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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
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
!
Fig. 2 Example of interaction with VR interfaces.
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
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
!
Fig. 7 JUMP camera rig fitted with GoPro cameras
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
<0.07
PSA type
Conductive
<0.05
Unit
Ohm/sq
ohm
!
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]
REFERENCES
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15.
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