Está en la página 1de 28

SEMINAR REPORT

ON
VIRTUAL REALITY
SUBMITTED IN THE PARTIAL FULFILLMENT FOR THE AWARD OF
DEGREE
OF
BACHELOR OF TECHNOLOGY
IN
MECHANICAL ENGINEERING

SUBMITTED TO: SUBMITTED BY:


Er. ANKUSH SHARMA LAVISH VAIDYA
ASSISTANT PROFESSOR 17BTL040209
MECHANICAL ENGG. DEPARTMENT

DEPARTMENT OF MECHANICAL ENGINEERING


MAHATMA GANDHI GOVT. ENGINEERING COLLEGE,
KOTLA (JEORI)
CAMP AT JNGEC, SUNDERNAGAR, HP
APRIL 2019

1
CHAPTER-1
ABSTRACT
Virtual reality appears to offer educational potentials in the following areas: (1) data
gathering and visualization, (2) project planning and design, (3) the design of interactive
training systems, (4) virtual field trips, and (5) the design of experiential learning
environments. Virtual reality also offers many possibilities as a tool for nontraditional
learners, including the physically disabled and those undergoing rehabilitation who must
learn (or relearn) communication and psychomotor skills (Pausch, Vogtle, & Conway, 1991;
Pausch, & Williams, 1991; Knapp, & Lusted, 1992; Warner & Jacobson, 1992; Delaney,
1993; Trimble, 1993; Murphy, 1994; Sklaroff, 1994). Virtual reality offers professional
applications in many disciplines --- robotics, medicine, scientific visualization, aviation,
business, architectural and interior design, city planning, product design, law enforcement,
entertainment, the visual arts, music, and dance --- and concommitantly, virtual reality offers
potentials as a training tool linked to these professional applications (Goodlett, 1990;
Jacobson, 1992; Hyde & Loftin, 1993; Hughes, 1993; Donelson, 1994; Dunkley, 1994). For
example, just as virtual reality is used as a tool by surgeons, it can be used by medical
students training to become surgeons.

Originally designed as a visualization tool to help scientists, virtual reality has been taken up
by artists as well. VR offers great potential as a creative tool and a medium of expression in
the arts. Creative virtual reality applications have been developed for the audio and visual
arts. An exhibit of virtual reality art was held at the Soho Guggenheim Museum in 1993 and
artistic applications of VR are regularly shown at the Banff Center for the Arts in Canada
(Stenger, 1991; Frankel, 1994; Laurel, 1994; Teixeira, 1994a; Teixeira, 1994b). This trend is
expanding (Krueger, 1991; Treviranus, 1993; Brill, 1995; Cooper, 1995). Virtual reality has
been applied to the theater, including a venerable puppet theater in France (Coats, 1994). And
virtual reality has a role to play in filmmaking, including project planning and special effects
(Smith, 1993). This has important implications for education, as demonstrated by Bricken
and Byrne's (1993) research.

2
CHAPTER-2
ACKNOWLEDGEMENT
I would like to express my special thanks of gratitude to my teacher Er. Ankush and our
head of Mechanical engineering department Prof. Rakesh as well as our
Director/Principal of Mahatma Gandhi Govt. Engg. College Jeori, Dr. Vinod Kumar,
who gave me the golden opportunity to give a seminar on the topic Virtual Reality, which
also helped me in doing a lot of research and I came to know about so many new things. I
am really thankful to them.

