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VIRTUAL REALITY

EXPERIENCE TO THE REAL WORLD

PRESENTED BY:

SHUBHAM GUPTA
ECE- 13

BIRLA INSTITUTE

OF

APPLIED SCIENCES

BHIMTAL
1. INTRODUCTION production of the Virtual world. The type
The Virtual Reality uses a huge number of of Virtual Reality in which the human is
technologies to produce a Virtual world so actually immersed into the Virtual world is
that a user can interact and manipulate called the immersive Virtual Reality. In
with the virtual objects in the so produced such a type of Virtual Reality the human is
Virtual Worlds. With the aid of some completely isolated from the outside world
specially developed gadgets like a Head and he is placed an entirely computer
Mounted Display, Electronic Glove and generated world. The applications being
Mechanical armatures that fit the human developed for Virtual Reality are wide
organs we can immerse the human into the range utilities. Among them the real time
Virtual world. The simulation technique is applications occupy the prominent place.
combined with the motion of the human to 2 CLASSIFICATION OF VIRTUAL
produce the output that what human REALITY
expects for. For example the person in a After a deep study of this emerging
Virtual world looks at a particular object technology, we have classified Virtual
then he has to get the feeling that he is Reality into three types.
actually looking at that object and he 2.1 VIRTUAL REALITY USING
should also get the feeling of the sounds SOFTWARE
that come from that object. The word The first category of Virtual Reality that
Virtual Reality is an oxymoron. It we consider is Virtual Reality using
means using two words that are software. Here we use many tools to
contradictory to each other side by side. develop the virtual worlds. The most
Virtual Reality is a collection of commonly used tools for developing 3d
technologies for many people. The word worlds are VRML v1.0, VRML97, VRML
Virtual Reality has many contexts. The v2.0, 3d Studio max, Rhino3d, Amapi3d,
word Virtual Reality is defined as follows ALICE99, BLENDER and other such
in the book The Silicon Mirage. The software. The VRMLv1.0 is the child
most difficult thing in the Virtual Reality is language developed from the XML family.
to produce the interaction between Virtual There arent many differences between the
world and the human but not the
later versions of VRML (VRML97 and The other tool available for developing the
VRML v2.0). The programming virtual worlds is by programming. There
paradigms are entirely different from are many programming languages by
VRMLv1.0 to VRMLv2.0. There are many which we can develop the virtual worlds.
companies dedicated to develop the tools The best one we prefer is by using VRML
for creating virtual worlds, such as Parallel v2.0. Prior to this language, people used to
Graphics Co., and Trapezium Co.,. Also develop the virtual worlds using the
there are many concepts of developing the traditional programming language, JAVA.
virtual worlds using the software. As we have mentioned earlier VRML is a
They are : language born from the family of XML.
2.1.1 RENDERING VRML is Virtual Reality Modeling
In this we are conscious about the Language. VRML v2.0 is more advanced
rendering techniques. Here we use the compared to the version 2.0.Here we are
technique of wire framing. A sample presenting one simple program in each of
output and its wire frame model are shown the versions. For developing the virtual
below. After developing the wire frame worlds using VRML we need a plug-in for
model what we have to do is simply to the Internet Explorer or Netscape
apply the texture to it. This is called Navigator. With the help of this only we
texturing. The texture applied can be a can interact with the virtual world. More
photograph or any predefined textures information regarding the browser plugins,
such as metal, rock, wood and cement parsers and editors is included at
flooring www.vrml.org/vrml/.
2.2 VIRTUAL REALITY USING
HARDWARE
2.2.1 MANIPULATION AND
CONTROL DEVICES
It is a common thing that is three axes X,
Y, Z. In order to track the motion of an
object in the virtual world we need to track
the motion of the particular object in all
the three axes. These calculations may
cause some latency. The latency is the
2.1.2 PROGRAMMING major problem in any Virtual Reality
systems. The simplest hardware for Virtual
Reality is a Mouse, Track ball and a set of emitters as well as receivers is used
Joystick. These are the conventional to note the time lags between the known
hardware used for Virtual Reality using 2d relationships and the results. Though these
