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Virtual Reality: Trends and Applications

The document provides an overview of virtual reality (VR) trends and objectives for a laboratory guide on the topic. It discusses exploring aspects of VR such as its history, definition, types, technologies, applications, hardware/software, and building a Google Cardboard headset. The objectives are to research and understand these VR aspects and develop a classroom project integrating the knowledge. The theoretical foundation section outlines topics that will be covered, including the history, types, technologies, applications, and future of VR.
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© All Rights Reserved
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0% found this document useful (0 votes)
15 views22 pages

Virtual Reality: Trends and Applications

The document provides an overview of virtual reality (VR) trends and objectives for a laboratory guide on the topic. It discusses exploring aspects of VR such as its history, definition, types, technologies, applications, hardware/software, and building a Google Cardboard headset. The objectives are to research and understand these VR aspects and develop a classroom project integrating the knowledge. The theoretical foundation section outlines topics that will be covered, including the history, types, technologies, applications, and future of VR.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Produced by: Eng.

Javier Daza
August 30, 2019 Email: jdaza@[Link]

Laboratory Guide No. 2: New Technology Trends – Virtual Reality VR

OBJECTIVES

1. Know through research and practice the following aspects:


a. History and evolution of virtual reality
b. Definition of virtual reality
c. Types of virtual reality
d. Technologies for virtual reality
e. Applications for virtual reality
f. Hardware and software for virtual reality
g. Build some google cardboard headset
h. Download videos and configure on the cell phone to visualize the VR

2. Develop a fundamental classroom project to show the application of the


aforementioned aspects and integrate it with the knowledge acquired in virtual
reality research.

Theoretical Foundation - Virtual Reality

Content
1. Introduction
2. The history of VR
3. Types of VR
4. Technologies of VR
5. Architecture of VR system
6. Applications of VR
7. Current problems & Future work
8. Summary
9. Reference
Produced by: Eng. Javier Daza
August 30, 2019 Email: jdaza@[Link]

1. Introduction1
1.1 What is Virtual Reality? :
[Link]

The definition of virtual reality comes,


naturally, from the definitions for both ‘virtual’ and
‘reality’. The definition of ‘virtual’ is near and reality
is what we experience as human beings. So the
term ‘virtual reality’ basically means ‘near-reality’.
This could, of course, mean anything but it usually
refers to a specific type of reality emulation.
We know the world through our senses and
perception systems. In school we all learned that
we have five senses: taste, touch, smell, sight and
hearing. These are however only our most obvious
sense organs. The truth is that humans have many
more senses than this, such as a sense of balance for example. These other sensory
inputs, plus some special processing of sensory information by our brains ensures that we
have a rich flow of information from the environment to our minds.

Everything that we know about our reality comes by way of our senses. In other
words, our entire experience of reality is simply a combination of sensory information and
our brains sense-making mechanisms for that information. It stands to reason then, that if
you can present your senses with made-up information, your perception of reality would

1
[Link] / [Link]
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also change in response to it. You would be presented with a version of reality that isn’t
really there, but from your perspective it would be perceived as real. Something we would
refer to as a virtual reality.
So, in summary, “A high-end user-computer interface that involves real-time
simulation and interaction through multiple sensorial channels.” (vision, sound,
touch, smell, taste)”.

2. The history of Virtual Reality2:


[Link] / [Link]

Virtual reality has beginnings that preceded the time that the concept was coined and
formalised. In this detailed history of virtual reality we look at how technology has evolved
and how key pioneers have paved the path for virtual reality as we know it today.

2.1 Early attempts at virtual reality

Panoramic paintings

If we focus more strictly on the scope of virtual reality as a means of creating the illusion
that we are present somewhere we are not, then the earliest attempt at virtual reality is surely
the 360-degree murals (or panoramic paintings) from the nineteenth century. These paintings
were intended to fill the viewer’s entire field of vision, making them feel present at some
historical event or scene.

Battle of Borodino, 181

2
[Link] /
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 1838 – Stereoscopic photos & viewers

In 1838 Charles Wheatstone’s research demonstrated that the brain processes the
different two-dimensional images from each eye into a single object of three dimensions.
Viewing two side by side stereoscopic images or photos through a stereoscope gave the user
a sense of depth and immersion. The later development of the popular View-Master
stereoscope (patented 1939), was used for “virtual tourism”. The design principles of the
Stereoscope is used today for the popular Google Cardboard and low budget VR head
mounted displays for mobile phones.