Lavish Vaidya

Roll. No- 17BTL040209

Mechanical Engineering

3
CHAPTER-3
CONTENTS
CHAPTER TOPIC PAGE NO.
1 ABSTRACT 2
2 ACKNOWLEDGEMENT 3
3 CONTENT 4
4 LIST OF FIGURES 5-6
5 INTRODUCTION
6 HISTORY 6-8
7 VIRTUAL REALITY IN 21ST 9-10
CENTUARY
8 HOW DOES VIRTUAL REALITY 11
WORK?
9 DEVICES USED IN VIRTUAL 13-18
REALITY
10 APPLICATIONS OF VIRTUAL 18-22
REALITY
11 PROS OF VIRTUAL REALITY 22-23
12 CONS OF VIRTUAL REALITY 23
13 CONCLUSION 24
14 REFERENCES 25

4
CHAPTER-4
LIST OF FIGURES
NO. FIG PAGE NO.
1 VIRTUAL REALITY 6
2 HISTORY 8
3 HEADSIGHT 8
4 HEAD MOUNTED 14
DISPLAY
5 CAVE 15
6 DATA GLOVE 17
7 DATA SUIT 18
8 GAMING 20
9 CAD 21
10 ASSEMBLY 21
11 MAINTAINENCE 22
12 TRAINING 23
13 QUALITY CONTROL 23

5
CHAPTER-5
Introduction
Virtual reality (VR) is an experience taking place within a computer generated reality of
immersive environments can be similar to or completely different from the real world.
Applications of virtual reality can include entertainment (i.e. gaming) and educational
purposes (i.e. medical or military training).

Currently standard virtual reality systems use either virtual reality headsets or multi-
projected environments to generate realistic images, sounds and other sensations that
simulate a user's physical presence in a virtual environment. A person using virtual
reality equipment is able to look around the artificial world, move around in it, and
interact with virtual features or items. The effect is commonly created by VR headsets
consisting of a head-mounted display with a small screen in front of the eyes, but can
also be created through specially designed rooms with multiple large screens. Virtual
reality typically incorporates auditory and video feedback, but may also allow other types
of sensory and force feedback through haptic technology

One method by which virtual reality can be realized is simulation-based virtual reality.
Driving simulators, for example, give the driver on board the impression of actually
driving an actual vehicle by predicting vehicular motion caused by driver input and
feeding back corresponding visual, motion and audio cues to the driver.

With avatar image-based virtual reality, people can join the virtual environment in the
form of real video as well as an avatar. One can participate in the 3D distributed virtual
environment as form of either a conventional avatar or a real video. A user can select
own type of participation based on the system capability.

Fig. 1

6
In projector-based virtual reality, modeling of the real environment plays a vital role in
various virtual reality applications, such as robot navigation, construction modeling, and
airplane simulation. Image-based virtual reality system has been gaining popularity in
computer graphics and computer vision communities. In generating realistic models, it is
essential to accurately register acquired 3D data; usually, camera is used for modeling
small objects at a short distance.

Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop


display without use of any specialized positional tracking equipment. Many modern first-
person video games can be used as an example, using various triggers, responsive
characters, and other such interactive devices to make the user feel as though they are in
a virtual world. A common criticism of this form of immersion is that there is no sense of
peripheral vision, limiting the user's ability to know what is happening around them.

7
CHAPTER-6

History
The concept of virtual reality has been around for decades, even though the public really
only became aware of it in the early 1990s. In the mid 1950s, a cinematographer named
Morton Heilig envisioned a theatre experience that would stimulate all his audiences
senses, drawing them in to the stories more effectively. He built a single user console in
1960 called the Sensorama that included a stereoscopic display, fans, odor emitters,
stereo speakers and a moving chair. He also invented a head mounted television display
designed to let a user watch television in 3-D. Users were passive audiences for the films,
but many of Heilig’s concepts would find their way into the VR field. Philco Corporation
engineers developed the first HMD in 1961, called the Headsight. The helmet included a
video screen and tracking system Bell Laboratories used a similar HMD for helicopter
pilots

