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VIRTUAL REALITY
A SEMINAR REPORT
Bachelor of Technology
in
Electronics and Communication Engineering
by
Sachin behl
(1120004)
Under the esteemed guidance of
Dr. Arvind Kumar
(Associate Professor)
Department of Electronics and Communication Engineering
National Institute of Technology Kurukshetra
January 2016
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ACKNOWLEDGEMENT
I would like to take express sincere gratitude to our seminar supervisor
Dr. Arvind Kumar, for mentoring my seminar and guiding me
meticulously at every step. I honed our technical, presentation and
writing skills from his professional knowledge. I indeed, feel fortunate
and grateful given this opportunity to have study and complete the
seminar successfully under his guidance. The knowledge obtained from
this study will further be realized in future studies.
Sachin behl
1120004
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ABSTRACT: This report demonstrate immense power of VirtualReality in various applications. It basically describes how this new
technology has largely affected the human society. In todays
generation everything has become centered around computer. Same is
the case with the virtual reality.
Virtual reality is a technology that has specialized input and outputs that
helps user to interact with the virtual world as if it is a real world .In
virtual reality you can do a task as simple as running and a complex task
as doing space exploration with just a hand gesture and simple physical
movements. The most important part is that here you are not actually
present in this scenario but experiencing the same without being actually
present there.
1.Introduction
Virtual reality is generally a Computer Genreated environment. This
Computer generated environment varies from different application of
virtual reality. This environment is stored in the data base of the
computer. The database is stored in memory of the computer. This
database contains various points in space , polygons and images togenerate a computer generated environment. Various platforms are
present in the market that helps to create this environment.
These enviroments have been classified broadly into 2 categories namely
DESKTOP VR SYTEM and IMMERSIVE VR SYSTEM.
In this prototype of Virtual Reality Unity platform was used for creating
the virtual world. Unity is a flexible and powerful development platformfor creating multiplatform 3D and 2D games and interactive
experiences.
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2. Componenets of VR system
This VR system mainly consists of two parts mainly transmitter section
and receiver section . The transmitter section contains input devices
mainly an accelerometer mounted on the head mounted display.The
head mounted display used here is Google cardboard . The
accelerometer records the movement of the head and voltage of the three
axis varies accordingly.
Figure 1.1 Google Cardboard
Figure 1.2 Sensor orientation
The Oculus sensor includes a gyroscope, accelerometer, and
magnetometer. When the data from these devices is fused, we can
determine the orientation of the players head in the real world and
synchronize the players virtual perspective in real-time. The Rifts
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orientation is reported as a set of rotations in a right-handed coordinate
system, as shown in Fig 1.2
The hand movemts and gestures are determined from the on/off switches
present on a glove.The process of combining the sensor data from allthree devices into something useful is called sensor fusion.
In the transmitter section we have a microcontroller and RF module to
transmit the sensor data wirelessly to the receiver section where data is
further processed. At the receiver section the data is manipulated and
then given to the Virtual World running on the computer through
UART. The virtual world here is then transmitted to the smartphone
present on the Google Cardboard through WiFi.
3. Working of VR system
The transmitter section basically takes input from two input devices.The
data taken from these sensors is analog and hence need to be converted
to digital format before we process it. To do this conversion we use
ADC module of microcontroller. An embedded system uses the ADC to
collect information about the external world (data acquisition system.)The input signal is usually an analog voltage, and the output is a binary
number. The ADC precision is the number of distinguishable ADC
inputs (e.g., 4096 alternatives, 12 bits). The ADC range is the maximum
and minimum ADC input (e.g., 0 to +3.3V). The ADC resolution is the
smallest distinguishable change in input (e.g., 3.3V/4096, which is about
0.81 mV). The resolution is the change in input that causes the digital
output to change by 1.
This bit stream is transmitted to the receiver section using RF module
which operates at 433.92 MHz frequency . The bits are first encoded at
transmitter side and then decode at receiver with the same encoding.
This is done using HT12Eand HT12D.
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This is done because this is a noisy band and it is very difficult to do
wireless transmission without encoding the data.The block diagram for
same is shown in Figure 2.
The bits received are then manipulated by the microcontroller present atthe receiver section . The ways these bits are manipulated is such that we
can press the keys of keyboard using a windows.h file running on the
computer system . The keys are pressed so that natural movemts of a
person can be tracked on the virtual world .For example the head
movemt up and down can be tracked using up and down arrow keys
.Similarily the hand gestures can be used to other functions on the virtual
world and keys are pressed accordingly.
Serial data
Wireless data
serial data
Figure 2 RF Transmission
Encoder ormicrocontroller
RF Transmitter
RF Receiver
Encoder or
microcontroller
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Generation of Bit
Stream fromTM4C123 which
is send throughtransmitter
Physical
movements hasnow been emulated
into the virtual
world
Computer programemulates the physical
movements which aredefined by received bits
pattern into the virtual
world.
