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ABSTRACT
Google Daydream isn’t a physical stand-alone device as such. It’s a platform with a set
of VR hardware standards for manufacturers to follow, which combine with a new piece
of hub software from Google itself.
Daydream effectively simplifies access to virtual reality content on a mobile device. It
comes in three key aspects. There is an optimal specification list that manufacturers must
meet for a smartphone to be labelled Daydream-ready.
There is a Google-made Daydream view VR headset, although multiple manufacturers
could also build their own designs (as long as they meet Google's standards). And there is
an all-in-one hub for VR content. Daydream Home is a one-stop shop where you can start
virtual reality apps or view videos while wearing the headset itself.
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Chapter-1
INTRODUCTION
1.1 INTRODUCTIONTO VIRTUAL REALITY
Virtual reality (VR) typically refers to computer technologies that use virtual reality
headsets to generate the realistic images, sounds and other sensations that replicate a real
environment or create an imaginary setting. VR also simulates a user's physical presence
in this environment. VR has been defined as "a realistic and immersive simulation of
a three-dimensional 360-degree environment, created using interactive software
and hardware, and experienced or controlled by movement of the body" or as an
"immersive, interactive experience generated by a computer".
A person using virtual reality equipment is able to "look around" the artificial world, and
with high quality VR move about in it, and interact with features or items depicted in the
headset. Virtual reality is displayed with a virtual reality headset. VR headsets are head-
mounted goggles with a screen in front of the eyes. Programs may include audio and
sounds through speakers or headphones.
Advanced haptic systems may include tactile information, generally known as force
feedback in medical, video gaming and military training applications. Some VR systems
used in video games can transmit vibrations and other sensations to the user through
the game controller. Virtual reality also refers to remote communication environments
which provide a virtual presence of users with through telepresence and telexistence or
the use of a virtual artifact (VA). The immersive environment can be similar to the real
world in order to create a lifelike experience grounded in reality or sci-fi.
The virtual reality also offers much potential as a tool for non-traditional learners and
these non-traditional learners include the physically challenged people and people who
are going through the rehabilitation. A sample of the use of virtual reality is the avail of it
by the medical student’s training to become a surgeon. The abbreviation of it is known as
VR and it is used by the artists as well because they utilize it as the creative tool and a
medium of expression in the arts. In the simple words, the virtual reality is nothing but the
computerized pretense of natural reality or imaginary reality, the users of the virtual
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reality get fully immersed or partially immersed in the surroundings. The total immersion
or full immersion refers to the person who avails a device to shield him/her from the real
world and the partial immersion refers to the user who can manipulate a virtual reality
environment but not locked in the device. The virtual reality technology can immerse a
person in the computer produced the world which is made by the user like a room, city,
and building. With the aid of virtual reality, the users can virtually go anywhere better
than the human imaginations.
1.2 HISTORY OF VIRTUAL REALITY
In 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 Heling 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, which the engineers linked to a
closed circuit camera system. They intended the HMD for use in dangerous situations --
a user could observe a real environment remotely, adjusting the camera angle by turning
his head. Bell Laboratories used a similar HMD for helicopter pilots. They linked HMDs
to infrared cameras attached to the bottom of helicopters, which allowed pilots to have a
clear field of view while flying in the dark.
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1.3 PRINCIPLE AND COMPONENT OF VIRTUAL REALITY
The virtual reality system works on a simple principle and that simple principle is
that it tracks the physical motions in the genuine world and after this a yielding computer
redraws the virtual world to reflect the tracked movements. The virtual reality reminds
everyone about the film Ra One where the Ra One was a system of virtual reality i.e. as a
game but gets embedded into the genuine world by availing the holography. The basic
concept in it is the combination of virtual reality and the holography.