Fig.2

Fig.3

8
Year Development
19th century Panoramic paintings : VR technology started with the introduction
of 360 panoramic paintings from 19th century. These paintings
filled the viewer’s entire field of vision making it an immersive
scene
1838 Stereoscopic photos and viewers: Charles Wheatstone demonstrated
that viewing different two-dimensional (2D) images side by side
through a stereoscope gave the user a depth and immersion. The
brain processes these two images from each eye into a single object
of 3D. Later it was used for virtual tourism.
1930s Pymalion’s Spectables, a short story by Stanley G. Weinbaum
presented an idea of google-based virtual reality world through
holographics, smell, taste and touch making hi a true visionary of
the field.
1960s Ivann Sutherland created the first VR Head Mounted Display with
specialized software and motion control platforms which became
standard for training.
1987 The name “Virtual Reality” was coined by Jaron Lanier, founder of
Visual Programming Lab (VPL).
1993 Sega VR headset was announced for Sega Genesis console at
Consumer Electronics show. However, it was a huge flop for Sega
because it did not go further from prototype phase despite having
four games developed for it. The prototype headgear had head
tracking, stereo sound and LCD screens
1995 The Nintendo Virtual boy (VR-32) marked the walkthrough of VR
in public realm. It was first ever portable console displaying true 3D
graphics for gaming console but it lacked software support.

Year Development
1999 The Matrix, the Wachowski siblings’ film featured characters living
in simulated world depicting VR. It was major cultural impact and
introduced VR into the mainstream
21st centuary The boom of smartphones with high density displays and 3D
graphics capabilities has made a new generation of lightweight and
practical VR devices possible.
The video game industry developed consumer VR unabated. Depth
sensing cameras suites, motion controllers and natural human
interfaces are already in market for daily human-computer
interaction.
2014 Facebook bought Oculus VR and developing a VR chat rooms for
future
2017 Burst of different VR devices in the commercial market.

9
CHAPTER-7
VIRTUAL REALITY IN 21ST CENTUARY
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.

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.

Both of the new headsets are considerable advances over earlier efforts. The visuals are
more realistic, and the design of the headsets is better at blocking out outside stimuli.
Gewirtz adds that dealing with the nausea goes a long way as well. Changing the frame
rate of the animation helped, as well as designing the in-game movement so that it is
more gradual. "It's the lateral movement," he says. Your eyes are telling you one thing
and your brain (via your balance sensors in the inner ear) is telling you something else.

That said, the new headsets got better in part because they focused on hearing and sight,
the two senses people are most engaged with. Early ideas about virtual reality included
full-body suits, and there are still some people working on adding more tactile sensations.
In general though, technology has gotten smaller and more portable. "We've really gone
10
in the opposite direction [from full suits]," Gewirtz says, though it's possible that could
change in the future.

This makes current VR different from even the earlier video games that allowed you to
sit in a pilot seat, since there's no "distraction" from the outside world. "Those games you
were always quietly aware you were in a booth," Gewirtz says. Virtual reality offers
options to game developers that even the best ordinary console games do not. Since the
VR headset can track where one's eyes are focused, it allows in-game characters to make
eye contact. That provokes a more visceral response from players. Non-player characters
can also feel closer. "They can do an invasion of personal space," Gewirtz says, "That
makes people uncomfortable." Another thing virtual reality can do is simulate being
somewhere else, also known as telepresence. One could imagine making an environment
that simulates being on a mountaintop, for example — offering a kind of vicarious travel
to the peak of Everest or the Grand Canyon.

Already Oculus VR is showcasing the Oculus Rift in conjunction with HBO, with the
"Ascend the Wall" traveling exhibit, which uses the Rift's simulation capabilities to give
fans the experience of riding up an elevator to the top of a 700 foot wall of ice.

The possibilities are endless, Gewirtz says. "There's no real language for making
interactive content in VR. No one knows how it's like traditional cinema or games." "This
won't be like 3D glasses," he adds.

11
CHAPTER-8
HOW DOES VIRTUAL REALITY WORK?

In its simplest forms, virtual reality is experienced as 3D graphics, images, or 360-degree


videos on computers or smartphones running mobile apps. More elaborate VR systems
use wraparound computer displays or even entire rooms with high-resolution displays
integrated into the walls.

