable in various domains of

application such as training simulators [3], medical


and health care, rehabilitation [4], education [5-6],
engineering [7], scientific visualization [8], and
entertainment industry.

display device such as graphics workstation. A hybrid


VR system permits the user to view the real world
with virtual images superimposed over this view.
Such systems are also known as Augmented
Reality systems. A practical example is found in the
HMDs used by fighter pilot, which allow the pilot to
view their outside world simultaneously with overlaid
synthetic graphics. [11]

A generic immersive VR system consists of


three system elements interacting with each other to
make the whole functioning system. These three
elements are the Virtual Environment, the computer
environment and VR Interfaces. VE covers ideas such
as model building, introducing dynamic features and
physical constraints. The computer environment
includes the processor configuration, the I/O channels
the VE database and the real-time operating system
and VR Interfaces encompass the hardware used for
tracking head, recognizing hand gestures, detecting
sound or haptic, 3D interfaces and multi-participant
systems. The connectivity between the system
elements is depicted in Figure 3 [11].

Fig. 1 Example of virtual surroundings

!
Fig. 2 Example of interaction with VR interfaces.

In addition, Virtual reality can lead to state of the


art technologies like Second Life, too [9-10]. Like
many advantageous technologies, beside
opportunities of Virtual Reality and Second Life,
inevitable challenges appear, as well.
!

Fig. 3 Connectivity between elements of a Virtual Reality system

A. Types of Virtual Reality


We can categorize Virtual Reality systems into
three groups depending on the degree of immersion
and interactivity. These three groups are immersive
systems, non-immersive systems and hybrid VR
systems. Immersive systems replace our view of the
real world with the computer-generated images that
interact to the position and orientation of the users
head. A non-immersive system on the other hand,
leaves the user visually aware of the real world but
able to observe the virtual world through some

B. Virtual Reality Applications


The virtual domain offers reliability, speed, ease
of access, compactness and security, and is easily
transmitted to other virtual domains for example
computers located in distant parts of the world [11].
Due to these facts, VR technology has been a
promising technology applicable in various domains
of application.

These most popular domains of application


are training simulators, medical and health care,
education, defence, engineering, ergonomics and
human factors research, database and scientific
visualization, and entertainment industry.
Training simulators are used for planes,
submarines, power plants, surgery, endoscopes and
air traffic control. Such simulation uses a replica of
the real operational environment and real time
computer to model its dynamics. Training through
simulation provides significant benefits over other
methods. Hazardous environment, such as a nuclear
power station [12], or an aircraft landing in a fog can
be accurately simulated without any danger to the
trainee. Other benefit is the ability of computer
software in providing flexibility to structure training
programs and even monitor and measure the progress
of a training session. Many simulators employ image
processing and machine vision techniques to feel
more real images in the virtual environments.
The key components of medical and health care
where Virtual Environment can be applied are
diagnosis, therapy, education and training and
medical records. Diagnosis using virtual endoscopy
is one of the areas that can achieve clinical efficiency
in the earliest time frame. Virtual environments can
be used in computer assisted surgery, image guided
surgery, tele-surgery, and treatment of phobias and
other psychological disorders. The VR system offers
a sense of realism in a safe environment. By
gradually exposing the person to their fear - for
example, fear of flying -with a Virtual Environment
the patient becomes accustomed to the trigger of
their problem to an extent that it no longer becomes
an issue. One of the advantages of this technology is
that it allows healthcare professionals to learn new
skills as well as refreshing existing ones in a safe
environment. Plus it allows this without causing any
danger to the patients and can record improvement
stages of the patient. Thus Technology can therefore
be used in innovative ways to provide support for
those with mental health problems and nowadays
Virtual Reality Therapy (VRT) is one of the newest
treatment technologies.

Education is another area which has adopted


virtual reality for teaching and learning situations.
Virtual Environments can be used for learning of the
kind expected to occur in schools, colleges and
universities, that is, the acquisition of general
problem solving skills, mastery of facts and concepts,
and improvement of the learning progress itself. The
advantage of this is that it enables large groups of
students to interact with each other as well as within a
three dimensional environment. It is able to present
complex data in an accessible way to students which
is both fun and easy to learn. Plus these students can
interact with the objects in that environment in order
to discover more about them.
C. Virtual Reality Devices
Some of the most popular VR devices available in
the market today are as follows:
1) HTC Vive:
The HTC Vive is the Steam VR headset made in
collaboration with Valve. The HTC Vive plugs
into PCs and works with Valve's mammoth
gaming ecosystem. It packs in 70 sensors to offer
360 degree head-tracking as well as a 90Hz
refresh rate; the stat that's key to keeping down
latency, which is the technical term for the effect
that causes motion sickness.