Now coming to the components of virtual reality system, there are four components and
those are as follows:
 Reality engine
 The head mounted display
 Audio units and
 Gloves
1.4 TYPES OF VIRTUAL REALITY
The virtual reality is of many types and some of them are as follows:
 Enhanced reality
 Desktop virtual reality
 QTVR
 Immersive virtual reality
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1.5 APPLICATION OF VIRTUAL REALITY
The applications of the virtual reality are as follows:
 The software is presently under development condition for the mechanical
engineering students which extend the CAD/CAE collection of programs to
virtual reality.
 It is used in the projects that include engineering because mostly the engineering
projects are simulation-based design, multipurpose design optimization, and
visualization in high level.
 It is used in the biometric engineering and the projects of biometric avail virtual
reality for viewing X-Rays and MRI’s.
 It is also used in the projects of computer science as these projects range from
making a toolkit for the designers of computer science to the modeling for
resource management.
1.6 WHERE USE OF VIRTUAL REALITY
Areas in which Virtual Reality applications are commonly used are:
 Design Evaluation (Virtual Prototyping)
 Architectural Walk-through
 Planning and Maintenance
 Concept and Data Visualization
 Operations in hazardous or remote environments
 Training and simulation
 Sales and Marketing
 Entertainment and Leisure
 Enhanced Realities
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.
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1.7 ADVANTAGES OF VIRTUAL REALITY
The advantages of the virtual reality are as follows:
 The virtual reality can be used in many areas for training the students, without
giving any harm to the others.
 It is used for the training in the fields like medicine, law enforcement and
architecture and aviation.
 It aids to record exactly that how fast a patient is learning and recovering.
1.8 DISAVANTAGES OF VIRTUAL REALITY
The disadvantages of the virtual reality are as follows:
 The virtual reality system is very costly due to the hardware of the system.
 The programmers are struggling with the parameters of interacting with the virtual
environment or surroundings.
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Chapter-2
GOOGLE DAYDREAM
2.1 INTRODUTION OF GOOGLE DAYDREAM
Daydream is a new way to experience games and video on your phone. Instead
of looking down at your screen and swiping or tapping, you can put your phone in a
specially made headset and experience a 360-degree immersive environment that
allows you to really step into the world instead of viewing it on a small screen.
Daydream is a virtual reality (VR) platform developed by Google for use with its Google
Daydream View virtual reality headset and Android Nougat, the seventh major version of
the Android mobile operating system. It was announced at the Google I/O developer
conference in May 2016, with the first VR headset released on November 10, 2016.
Daydream, Google’s high-quality virtual reality platform for Android, is here — and so is
the search giant’s headset, Daydream View.
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The platform is Google’s strongest attempt yet at muscling into a market that competitors
like Facebook’s Oculus, HTC’s Vive, and others have already begun to corner. And more
broadly speaking, it’s a show of confidence in a burgeoning medium that some say has
the potential to upend entire industries.
Wondering what’s up with Daydream? Not to worry. We’ve rounded up all the
pertinent details and fresh-off-the-press news for your perusal. Bookmark our handy
guide to Google’s VR and never wonder again about which phones and headsets support
it, or which apps are debuting on it.
2.2 DAYDREAM VIEW
Daydream View is the first headset built for the Daydream platform. It's
comfortable enough for anyone to wear for long periods of time — even if you wear
prescription glasses. It also comes with a special controller that lets you move your hand
in the real world and see that movement in the virtual world when you're wearing the
headset.
This is Google's first attempt at a more comfortable way to explore VR, and it has
been designed to withstand drops and bumps without issue. You can take this headset
with you just about anywhere and enjoy your VR apps and games wherever your phone
is. A front panel folds down, you drop your Daydream Ready phone into the opening, and
close the panel. The connection between the phone and the headset is wireless and the
headset has an auto-alignment system to ensure you're getting a clear view of the display.
It doesn't get much simpler than Daydream View, and when you put your head in, the
whole world is replaced with a virtual one.
The design of the Daydream View is built around one thing — comfort. And, it’s the
byproduct of a collaboration between Google and a number of clothing manufacturers.