systems. Creative programming can make are more effective, the main disadvantages
them useful for 3d and 6d controls. Also are the time lags and echoes that come
there are a number of 3dand 6d mice, from the surroundings. Magnetic sensors
Track balls and joysticks. These have some use a coil to note the deflections produced
extra buttons for controlling not only the in the fields due to the change in the
XY transformations, but also the Z position of the object. These are used to
transformations of the pointer, its rotation determine the strengths and angles of
also. One other most commonly used deflections in the fields.
motion-tracking device is an Electronic 2.2.3 STEREO VISION
Glove. An electronic glove is different Stereo vision is a technique where two
from a normal glove in the sense that it has different images are developed one for
a number of sensors. There are a number each eye. The two images developed may
of sensors that can be used. The optical vary a little bit or may completely be the
fiber sensors are used for tracking the same. The Head mounted displays having
motion of fingers and the magnetic sensors two LCDs are for each eye is commonly
are used for the tracking of rest of the required. Here the images are to be
arms. computed from a particular distances and
2.2.2 POSITION TRACKING angles at each moment. There are number
There are many tools available for tracking of techniques for producing the two
the position of the object in the Virtual images. The two images can be placed side
world. Some of them are as described by side and the viewer may be asked to
below. Mechanical armatures are the most cross his eyes against each other. Using
commonly used ones. They help in two differently polarized filters; we can
providing very accurate and fast results. project the images. There is another
Some of them seem like a table lamp while technique for producing the two images,
some others look as exoskeletons that are i.e., by placing two different LCDs before
outfitted to objects in the Virtual world. each eye and producing the image. Thus
The main disadvantage using them is that by shutting down each shutter at
they are cumbersome. Ultrasonic sensors perspective times the user can be made to
are also most commonly used tools. Here a think the depth of the image. The serious
health hazard by this stereo vision is that
the two eyes can be affected very 3) Eliminating the real world and placing
adversely. the human in a computer generated world
is one of the enhancements.
4) The convincing factor about IVR is the
auditory, haptic, touch and other non-
visual senses.
5) Interactions with the objects in the
Virtual world are controlled by a data
glove, head mounted display and other
gadgets.
2.3MAPPINGAND STITCHING
There is also software for producing the
virtual 3D photos such as 3.1HEADMOUNTEDDISPLAY
PHOTOMODELER. The technology used The Head mounted display consists of two
to develop a 3D photo is stitching. For miniature display screens that produce the
producing a 3D photo of a node several stereo scopic images and an optical
photos are taken and they are stitched position tracking system that tracks the
together. The user gets a sense that he is in orientation of the humans head in the
the middle and he is seeing the 3d photo Virtual world and that produces the
by revolving around himself. QUICK impulse to the image generating large
TIME is used to see these photos. You can projection Areas to get more immersive
see one suchmodel at feeling. The characteristics of the IVR can
http://www.bbc.co.uk/history/multimedia_ be summarized as follows. Using a Head
zone/3ds/index.shtml mounted display can increase the
3 MORE ABOUT IMMERSIVE capabilities like walk through, look
VIRTUAL REALITY around, fly through in the 3d Virtual world
1) An immersive Virtual Reality adds Computer. The image generating computer
special gadgets like Head mounted produces the respective view
displays, Boom, Multiple corresponding to the orientation of the user
2) Stereo scopic viewing adds enhanced head in the Virtual world. This is the basic
features like deep peeping through the device used in the IVR. As a result the user
Virtual world. can see in the direction that he wants and
he can walk through the Virtual world.
3.2 BOOM AND CAVE which is attached to a multi link arm. The
To over come the intrusiveness with the user peeps into the Virtual world through
HMD the Boom and Cave are used. These two holes, and controls his motions with
are also extensively used in the IVR. the arms.
Screens and stereo scopic image
generating apparatus are fixed in a box,