 1838 : The stereoscope (Charles Wheatstone)


 1849 : The lenticular stereoscope (David Brewster)
 1939 : The View-Master (William Gruber)

Over time mankind has been slowly but surely creating ever richer ways to stimulate our
senses. Things really began to take off in the 20th century, with advent of electronics and
computer technology.

 1929 – Link Trainer the First Flight Simulator

In 1929 Edward Link created the “Link trainer” (patented 1931) probably the first example
of a commercial flight simulator, which was entirely electromechanical. It was controlled by
motors that linked to the rudder and steering column to modify the pitch and roll. A small
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motor-driven device mimicked turbulence and disturbances. Such was the need for safer
ways to train pilots that the US military bought six of these devices for $3500. In 2015 money
this was just shy of $50 000. During World War II over 10,000 “blue box” Link Trainers were
used by over 500,000 pilots for initial training and improving their skills.

Left: Edward Link, Right: The Link Trainer

 1930s – Science fiction story predicted VR

Image source: [Link] In the 1930s a story by science


fiction writer Stanley G. Weinbaum
(Pygmalion’s Spectacles) contains the
idea of a pair of goggles that let the
wearer experience a fictional world
through holographics, smell, taste and
touch. In hindsight the experience
Weinbaum describes for those wearing
the goggles are uncannily like the
modern and emerging experience of
virtual reality, making him a true
visionary of the field.

 1950s – Morton Heilig’s Sensorama

In the mid-1950s cinematographer Morton Heilig developed the Sensorama (patented


1962) which was an arcade-style theatre cabinet that would stimulate all the senses, not just
Produced by: Eng. Javier Daza
August 30, 2019 Email: jdaza@[Link]

sight and sound. It featured stereo speakers, a stereoscopic 3D display, fans, smell
generators and a vibrating chair. The Sensorama was intended to fully immerse the individual
in the film. He also created six short films for his invention all of which he shot, produced and
edited himself. The Sensorama films were titled, Motorcycle, Belly Dancer, Dune Buggy,
helicopter, A date with Sabina and I’m a coca cola bottle!

Image source: [Link]


The video below is an interview with Morton about the Sensorama.

 1960 – The first VR Head Mounted Display

Morton Heilig’s next invention was the Telesphere Mask (patented 1960) and was the
first example of a head-mounted display (HMD), albeit for the non-interactive film medium
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without any motion tracking. The headset provided stereoscopic 3D and wide vision with
stereo sound.

 1961 Headsight – First motion tracking HMD

In 1961, two Philco Corporation engineers (Comeau & Bryan) developed the first
precursor to the HMD as we know it today – the Headsight. It incorporated a video screen for
each eye and a magnetic motion tracking system, which was linked to a closed circuit
camera. The Headsight was not actually developed for virtual reality applications (the term
didn’t exist then), but to allow for immersive remote viewing of dangerous situations by the
military. Head movements would move a remote camera, allowing the user to naturally look
around the environment. Headsight was the first step in the evolution of the VR head mounted
display but it lacked the integration of computer and image generation.

 1965 – The Ultimate display by Ivan Sutherland

Ivan Sutherland described the “Ultimate Display” concept that could simulate reality to the
point where one could not tell the difference from actual reality. His concept included:

 A virtual world viewed through a HMD and appeared realistic through augmented 3D
sound and tactile feedback.
 Computer hardware to create the virtual word and maintain it in real time.
 The ability users to interact with objects in the virtual world in a realistic way

“The ultimate display would, of course, be a room within which the computer can control
the existence of matter. A chair displayed in such a room would be good enough to sit in.
Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room
would be fatal. With appropriate programming such a display could literally be the
Wonderland into which Alice walked.” – Ivan Sutherland

 1968 – Sword of Damocles

In 1968 Ivan Sutherland and his student Bob Sproull created the first VR / AR head
mounted display (Sword of Damocles) that was connected to a computer and not a camera. It
was a large and scary looking contraption that was too heavy for any user to comfortably
wear and was suspended from the ceiling (hence its name). The user would also need to be
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strapped into the device. The computer generated graphics were very primitive wireframe
rooms and objects.