2) Oculus Rift:
Oculus Rift is the virtual reality headset that
started the current hysteria. Developed by Palmer
Luckey, funded via Kickstarter and snapped up by
Facebook for $2 billion, the Rift plugs into the
computer's DVI and USB ports and tracks your
head movements to provide 3D imagery on its
stereo screens. The consumer edition Rift uses a
2160 x 1200 resolution, working at 233 million
pixels per second, with a 90Hz refresh rate

Fig. 4 Oculus Rift

3) Samsung Gear VR:

sensors and positioning systems to accurately


track head movements.

The Samsung Gear VR is actually a basic


version Oculus Rift, given that the two
companies collaborated for the technology. The
Gear VR is simply a case that uses a Samsung
Galaxy smartphone as its processor and display.
The handset simply slots in front of the lenses,
into a Micro USB dock, and uses its Super
AMOLED display as the screen. Slot in the
phone, stick on the headset and you're into your
virtual reality experience.
Fig. 6 Google Cardboard

4) Microsoft Holo Lens:

III. THE GOOGLE CARDBOARD


Harnessing the Gyroscope, Accelerometer and
Magnetometer of an average smartphone, the Google
Cardboard consists of an arrangement of a cardboard
chassis, a magnetic button and a pair of lens to
produce 3D, 360o visuals that generate virtual reality.

Fig. 5 Microsoft Holo Lens

Microsoft HoloLens blends virtual and half


augmented reality to make one of the most
ambitious launches ever. The device merges realworld elements with virtual 'holographic' images,
meaning one can look at the virtual world on
their kitchen table, or walk around the surface of
Mars in their living room. Using technology to
recognise gestures and voice commands, the
headset has a 120-degree field of vision on both
axes, and is capable of 'high definition' visuals,
but it's still a letterbox compared to the likes of
Oculus and Vive. More importantly, however,
there's no connection to a PC a full Windows
10 system is built into the headset and runs off a
battery.

5) Google Cardboard:
Google announced its Cardboard virtual reality
headset at I/O 2014 and unveiled version 2 at the
2015 conference. Popping a smartphone into a
cardboard container and then strapping it to ones
head may sound like a joke, but it works really
well and has become a low-cost way to
experience virtual reality. After all, an average
smartphone contains all the necessary gyroscopic

Of all the VR devices available, the Google


Cardboard has made the vast applications of VR
accessible to one and all owing to its low cost
construction.
A large number of mobile applications as well as
advanced imaging technologies have been developed
in order to create a vast ecosystem surrounding the
Cardboard VR.
360o, 3D videos and images can be found on
platforms such as Facebook and YouTube as well and
can be viewed using the google cardboard. The
cardboard VR is an open source device and can be
constructed by following the detailed design
specifications available on the google website.
In order to understand the working of the Google
cardboard its necessary to understand the concept of
3D imaging as well as the process of recording 360o
videos. The working of the magnetic button and its
purpose must also be understood along with the
specifications of the Google Cardboard design.
A. 3D Imaging in the Cardboard VR
Most human beings use what is known as
binocular vision to perceive depth and see the world

in 3D. The binocular vision system relies on the fact


that we have two eyes, which are approximately 3
inches apart. This separation causes each eye to see
the world from a slightly different perspective. The
brain fuses these two views together. It understands
the differences and uses them to calculate distance
creating our sense of depth and ability to gauge
distance.
A simple way to understand this principle is to
hold ones thumb up at arms length and close one
eye. Then try closing the other eye. As one switches
between open eyes they should see their thumb
"jumping" back and forth against the background. To
see how much of a difference the binocular vision
system makes, one can have a friend throw them a
ball and try to catch it while keeping one eye closed.
[13]
In the Cardboard VR the cardboard box holds an
Android smartphone in a position thats in front of
the eyes, with some lenses between them. On the
screen, two slightly different images are shown on
the left and right sides. Each one of the eyes looks at
the image in front of it. Since the images can be
made different, a 3D effect can be constructed.
However, the imaging is more than just a stationary
movie screen. Since it is strapped to the face, one is
free to move their head around and look all around.
Using the sensors (accelerometer and gyroscope) in
the phone to sense the heads position, the software
creates a view that changes depending on how the
heads turning and where its looking. It generates
the illusion of being inside a 3D environment.