The end result is a product featuring soft fabrics and a 30 percent lower weight than
competing products on the market. This should be great on the phone as well, preventing
possible scratches on the screen. Customers can also wear the headset over their glasses.
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There are also no wires getting in the way, as the headset connects to the compatible
Android phone wirelessly. Three color variations are available: Slate, Snow, and
Crimson.
In addition to the headset, there’s also the Daydream View controller. It is small, sporting
rounded edges and only two buttons. The peripheral includes motion sensors so that users
can interact with the virtual environment, such as draw, shoot aliens, and so on. This
controller can be stored in the headset itself when not in use thanks to a little snap-based
compartment built into the headset’s flap.
2.3 NEED OF GOOGLE DAYDREAM
At present, virtual reality content is fragmented. It is available from different
places, but rarely all accessible from the one central location. Anyone who's gone through
the charade of watching 360-degree YouTube videos on a Samsung Gear VR will know
what we mean. You have to jump through several hoops just to get to the content you
want to view.
Daydream is designed to solve that, at least for Android device owners. It will house the
content from all mobile VR developers, no matter who they are. Sources big and small
will be immediately accessible through the hub.
In addition, while Google Cardboard has been a fun and easy device to use to get a
flavour of what VR is about, it's hardly high-tech or, in many cases, comfortable. The
Daydream View headset is a much more comfortable and practical approach, rather than
the ad hoc nature of Cardboard viewers.
There's really no limit to what can be done in Daydream. You can watch movies on what
looks like a massive projected screen with Google Play Movies, watch news stories as
though you're standing where the action is with CNN VR, or step into photos you've
taken on your phone with VR Photos.
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2.4 DAYDREAM VR AND CONTROLLER
The Google Daydream View is a brilliant piece of VR hardware. Its head-mounted
display (HMD) is wrapped in a comfy fabric texture, with squishy foam on the inside.
The head strap is easy to adjust. It’s ergonomically ideal and a little, invisible chip
connects it to the Google Pixel phone with no effort.
Tech outlets have sung the Daydream HMD’s praises since the hardware’s November
release. But its best asset—its controller—has flown under the radar.
The Daydream’s controller is a wireless, ovular remote with four buttons: a circle and
minus button on the flat top, a large trackpad button above it and, on the remote’s side, a
volume button. The trackpad is all-directions responsive, so you can swipe from left to
right to scroll through options, or swipe diagonally to, say, throw a stick to a dog.
The very fact of a one-handed remote instead of a two-handed game controller (or
controllers) is significant. It’s got the same welcoming quality as a Wiimote, definitely
unintimidating to non-gamers. A one-handed remote also invites more relaxed postures
while you’re playing, since your elbows aren’t locked. It’s very nice for using VR in bed.
After a while, it feels like nothing, since it’s so light.
The controller also reports gyroscopic and accelerometric readings. So, for example, I
played action RPG Twilight Pioneers on Daydream last night (yes, in bed). My remote
was a sword, which I could slash by waving the controller around in any direction. It
moved faster or slower depending on how quickly I waved the remote. More practical,
these measurement tools mean that the controller can help make VR work better: When
you point ahead and hold the circle button, the Daydream’s viewpoint will readjust to
reflect where you’re facing, something I’ve found immensely frustrating with other VR
hardware. It’s easy and surprisingly accurate for a controller.
The Controller Emulator app allows you to use a second Android phone in place of a
Daydream controller, in case you don't have access to one. You can also use it with Unity
and Unreal to emulate a Daydream controller in the engines' in-editor preview.
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Setup
To use the Controller Emulator, you must have a spare phone (not your headset phone)
running KitKat or above. These instructions were tested using a Nexus 5X. This phone is
used to emulate the Daydream controller and must have a gyroscope. We will refer to this
phone as the controller phone.
 Install the Controller Emulator on your controller phone.
 Pair your headset phone to your controller phone via Bluetooth.
 On both phones, go to Settings > Bluetooth.