Increasingly, virtual reality environments are experienced through VR headsets, or


goggles. These can be dedicated headsets, like the Oculus VR system and the HTC Vive.
Alternatively, a headset adaptor and mobile app software can turn a smartphone into a 3D
display, like Samsung’s Gear VR system.

VR headsets track your head movements and adjust what you see depending on where
you look — so the virtual world appears to exist in all directions. Many VR systems let
you control this virtual environment with hand controllers or gloves, including so-called
"haptic" models that vibrate to provide a sort of virtual touch.

The primary subject of virtual reality is simulating the vision. Every headset aims to
perfect their approach to creating an immersive 3D environment. Each VR headset puts
up a screen (or two - one for each eye) in front of eyes thus, eliminating any interaction
with the real world. Two autofocus lenses are generally placed between the screen and
the eyes that adjust based on individual eye movement and positioning. The visuals on
the screen are rendered either by using a mobile phone or HDMI cable connected to a
PC.

To create a truly immersive virtual reality there are certain prerequisites - a frame rate of
minimum 60fps, an equally competent refresh rate and minimum 100-degree field of
view (FOV) (though 180 degrees is ideal). The frame rate is the rate at which the GPU
can process the images per second, screen refresh rate is the pace of the display to render
images, and FOV is the extent to which the display can support eye and head movement.

If either of these doesn’t work as per the standards the user can experience latency i.e. too
much time gap between their actions and the response from the screen. We need the
response to be less than 20 milliseconds to trick the brain which is achieved by
combining all the above factors in the right proportion. Another issue that needs to be
catered here is to prevent tearing (cybersickness) resulting due to the inconsistency
between the frame rate and refresh rate. If the GPU’s fps is more than the screen refresh
rate then the image can become distorted. To counter this issue, we limit the framerate to
the monitor’s refresh rate this done using a tech called Vertical Sync (VSync).

12
Among the major headsets available today, Vive and Rift both have 110-degree FOVs,
Google Cardboard has 90, the GearVR has 96 and the new Google Daydream offers up to
120 degrees. As for frame rate, both HTC Vive and Oculus Rift come with 90hz displays,
while the PlayStation VR offers a 60hz display.

8.1 WHAT CAN I DO WITH VIRTUAL REALITY?

Although scientific and industrial applications are on the rise, the main applications
of VR today are in virtual reality games and entertainment. Here are some things
you can do with VR

Have fun in 3D. Virtual reality games have boomed in recent years, in part because VR
headsets have become more affordable. Many multiplayer games, like Gaijin’s War
Thunder, now work with virtual reality equipment that puts players inside the game
world.

Look back in time. Mobile apps like Lithodomos VR make it possible to visit ancient
sites, such as the Acropolis in Athens or the Western Wall in Jerusalem.Dive deep.
Virtual reality techniques like 360-degree video and detailed 3D models let landlubbers
go underwater to visit famous shipwrecks.The Virtual Reality System works on the
following principle - It tracks the physicalmovements in the real world, then a rendering
computer redraws the virtual world toreflects those movements. The updated virtual
world is sent to the output (to the user inthe real world).In this case, the output is sent
back to a head mounted display. Hence, The user feels"immersed" in the virtual world -
as if she was in the virtual world itself as all she can seeis her rendered movements in the
virtual world.However, to really be able to relate to the concept, we need to look for
something froour real lives that works on this concept. In 2010, Microsoft introduced
Kinect for Xbox360. This is essentially a virtual reality system which does not need any
equipment on theuser - no head mounted display, no equipment on hands or body to track
movements.Everything is done by a camera & a microphone on the device itself.If you're
not familiar with Kinect, please watch the following video before you continueto
read:This should definitely remind of the film Ra One where Ra One was meant to be
aVirtual Reality System (as a game) but it eventually gets integrated into the real
worldusing holography. So, they've basically tried to combine VR & Holography.. But
failed toimpress.