UART
Decoded bits are
send to MSP430which transmitsthem to computer
through UART .
wireles
Receiver:Receivesthe transmitted bitwhich is furtherdecoded.
ADC Values of
accelerometer whichare generated because
of physical movementsin the real world
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4.Applications
4.1GamesThere are many applicatons of virtual reality in this area and it has seen
a dratic improvemet over these years. First ever game that was
developed using virtual reality as a concept was Battle Tech in which
players could coomunicate with each other using microphones. The user
was moving a roboter in the game.This roboter was controlled over
footpedals. In his cabin, the player had many speakers who gave him not
only the sounds of the machines but also the haptical feedback, which
means that the seat shook due to the subwoover when he got hit.
Since then there have been several advancemets making the experience
more real. For example, the Oculus Rift head-mounted display. It is
small in size and less costly. Sensors are present on the HMD tracking
the head movemts. The graphics are getting better .
4.2 MedicineThe virtual reality devices can also be used in medical are to treat
phobias ,anxienty disorders and panic disorders. They can be exposed to
their fears using virtual environments. The best part of this system is that
these environments are in controlled manner contrary to that of the real
situtaions that cannot be controlled.
For example Virtual reality is used as in Post-Traumatic Stress Disorder
(PTSD) for people affected in military.
4.3 Tour and TravelBecause of its completely immersive virtual presence technology many
tour company have started hosting virtual tours of famous archaeological
sites. A 3D model of Tuscanny is available on Unity3D for Rift demo.
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4.4 ArchitectureThe virtual world used by Oculus rift are so easy to create many
architects and designers are using the system to create a virtual 3D
design of their creations this enables them to see their creation without
utilizing much time or capital.
4.5MillitaryMilitaries and sports team may also use this system to test out strategies
and practice formation without the risk or capital.
Training programs by simulating the environment of air planes is also
beimg used widely.
5. Future Developments
5.1Virtuix Omni Omni integrates with the rift and makes the virtual presence
experience more prominent. Omni is basically a frictionless surface which can senses our
transversal movement and can give allow us to really run and
walk in the virtual world . This gives the user 6 degrees of freedom
Figure 4 Virtuix Omni
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5.2 Nimble Sense
Nimble Sense is a depth detecting camera which allows the systemto detect our hands and body into the virtual world.
Giving us new ways to interact in the virtual world .
5.3 ARAIG
One major flaw of virtual world is the lack of physical touch iethat even though we interact in the virtual world we dont feel
anything.
ARAIG utilizes pressurized air to mimic the sense of touch andpressure felt during an impact our virtual self in the real world
Figure 5 Ariag
5.4 MYO
MYO is an electronic armband which utilises Electromyography totrack our arm movement exactly .
The key feature of this device is that it need no addition device or
configuration
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Figure 6 MYO
6.Flaws and Shortcomings
Its quite bulky system and still in its infancy. The system has been
known to cause motion sickness and has been deemed unhealthy by
many experts . Majority of the masses still feel that VR is a
technology for gaming and nothing more . Some people are even
afraid of this technology that it might take away their real physical
world .
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7.Conclusion
Still need for development in this field .Quite an amazing device and
closest to virtual world we have ever been.Need to be researched in
the right direction before commercial launch. Closer still not yet therefor replacing the real world.
People are used to have a good quality when watching films or
gaming. The DevKid2 of Oculus Rift now has also a resolution of
960 x 1080 per eye, while the first one had ony a resultion of 640 x
800 pixels per eye .This means that when using the Oculus, one can
see each pixel with the eye, which distracts people. The main problem
with these technologies are that they are mostly still in theirdeveloping phase or in the first one published, as we can see in the
example above. For the Oculus Rifts this means that they have yet
just published the Development Kids. The Virtualizer has just selled
his Kickstarter pre-orders and the Virtuix Omni is still expensive and
so new that people need to hear about it first. The second problem
also is that people just do not know about the technology or just too
afraid to pay a lot of money for new things that have not been
accepted by the majority.
8. References
1. Kalawsky, RS(1991) Reality of virtual reality. InIEE Colloquium on
"Real World Visualisation - Virtual World - Virtual Reality,.
2.http://maxembedded.com/2011/09/rf-module-interfacing-without-
microcontrollers/
3. Virtual Reality Presented by Alexandra Seger to The Marshall Plan
Scholarship and University of Applied Science Sankt Plten
4.http://users.ece.utexas.edu/~valvano/Volume1/E-
Book/C14_ADCdataAcquisition.htm
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5.https://www.kickstarter.com/projects/1523379957/oculus-rift-step-
into-the-game/posts/380099
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