 Optionally, rename your controller phone in order to make it easier to identify. To
do this, press more vert, then Rename this device. Change its name to, for
example, (Your Name)'s Controller Phone.
 On the headset phone, tap the controller phone's name on the list of devices. This
will show a dialog box on both devices to confirm the pairing.
Confirm the pairing, then return to the home screen on both devices.
Configure the Controller Emulator device.
 On the headset phone, launch the app for Daydream you installed earlier.
 Press the settings button at the bottom of the screen, then press Setup.
 You should now be in the Google VR Services settings screen. Tap
the Version item 7 times to show the Developer Options.
 Select Controller emulator device.
 Select the controller phone from the list.
 Close the app by pressing the square Recents button in the bottom-right and
swiping the app away.
 Important: Make sure you installed the latest version of the Controller Emulator
app (version 1.4.01 or above). Only the latest version will allow you to connect
via Bluetooth. You can check the version in Settings > Apps > Controller
Emulator.
 Remember that your headset phone and controller phone must be paired via
Bluetooth in order to use the Controller Emulator. Refer to the steps in the
previous section for how to do this.
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 Important: Make sure to enable Bluetooth on the controller phone. Due to a
known issue, the controller emulator app does not warn you if Bluetooth is off.
Interface
The Controller Emulator UI contains these elements:
 Connection indicator (top): This text indicates whether the emulator is
connected to a headset phone. It also shows network information for the controller
phone.
 Touchpad area (large circle): This area emulates the touchpad area of a
controller. It does not support multi-touch.
 Touchpad click emulation: On the real controller, the touchpad can be clicked by
pressing down on it. This is considered to be a button, and is called the "click
button". Clicking the touchpad on a physical controller is emulated by double-
tapping the touchpad in the Controller Emulator and will send Click button events
to the app.
 App button (immediately below touchpad): This button sends App button
events to the app.
 Home button (bottom): This button is reserved for system use and cannot be
used by your app. It is also used to recenter the controller.
The behavior of the touchpad, Click button and App button are up to your application.
Typically, the click should map to your application's primary action (e.g. selecting,
shooting) and the app button should be used for secondary actions (e.g. menu, pause, tool
selection).
The physical controller also includes buttons to control the volume of your headset phone
which are not emulated. The Controller class shows the various inputs and buttons you
can listen to.
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Chapter-3
WORKING OF DAYDREAM VR
Once your headset and power source are secured, some kind of input is also required
for you to connect - whether this is through head tracking, controllers, hand tracking,
voice, on-device buttons or trackpads.
Total immersion is what everyone making a VR headset, game or app is aiming towards -
making the virtual reality experience so real that we forget the computer, headgear and
accessories and act exactly as we would in the real world. So how do we get there?
3.1 THE BASIS
VR headsets like Oculus Rift and PlayStation VR are often referred to as HMDs, which
simply means they are head mounted displays. Even with no audio or hand tracking,
holding up Google Cardboard to place your smartphone's display in front of your face can
be enough to get you half-immersed in a virtual world.
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The goal of the hardware is to create what appears to be a life size, 3D virtual
environment without the boundaries we usually associate with TV or computer screens.
So whichever way you look, the screen mounted to your face follows you. This is unlike
augmented reality, which overlays graphics onto your view of the real world. Video is
sent from the console or computer to the headset via a HDMI cable in the case of headsets
such as HTC's Vive and the Rift. For Google's Daydream headset and the Samsung Gear
VR, it's already on the smartphone slotted into the headset.
VR headsets use either two feeds sent to one display or two LCD displays, one per eye.
There are also lenses which are placed between your eyes and the pixels, which is why
the devices are often called goggles. In some instances, these can be adjusted to match the
distance between your eyes, varying from person to person.
These lenses focus and reshape the picture for each eye and create a stereoscopic 3D
image by angling the two 2D images to mimic how each of our two eyes views the world
ever-so-slightly differently. Try closing one eye then the other to see individual objects
dance about from side to side and you get the idea behind this. One important way VR
headsets can increase immersion is to increase the field of view i.e. how wide the picture
is. A 360-degree display would be too expensive and unnecessary. Most high-end
headsets make do with 100 or 110 degree field of view, which is wide enough to do the
trick.