13
CHAPTER-9
DEVICES USED IN VIRTUAL REALITY
The majority of Virtual Entertainment (VE) systems that are currently available to
purchase require a personal computer to power them. And these systems also need an
HMD to help deliver the imagery integral to creating an immersive virtual world.

There are a number of different HMDs on the market at the moment, ranging from
affordable to expensive. Also, some of these devices are more accessible than others.
Google Cardboard, for example, is not only cheap, but due to the fact that it has been
developed for use with a smartphone, just about anyone can experience Virtual Reality.

Some devices used in virtual reality are listed below:

9.1 HEAD MOUNTED DISPLAY

A head-mounted display (or helmet-mounted display, for aviation applications), both


abbreviated HMD, is a display device, worn on the head or as part of a helmet, that has a
small display optic in front of one (monocular HMD) or each eye (binocular HMD). A
HMD has many uses, including in gaming, aviation, engineering, and medicine lift.[1] A
head-mounted display is the primary component of virtual reality headsets. There is also
an optical head-mounted display (OHMD), which is a wearable display that can reflect
projected images and allows a user to see through it.

Fig.4

A typical HMD has one or two small displays, with lenses and semi-transparent mirrors
embedded in eyeglasses (also termed data glasses), a visor, or a helmet. The display units
are miniaturized and may include cathode ray tubes (CRT), liquid-crystal displays

14
(LCDs), liquid crystal on silicon (LCos), or organic light-emitting diodes (OLED). Some
vendors employ multiple micro-displays to increase total resolution and field of view

HMDs differ in whether they can display only computer-generated imagery (CGI), or
only live imagery from the physical world, or combination. Most HMDs can display only
a computer-generated image, sometimes referred to as virtual image. Some HMDs can
allow a CGI to be superimposed on real-world view. This is sometimes referred to as
augmented reality (AR) or mixed reality (MR). Combining real-world view with CGI can
be done by projecting the CGI through a partially reflective mirror and viewing the real
world directly. This method is often called optical see-through. Combining real-world
view with CGI can also be done electronically by accepting video from a camera and
mixing it electronically with CGI.

9.2 CAVE AUTOMATIC VIRTUAL ENVIRONMENT

A cave automatic virtual environment (better known by the recursive acronym CAVE) is
an immersive virtual reality environment where projectors are directed to between three
and six of the walls of a room-sized cube. The name is also a reference to the allegory of
the Cave in Plato's Republic in which a philosopher contemplates perception, reality and
illusion.

Fig.5

The first CAVE was invented by Carolina Cruz-Neira, Daniel J. Sandin, and Thomas A.
DeFanti at the University of Illinois, Chicago Electronic Visualization Laboratory in
1992.[1] A CAVE is typically a video theater situated within a larger room. The walls of
a CAVE are typically made up of rear-projection screens, however flat panel displays are
becoming more common. The floor can be a downward-projection screen, a bottom
projected screen or a flat panel display. The projection systems are very high-resolution
due to the near distance viewing which requires very small pixel sizes to retain the
15
illusion of reality. The user wears 3D glasses inside the CAVE to see 3D graphics
generated by the CAVE. People using the CAVE can see objects apparently floating in
the air, and can walk around them, getting a proper view of what they would look like in
reality. This was initially made possible by electromagnetic sensors, but has converted to
infrared cameras. The frame of early CAVEs had to be built from non-magnetic materials
such as wood to minimize interference with the electromagnetic sensors; the change to
infrared tracking has removed that limitation. A CAVE user's movements are tracked by
the sensors typically attached to the 3D glasses and the video continually adjusts to retain
the viewers perspective. Computers control both this aspect of the CAVE and the audio
aspect. There are typically multiple speakers placed at multiple angles in the CAVE,
providing 3D sound to complement the 3D video.