 1969 – Artificial Reality

In 1969 Myron Kruegere a virtual reality computer artist developed a series of


experiences which he termed “artificial reality” in which he developed computer-generated
environments that responded to the people in it. The projects named GLOWFLOW,
METAPLAY, and PSYCHIC SPACE were progressions in his research which ultimately let to
the development of VIDEOPLACE technology. This technology enabled people to
communicate with each other in a responsive computer generated environment despite being
miles apart.

 1987 – Virtual reality the name was born

Even after all of this development in virtual reality, there still wasn’t an all-
encompassing term to describe the field. This all changed in 1987 when Jaron Lanier, founder
of the visual programming lab (VPL), coined (or according to some popularised) the term
“virtual reality”. The research area now had a name. Through his company VPL research
Jaron developed a range of virtual reality gear including the Dataglove (along with Tom
Zimmerman) and the EyePhone head mounted display. They were the first company to sell
Virtual Reality goggles (EyePhone 1 $9400; EyePhone HRX $49,000) and gloves ($9000). A
major development in the area of virtual reality haptics.
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 1991 – Virtuality Group Arcade Machines

We began to see virtual reality devices to which the public had access, although
household ownership of cutting edge virtual reality was still far out of reach. The Virtuality
Group launched a range of arcade games and machines. Players would wear a set of VR
goggles and play on gaming machines with realtime (less than 50ms latency) immersive
stereoscopic 3D visuals. Some units were also networked together for a multi-player gaming
experience.

 1992 – The Lawnmower Man

The Lawnmower Man movie introduced the concept of virtual reality to a wider
audience. It was in part based on the founder of Virtual Reality Jaron Lanier and his early
laboratory days. Jaron was played by Pierce Brosnan, a scientist who used virtual reality
therapy on a mentally disabled patient. Real virtual reality equipment from VPL research labs
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was used in the film and the director Brett Leonard, admited to drawing inspiration from
companies like VPL.

 1993 – SEGA announce new VR glasses

Sega announced the Sega VR headset for the Sega Genesis console in 1993 at the
Consumer Electronics Show in 1993. The wrap-around protoype glasses had head tracking,
stereo sound and LCD screens in the visor. Sega fully intended to release the product at a
price point of about $200 at the time, or about $322 in 2015 money. However, technical
development difficulties meant that the device would forever remain in the prototype phase
despite having developed 4 games for this product. This was a huge flop for Sega.

 1995 – Nintendo Virtual Boy

The Nintendo Virtual Boy (originally known as VR-32) was a 3D gaming console that
was hyped to be the first ever portable console that could display true 3D graphics. It was first
released in Japan and North America at a price of $180 but it was a commercial failure
despite price drops. The reported reasons for this failure were a lack of colour in graphics
(games were in red and black), there was a lack of software support and it was difficult to use
the console in a comfortable position. The following year they discontinued its production and
sale.
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 1999 – The Matrix

In 1999 the Wachowski siblings’ film The Matrix hits theatres. The film features
characters that are living in a fully simulated world, with many completely unaware that they
do not live in the real world. Although some previous films had dabbled in depicting virtual
reality, such as Tron in 1982 and Lawnmower Man in 1992, The Matrix has a major cultural
impact and brought the topic of simulated reality into the mainstream.

 Virtual reality in the 21st century

The first fifteen years of the 21st century has seen major, rapid advancement in the
development of virtual reality. Computer technology, especially small and powerful mobile
technologies, have exploded while prices are constantly driven down. The rise of
smartphones with high-density displays and 3D graphics capabilities has enabled a
generation of lightweight and practical virtual reality devices. The video game industry has
continued to drive the development of consumer virtual reality unabated. Depth sensing
cameras sensor suites, motion controllers and natural human interfaces are already a part of
daily human computing tasks.

Recently companies like Google have released interim virtual reality products such as
the Google Cardboard, a DIY headset that uses a smartphone to drive it. Companies like
Samsung have taken this concept further with products such as the Galaxy Gear, which is
mass produced and contains “smart” features such as gesture control.
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Developer versions of final consumer products have also been available for a few
years, so there has been a steady stream of software projects creating content for the
immanent market entrance of modern virtual reality.

It seems clear that 2016 will be a key year in the virtual reality industry. Multiple
consumer devices that seem to finally answer the unfulfilled promises made by virtual reality
in the 1990s will come to market at that time. These include the pioneering Oculus Rift, which
was purchased by social media giant Facebook in 2014 for the staggering sum of $2BN. An
incredible vote of confidence in where the industry is set to go. When the Oculus Rift releases
in 2016 it will be competing with products from Valve Corporation and HTC, Microsoft as well
as Sony Computer Entertainment. These heavyweights are sure to be followed by many other
enterprises, should the market take off as expected.