4.1 VIRTUAL REALITY IN WAR


The Cave is an interesting topic in IVR. A STRATEGIES
cave consists of a cube shaped room. The SIMNET is the first war related Virtual
stereo scopic images are projected on to Reality application. This project is
the walls and the floor of the room with standardization being pushed by the USA
the help of a number of projectors. The
head tracking system worn by the leading Defense Department to enable diverse
user controls the view of the Virtual world. simulators to be interconnected into a vast
Several users may sit on the Virtual world network .The soldiers can be trained to the
at a time. war by developing a Virtual world that
looks exactly the war field. This helps
them in knowing how to deal in war fields.
Distributed Interactive System (DIS)
protocol has been developed by the
Orlando Institute of Training and
Simulation, which is the future of Virtual
Reality in war strategies.
4.2 VIRTUAL REALITY IN COCKPIT
SIMULATION
4. REAL TIME APPLICATIONS
The next interesting step in Virtual Reality tissue 3-D images at their convenience,
is cockpit simulation. This is used in and perform the same. Nano surgery is
training the pilots. With the help of Virtual another medical application, where the
Reality the entire cockpit is simulated. The doctors located at a distinct place guide the
pilot is placed in the thus developed robots. They guide the robots with the help
Virtual world and the computer guides him of multilink arms that we have already
by giving the maps and the feeling that he seen in the case of booms.
is piloting an actual flight. This helps him 4.4 VIRTUAL REALITY IN DES
in dealing with the critical conditions that IGNING ASPECTS
may arise while he is piloting an actual Virtual Reality helps in designing the
flight. The data glove plays a vital role in virtual models of the certain objects. By
this type of training. A variety of building the virtual models we can see
instruments along with the data glove are how the model works, what the defects
used. The maps generated by the may be and how we can overcome the
computers and the data available with the previous defects. These all can not be seen
pilot are correlated to know the paths. by actually developing the model as it
4.3 VIRTUAL REALITY IN MEDICAL includes a lot of cost and laborious time.
APPLICATIONS
Virtual Reality is now being used to train
physicians to carry out intricate surgical
procedures such as laparoscopies,
arthroscopies, endoscopies and other
minimally invasive surgeries. Virtual
Reality provides a view of the surgical
field normally blocked during such
procedures and enables trainees to get
much needed practice in the left-right
motion inversion obligatory for the This concept of Virtual Reality is being is
operation of instruments in minimally mostly used in the designing of conceptual
invasive surgeries. In contrast to the use of cars.
cadavers which can only be dissected once
and which are becoming more difficult to
procure, it allows students to access
libraries of healthy and pathologic body
protocol (http) is insufficient for large-
scale virtual environments. Additional
capabilities for many-to-many peer-to-peer
communications plus network monitoring
need to be combined with the client-server
capabilities of http. To accomplish this
task, we present a detailed design rationale
for the virtual reality transfer protocol
(VRTP). VRTP is designed to support

Concept cars are being designed to study interlinked VRML worlds in the same

new ideas. Most of these designs are never manner as http was designed to support

built. Virtual reality provides a tool for interlinked HTML pages. VRTP will be

evaluating such designs in full scale optimized in two ways: on individual

without building time consuming and desktops and across the Internet. VRTP

costly physical prototypes. appears to be a necessary next step in the

4.5 VIRTUAL REALITY IN deployment of all encompassing

AMUSEMENT PARKS interactive internetworked 3D worlds.

Virtual Reality is also playing a vital role 6 FUTURE OF VIRTUAL

in the amusement parks. The conceptual REALITY

cars that we have discussed above and the Yesterday Virtual Reality was a science

racing games are being developed to fiction fantasy. Today it is a research topic

attract people. With the help of electronic in laboratories and amusement parks.

gloves, head-mounted displays and stereo Tomorrow it will certainly replace our

scopic vision racing games attract the televisions and computers. Many

people. researches are being done to find more and

5 VIRTUAL REALITY more applications of Virtual Reality. In the

TRANSFERRING PROTOCOL forth coming days the web sites developed

The capabilities of the Virtual Reality using Virtual Reality will replace the entire

Modeling Language (VRML) permit present web industry.

building large-scale virtual environments 7. CONCLUSIONS

using the Internet and the World Wide The ability of Virtual Reality to produce

Web. However the underlying network realistic worlds of data, objects, with

support provided by the hypertext transfer which the users can interact and
manipulate in a realistic and an intuitive
manner, opens up a vast wealth of new shopping experience. In
possibilities for work-related applications. Proceedings of Vision, Modeling,

The concept of Virtual Reality provides an Visualization 2003, 2003. In Print.

innovative mix of entertainment, education [4]http://www.chiplace.org/chifringe/


and State-of-Art. From waterbeds to 2004/655.pdf.
gyroscopes and hydraulic units, a variety
[5] http://www.activeworlds.com/
of platforms will provide a new kind of
travel; into Cyberspace; into virtual worlds [6] S. Lang, M. Naef, M. Gross, L.
where one can swim with the dolphins and Hovestadt: IN: SHOP: Using

experience intense sensory stimulation.. telepresence and immersive VR for a

Working in many fields like medicine, new shopping experience. In


Proceedings of Vision, Modeling,
rocket launching, massive constructions,
Visualization 2003,2003. In Print.
designing and modeling, war training and
cockpit training, 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.

8. REFERENCES:

[1] http://blue-c.ethz.ch

[2] M. Gross, S. Wrmlin, M. Naef, E.


Lamboray, C. Spagno, A. Kunz, E.
Koller Meier,T. Svoboda, L. Van Gool,
S. Lang, K.Strehlke, A. Vande Moere,
and O. Staadt: blue-c: A Spatially
Immersive Display and 3D Video
Portal for Telepresence. In
Proceedings of ACM SIGGRAPH 2003,
pp. 819-827, 2003.

[3] S. Lang, M. Naef, M. Gross, L.


Hovestadt: IN: SHOP: Using
telepresence and immersive VR for a

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