9.3 DATA GLOVE

A data glove is an interactive device, resembling a glove worn on the hand, which
facilitates tactile sensing and fine-motion control in robotics and virtual reality. Data
gloves are one of several types of electromechanical devices used in haptics applications

Tactile sensing involves simulation of the sense of human touch and includes the ability
to perceive pressure, linear force, torque, temperature, and surface texture. Fine-motion
control involves the use of sensors to detect the movements of the user's hand and
fingers, and the translation of these motions into signals that can be used by a virtual
hand

Various sensor technologies are used to capture physical data such as bending of fingers.
Often a motion tracker, such as a magnetic tracking device or inertial tracking device, is
attached to capture the global position/rotation data of the glove. These movements are
then interpreted by the software that accompanies the glove, so any one movement can
mean any number of things. Gestures can then be categorized into useful information,
such as to recognize sign language or other symbolic functions.

Expensive high-end wired gloves can also provide haptic feedback, which is a simulation
of the sense of touch. This allows a wired glove to also be used as an output device.
Traditionally, wired gloves have only been available at a huge cost, with the finger bend
sensors and the tracking device having to be bought separately.

16
Fig.6

The Sayre Glove, created by Electronic Visualization Laboratory in 1977, was the first
wired glove.[1]

In 1982 Thomas G. Zimmerman filed a patent (US Patent 4542291) on an optical flex
sensor mounted in a glove to measure finger bending. Zimmerman worked with Jaron
Lanier to incorporate ultrasonic and magnetic hand position tracking technology to create
the Power Glove and Data Glove, respectively (US Patent 4988981, filed 1989). The
optical flex sensor used in the Data Glove was invented by Young L. Harvill[2] who
scratched the fiber near the finger joint to make it locally sensitive to bending.

One of the first wired gloves available to home users in 1987 was the Nintendo Power
Glove. This was designed as a gaming glove for the Nintendo Entertainment System. It
had a crude tracker and finger bend sensors, plus buttons on the back. The resistive
sensors in the PowerGlove were also used by hobbyists to create their own datagloves.[3]

This was followed by the CyberGlove, created by Virtual Technologies, Inc. in 1990.
Virtual Technologies was acquired by Immersion Corporation in September 2000. In
2009, the CyberGlove line of products was divested by Immersion Corporation and a
new company, CyberGlove Systems LLC, took over development, manufacturing and
sales of the CyberGlove.

In addition to the CyberGlove, Immersion Corp also developed three other data glove
products: the CyberTouch, which vibrates each individual finger of the glove when a
finger touches an object in virtual reality; the CyberGrasp which actually simulates
squeezing and touching of solid as well as spongy objects; and the CyberForce device
which does all of the above and also measures the precise motion of the user's entire arm.

17
9.4 DATA SUIT

The virtual reality suit is a wearable device that allows one to dive into a virtual reality
world. Such a suit isolates the human body from the external world.

The key systems of a low line VR suit are a sensory-based system (haptic or tactile
feedback), motion capture and climate-control systems. Optionally virtual reality suit can
include gloves with a sensory system and motion capture, shoes with the same options,
odor and taste transfer and, moreover, a full-fledged exoskeleton with hydraulic and
servomechanisms.

Fig.7

The history of suits for gaming and virtual reality dates back to the 1990s.

In 1994 Aura Systems Inc. launched the production of the Interactor Vest Suit with force
feedback, which was able to transform audio signals into vibrations, using
electromagnetic transducer. A user wearing such a suit could feel a virtual kick or punch
while playing. More than 400 000 of such suits were sold at 99$ for an item.

In spite of the success of the Interactor Vest Suit, no other product that was capable to
immerse a person into VR appeared on the market in the next 13 years up to 2007.

In March 2007, TN Games presented Force Wear Vest at the GDC in San-Francisco. The
name of the vest was changed into “3RD Space Vest” in November of the same year.
About 50 games including Call of Duty, Unreal Tournament 3, Half-Life 2 were
compatible with the suit through the software, which was quite advanced in those days.