!
Fig. 7 JUMP camera rig fitted with GoPro cameras

All videos shot for the Google Cardboard are shot in


this manner.
C. Google Cardboard VR Specifications
The Google cardboard specifications include
specifications for the cardboard chassis, lens,
oleophobic coating and magnetic button.
1) Lens Optical Design Specifications:
Google Cardboard (I/O 2015 edition) contains
custom designed, 80o FOV, 34 mm diameter
lenses. [15]
FOV or Field of View is the extent of the
observable world that is seen at any given
moment. In cases of optical instruments, its a
solid angle through which the detector is sensitive
to electromagnetic radiations.

B. Recording 360o Videos and Images


360o videos are shot using a JUMP camera rig [14].
It is a frame designed by google that contains slots
for 16 GoPro cameras which can shoot videos in all
conditions. Through the JUMP camera rig coupled
with GoPro cameras, 360o videos with 3D capability.

Fig. 8 Google Cardboard (I/O 2015 edition) lenses.

The detailed parameters, tolerances and


performance requirements of these lenses are
given below.
Parameters

Value

Unit

Material

Metallized fabric

Surface Resistivity

<0.03

Ohm/sq

Z-Axis Resistance

<0.03

Ohm

!
Fig. 9 Cardboard button parts: (1) - pillow, (2) hammer, (3) - conductive strip
Table 2. Conductive strip specifications.

Parameters

Value

Surface Material

Metallized fabric

Core Material

Soft urethane foam

Core surface resistivity

<0.07

PSA type

Conductive

PSA Z-axis resistance

<0.05

Unit

Ohm/sq

ohm

Table 3. Conductive pillow specifications.

!
Table 1. Lens design optical parameters.

2) C a r d b o a r d M e c h a n i c a l D e s i g n
Specifications:
Google Cardboard (I/O 2015) mechanical body
consists of three distinct parts: chassis,
T-shirt and button. Each of these parts is made
from the corrugated cardboard. Refer to adjoined
T-shirt, Chassis and Button specifications for
more details.[15]

3) Oleophobic Coating:
The oleophobic coating should provide water and
grease resistance. It should be skin safe and
compliant with the food contact regulations. The
coating should be applied on the user facing part
of viewers chassis (see figure below). For best
performance, it should be applied via a rod
coater, not via flexo press.[15]

D. Magnetic Button Working


Since the phone is trapped inside a box, the screen
cannot be touched. Without any screen input, the
Google developers figured they needed some other
way to add a button to the device. Hence magnetic
buttons were used as they can be added to the outside
of the box and can provide an input without touching
the screen.
On the inside face of the cardboard, a weak magnet is
taped/glued in place. On the outside, a neodymium
ring magnet is attracted to the first magnet through
the cardboard. Sitting in a slot, the user can slide the
outer magnet down a little, and it will snap back in
place when released.
Smartphones have an internal 3-axis magnetometer: a
compass.
By moving the magnet around, the
magnetic field at the compass sensors location
changes. The software app running on the phone can
interpret this as input, like the flip of a switch.
E. Construction of Cardboard VR

4) Button Specifications: Conductive Strip and


Pillow:
Google Cardboard (I/O 2015) button consists of
two conductive parts (pillow and strip),
glued to a cardboard-based hammer. [15]

Step 1: Cut out the cardboard as per the specifications


(attached) and apply oleophobic coating to the
surface.

Step 2: Put the two lenses in the middle of the eye


piece part and then fold. Make sure that the hinges of
the outer folds catch the lenses securely.
Step 3: Insert the folded centre eyepiece into the
main chassis. Fold and insert into the slots.
Step 4: Insert the magnets to the side, put a piece of
rubber band around the main body and then put
Velcro strips on top of the flaps.
Step 5: Insert the mobile phone with the screen
facing the lens and operate cardboard compatible
applications on your phone to experience cardboard
VR.
NOTE: For more details, YouTube videos for the
same can be referred.
F. Limitations of Cardboard VR:

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https://www.kjmagnetics.com/blog.asp?p=googlecardboard
https://www.google.com/get/cardboard/jump/
Google Cardboard I/O 2015 Technical specifications pdf
from google.com

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