3. Types of Virtual Reality3


There are many types of virtual reality environments, each with their own level of
immersion and features. Some of which are below:

 Semi-Immersive Virtual Reality

 CAVE Fully Immersive Virtual Reality

 Collaborative Virtual Environments

Depending on the type of environment, the level of immersion will differ. For instance, a
semi-immersive environment doesn’t aim for complete immersion, which allows it to operate
at costs much less than the CAVE. On the other hand, total engagement is not possible,
which the CAVE can easily accomplish.

Collaborative environments are a special case in which they may or may not aim for
complete immersion but the main goal is to share a virtual experience with real people.

The type of virtual reality environment chosen is entirely dependant on budget and the
goals of the project. For example, the air force uses a virtual reality flight simulator as a
training tool. This is one example of a semi-immersive virtual reality environment. A fully
immersive environment would just not necessary.

A fully immersive environment, on the other hand, would be needed for total
engagement and are a reliable source for research into various ethical issues surrounding
virtual reality.

3
[Link]
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August 30, 2019 Email: jdaza@[Link]

 Windows on World(WoW)

 Also called Desktop VR.

 Using a conventional computer monitor to display the 3D virtual world.

 Immersive VR

 Completely immerse the user's personal viewpoint inside the virtual 3D world.

 The user has no visual contact with the physical word.

 Often equipped with a Head Mounted Display (HMD).

 Telepresence

 A variation of visualizing complete computer generated worlds.

 Links remote sensors in the real world with the senses of a human operator. The
remote sensors might be located on a robot. Useful for performing operations in
dangerous environments.

 Mixed Reality(Augmented Reality)

 The seamless merging of real space and virtual space.


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 Integrate the computer-generated virtual objects into the physical world which become
in a sense an equal part of our natural environment.

 Distributed VR

 A simulated world runs on several computers which are connected over network and
the people are able to interact in real time, sharing the same virtual world.

4. Technologies of Virtual Reality


 Head-Mounted Display (HMD)

 A Helmet or a face mask providing the visual and auditory displays.

 Use LCD or CRT to display stereo images.

 May include built-in head-tracker and stereo headphones


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 Binocular Omni-Orientation Monitor (BOOM)

 Head-coupled stereoscopic display device.

 Uses CRT to provide high-resolution display.

 Convenient to use.

 Fast and accurate built-in tracking.

 Cave Automatic Virtual Environment (CAVE)

 Provides the illusion of immersion by projecting stereo images on the walls and floor of
a room-sized cube.

 A head tracking system continuously adjust the stereo projection to the current position
of the leading viewer.

 Data Glove

 Outfitted with sensors on the fingers as well as an overall position/orientation tracking


equipment.
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 Enables natural interaction with virtual objects by hand gesture recognition.

 Control Devices

 Control virtual objects in 3 dimensions.

 Toolkits

 Programming libraries.

 Provide function libraries (C & C++).

 Authoring systems

 Complete programs with graphical interfaces for creating worlds without resorting to
detailed programming.

 Software packages available in market

 Multiverse (Freeware)

 Virtual Reality Studio ($100)

 Sense8 World Tool Kit (WTK) (over $1000)

 Autodesk Cyberspace Development kit (over $1000)

 VRML(Virtual Reality Modeling Language)


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 Standard language for interactive simulation within the World Wide Web.

 Allows to create "virtual worlds" networked via the Internet and hyperlinked with the
World Wide Web.

 Aspects of virtual world display, interaction and internetworking can be specified using
VRML without being dependent on special gear like HMD.

 VR models can be viewed by Netscape or IE with a browser plug-in.

5. Architecture of VR system
 Input Processor, Simulation Processor, Rendering Processor and World Database.

 Laboratory – Hardware VR
Produced by: Eng. Javier Daza
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 Components of Virtual Reality

 Input Processor

- Control the devices used to input information to the computer. The object is to
get the coordinate data to the rest of the system with minimal lag time.

- Keyboard, mouse, 3D position trackers, a voice recognition system, etc.

 Simulation Processor

- Core of a VR system.

- Takes the user inputs along with any tasks programmed into the world and
determine the actions that will take place in the virtual world.

 Rendering Processor

- Create the sensations that are output to the user.