18
The Tactile Gaming Vest Suit was developed at Pennsylvania University in 2010. It
allows feeling bullet hits, blood flow and even cuts from different types of bladed
weapons. The developers claim that different pushes and temperature effects can be
simulated by the suit.

In the last 4 years, there has been an expansive growth of such projects as well as the
rapid VR development.

The bulk of the developments are mo-cap suits or suits with haptic feedback. The motion
capture suits market is more advanced because of its simple and quick development cycle
and market placing process. Haptic suits are much more difficult to create, they require a
multidisciplinary interaction of a large number of specialists. Therefore, as a rule, the
development and launch cycle estimates 2 to 5 years at the moment.

Haptic suits are mostly jackets and vests. Prevalently companies use force feedback and
vibration to transfer senses. Some companies develop full-fledged virtual reality suits
consisting of jackets and trousers.

19
CHAPTER-10
APPLICATIONS OF VIRTUAL REALITY

1. Gaming

While Star Trek’s holodeck is assumed as science fiction, engineering industries are
using virtual reality (VR) in various engineering applications. For instance, VR is used in
the gaming industry. VR enables games to feel like a real 3D environment that can
interact with other players throughout the game. Since the VR concept has definitely
made a footprint on industrial applications, there is an opportunity to integrate virtual
reality with real-life experiences to create augmented reality.

Fig.8

This is basically an improved reality where an operator sees and experiences the real
world surrounding them, but with the incorporation of computer-generated graphics in
connection with what is “really” there. A great example of this is Nintendo’s Pokémon
Go for smartphones, which integrates the game as a layer on top of your actual
geographic location for a fully interactive experience

2. CAD

AR is extensively used in CAD applications to display conceptual designs on a computer


as they are intended to look in the real world. This is referred to as visualization and it
allows the user to test various options of an object before it’s built. Besides visualization,
AR is applied in actual manufacturing processes like quality control inspections, training,

20
and maintenance. Some CAD software employs AR such as SOLIDWORKS, Autodesk,
PTC, and Augment.

Fig.9

With the use of AR in CAD, a user can display their design in full scale and in the
environment of interest, which means clients can see an exact visual of a product/part
concept and simulate them on the real environment. Additionally, AR can be used in
connection with a variety of configurations to present multiple product variations to
customers.

3. Assembly

Augmented reality is extensively used in manufacturing assembly. For instance, Boeing,


the world’s leading commercial aircraft maker, uses augmented reality to alleviate its
sophisticated methods of wiring its 787-8 plane (AKA Dreamliner). Boeing uses Skylight
software to ease the wiring process. More specifically, Boeing reported its adoption of
AR has saved the company about 25% of wiring time and lowered the error rates to
nearly zero.

Fig.10

21
AR simplifies complex assembly procedures by replacing static work instruction
documents with AR glasses. The work instructions are broken down alongside technical
drawings and demonstration videos, which are all held in the repository of AR glasses
such as Google Glass. The use of AR solutions provide assembly engineers with instant
direction, voice instructions, and an environment tracking interface, so they can remain
hands-on during the assembly process.

4. Maintenance

Augmented reality has been adopted to ease maintenance processes by various


manufacturing and engineering companies. Use of AR technology in maintenance allows
key procedures to be in direct view of the technicians operating the repairs.

Fig.11

AR is used in form of an app whereby the hardware can be integrated on a smartphone, a


table or AR glasses. Technicians get sequential instructions to perform service and
maintenance activities on machinery. Also, AR teaches the technicians how to perform
the tasks correctly and aids new technicians to learn the procedure correctly, faster, and
without errors.