- Separate rendering processes are used for visual, auditory, haptic and other
sensory systems. Each renderer take a description of the world stat from the
simulation process or derive it directly from the World Database for each time
step.

 World Database (World Description Files)

- Store the objects that inhabit the world, scripts that describe actions of those
objects.

6. Applications of Virtual Reality


 Entertainment
 More vivid

 Move exciting

 More attractive

 Medicine
 Practice performing surgery.

 Perform surgery on a remote patient.

 Teach new skills in a safe, controlled environment.

 Manufacturing
 Easy to modify
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 Low cost

 High efficient

 Education & Training


 Driving simulators.

 Flight simulators.

 Ship simulators.

 Tank simulators.

 Military Training

7. Applications Of Virtual Reality


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Many people are familiar with the term ‘virtual reality’ but are unsure about the uses
of this technology. Gaming is an obvious virtual reality application as are virtual worlds but
there are a whole host of uses for virtual reality – some of which are more challenging or
unusual than others.

 Where is virtual reality used?


Here is a list of the many applications of virtual reality:
 Virtual Reality in the Military

 Virtual Reality in Education

 Virtual Reality in Healthcare

 Virtual Reality in Entertainment

 Virtual Reality in Fashion

 Virtual Reality and Heritage

 Virtual Reality in Business

 Virtual Reality in Engineering

 Virtual Reality in Sport

 Virtual Reality in Media

 Virtual Reality and Scientific Visualisation

 Virtual Reality in Telecommunications

 Virtual Reality in Construction

 Virtual Reality in Film

 Virtual Reality Programming languages

Some of these will be more familiar than others but visit any of these to find out more
about a particular use of virtual reality.
There are many more uses of VR than first realised which range from academic
research through to engineering, design, business, the arts and entertainment.
But irrespective of the use, virtual reality produces a set of data which is then used to
develop new models, training methods, communication and interaction. In many ways the
possibilities are endless.
The only stumbling blocks are time, costs and technological limitations. Virtual reality
systems such as a CAVE system are expensive and time consuming to develop. Plus there
Produced by: Eng. Javier Daza
August 30, 2019 Email: jdaza@[Link]

are issues of ergonomics, specifically the need to design systems which are ‘user friendly’
and not likely to cause problems such as motion sickness.
But if these problems are solved then there is an exciting future for virtual reality.

8. Current problems & Future work


 Cybersickness / simulator sickness

 Low-fidelity

 Expensive

 Lack of integration between application packages

 High-fidelity system

 Cost-saving

 Collaborative

 High-level contact between participants in distributed VR

9. Summary
 Visualization of complicated, large data is helpful for understanding and analysis.

 VR offers us a new way to interact with computer.

 VR enables us to experience the virtual world that is impossible in real world.

 VR is changing our life, eventually VR will increasingly become a part of our life.

10. Actividad Académica

LEARNING ACTIVITY: Virtual Reality4


Desarrollar una propuesta individual que contemple las siguientes categorías y metodología:

1. Con base en la investigación efectuada sobre realidad virtual, por favor, desarrollar un
proyecto de aula con realidad virtual que contenga:

a. Objetivo
b. Una temática
c. Referentes
d. Población/usuarios
e. Un guion

4
Fuente: [Link] Artículo basado en la propuesta metodológica del autor Ray Kristof, en su libro Diseño Interactivo.
Produced by: Eng. Javier Daza
August 30, 2019 Email: jdaza@[Link]

f. Planificación y diagrama de flujo


g. Dispositivos de hardware y software
 Construir un Google Cardboard Headset – Ver videos recomendados:
- [Link]
- [Link]
- [Link]
- [Link]
[Link]

 Descargar videos para realidad virtual en el celular, configurar y socializar la


demostración con los compañeros de clase.
- [Link]
- [Link]
- [Link]

h. Elementos de realidad virtual


i. Modalidad de socialización del proyecto. Socialización personal apoyado en un
video o presentación en CANVA o RawShorts paso a paso del proceso tanto de la
construcción de la Google Cardboard Headset como de la implementación de la
realidad virtual en el celular.

11. Reference
 What is Virtual Reality? [Link]

 Augumented and Mixed Reality, [Link]

 Virtual Reality Applications, [Link]

 K.-P. Beier. Virtual Reality: A short Introduction. [Link]

 Franchi,J. Vertual Reality: An Overview. ERIC Digest, June 1995

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