5. Training

Jaguar Land Rover partnered with RE’FLECT and Bosch to build an augmented reality
integrated training app for their workers. This app is meant to offer training to new
technicians without tampering with vehicle dashboards. With the use of the app, a
mechanic can simply use a touchscreen on the dashboard to view all the hidden items
behind the panel

22
Fig.12

. On this screen, the mechanic can locate the exact position of all components and
interact with each of them. This application generates all the connections and wiring
diagrams for instructors to provide training on a physical vehicle without having to
dismantle and reassemble it. AR adoption by Jaguar Land Rover has enabled visual
knowledge transfer, which not only helps to train new technicians but also keeps training
costs low.

6. Quality Control

After adopting AR in their factories in Leipzig and Zuffenhausen, Porsche embraces its
virtual factory as already a reality. At Porsche’s quality center, AR is used to conduct
experiments to test and acquire the right design information. Use of AR for quality
control processes enables engineers to examine parameters like dimensional accuracy,
tolerances, the surface finish, and interference.

Fig.13

23
CHAPTER-11
PROS OF VIRTUAL REALITY
• Helps with Impressive Visualization – You can be sure about the greatness of virtual
reality. It helps in exploring various facts and can even alternate the level of experience.
If you wear a VR headset, you can experience the best quality visualizations. Allows
Students to Get Engaged – These days it has become difficult for the teachers to conduct
classroom interaction sessions. With the introduction of the Virtual Reality technicality,
interaction with the student has become so easy. The students take help of virtual reality
to speak about their personal experiences.

• Creating Interest – Virtual Reality has made watching more enjoyable than reading.
VR technicality is extremely interesting and engaging. VR technology creates enjoyable
experiences. This technology motivates the students to learn and know better in life.

• Improves Educational Value – The doctors take advantage of the VR technology to


know about the new traits of medicine. VR technology also works best in fields of editing
and content writing. It helps in locating mistakes in contents. There are preferred
software arrangements to make fault detections. VR technology also helps with perfect
editing options.

• Helps to Overcome Language Barriers – Language barrier is a significant problem in


the field of education. In case, if you are not studying in your hometown you need to
adopt the dialect of the place where you are considering. With the implementation of
Virtual Reality the possible language can be aptly implemented by making use of the
suitable software.

24
CHAPTER-12
CONS OF VIRTUAL REALITY
• Lacks Flexibility – In the classroom you can act with flexibility. You are open to give
suggestions and ask questions. This is not possible with virtual reality. With the virtual
reality headset, you can make use of the same program in all the sessions. There is no
scope for positive interaction.

• Ineffective Human Connections – Virtual Reality comes with the set of


disadvantages. The conventional education system is mainly based on interpersonal
connections and the level of individual human communication. The concept of Virtual
Reality is different. It is only about you and the software.

• Getting Addicted – Addiction to Virtual Reality is extremely common. The students


can get addicted to the virtual world. The section of the population is getting addicted to
video games and the rest. In the world of Virtual Reality, one can even get addicted to
harmful drugs.

25
CHAPTER 13
CONCLUSION
VR is a conceptual idea, not some products with the specified definition. There are many
people who have no idea about what is VR; however, they will understand it very quickly
when seeing a famous product. This is so this is VR technology. The concept of VR
appeared a long time ago; however, it is until now when it comes into people’s sight

26
CHAPTER-14
REFERENCES

https://virtualreality12.blogspot.com/2016/10/conclusion.html

https://yourstory.com/mystory/c6ba370f23-the-benefits-and-disad

https://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html

https://www.marxentlabs.com/what-is-virtual-reality/

27
CERTIFICATE
It is certified that the seminar entitled VIRTUAL REALITY carried out by ME department in
the partial fulfilment for the award of degree of bachelor of technology in mechanical
engineering from Mahatma Gandhi Govt. Engineering College Kotla Jeori, academic
year(2016-2020). It is certified that all corrections/suggestions indicated for internal
assessment have been incorporated in the report. The seminar report has been approved as it
satisfies the academic requirements in respect of seminar work prescribed for the said degree.

Guided by: H.O.D.

Er. Ankush Sharma Prof. Rakesh Thakur

28

También podría gustarte