And for the resulting picture to be at all convincing, a minimum frame rate of around 60
frames per second is needed to avoid stuttering or users feeling sick. The current crop of
VR headsets go way beyond this - Oculus is capable of 90fps, for instance, while Sony's
PlayStation VR manages 120fps.
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3.2 HEAD TRACKING
Head tracking means that when you wear a VR headset, the picture in front of you shifts
as you look up, down and side to side or angle your head. A system called 6DoF (six
degrees of freedom) plots your head in terms of your X, Y and Z axis to measure head
movements forward and backwards, side to side and shoulder to shoulder, otherwise
known as pitch, yaw and roll.
There's a few different internal components which can be used in a head-tracking system,
such as a gyroscope, accelerometer and a magnetometer. Sony's PSVR also uses nine
LEDs dotted around the headset to provide 360 degree head tracking thanks to an external
camera monitoring these signals, while Oculus has 20 not as bright lights.
Head-tracking tech needs low latency to be effective - we're talking 50 milliseconds or
less or we will detect the lag between when we turn our head and when the VR
environment changes. The Oculus Rift has an impressively minimized lag of just 30ms.
Lag can also be a problem for any motion tracking inputs, such as PS Move-style
controllers that measure our hand and arm movements.
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Finally, headphones can be used to increase the sense of immersion. Binaural or 3D audio
can be used by app and game developers to tap into VR headsets' head-tracking
technology to take advantage of this and give the wearer the sense that sound is coming
from behind, to the side of them or in the distance.
3.3 MOTION TRACKING
Head tracking is one big advantage the premium headsets have over the likes of
Cardboard other mobile VR headsets. But the big VR players are still working out motion
tracking. When you look down with a VR headset on the first thing you want to do is see
your hands in a virtual space.
For a while, we've seen the Leap Motion accessory - which uses an infrared sensor to
track hand movements - strapped to the front of Oculus dev kits. We've also tried a few
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experiments with Kinect 2 cameras tracking our flailing bodies. But now we have
exciting input options from Oculus, Valve and Sony.
Oculus Touch is a set of wireless controllers designed to make you feel like you're using
your own hands in VR. You grab each controller and use buttons, thumb sticks and
triggers during VR games. So, for instance, to shoot a gun you squeeze on the hand
trigger. There is also a matrix of sensors on each controller to detect gestures such as
pointing and waving.
It's a pretty similar set-up to Valve's Lighthouse positional tracking system and HTC's
controllers for its Vive headset. It involves two base stations around the room which
sweep the area with lasers. These can detect the precise position of your head and both
hands based on the timing of when they hit each photocell sensor on both the headset and
around each handheld controller. Like Oculus Touch, these also feature physical buttons
too and incredibly you can have two Lighthouse systems in the same space to track
multiple users.
Other input methods can include anything from hooking an Xbox controller or joystick up
to your PC, voice controls, smart gloves and treadmills such as the Virtuix Omni, which
allow you to simulate walking around a VR environment with clever in-game
redirections.
And when it comes to tracking your physical position within a room, Oculus is looking to
catch up to rival HTC's with the recent drop of its "experimental" system. Essentially, Rift
owners now have the option to purchase a third sensor for $79 and add more coverage to
their VR play area.
The problem, though, is that this still isn't on par with HTC. While two SteamVR sensors
for the HTC Vive can deliver a tracked play space of up to 225 square feet, two
Constellation sensor cameras from Oculus only provides coverage of 25 square feet (with
a third camera sending the recommended space goes up to 64 square feet).
Sony is also hunting around this area, if a recent patent is anything to go by. The filing
details a VR tracking system based on light and mirrors that uses a beam projector to
determine the player's position, though whether such a feature would appear on the
current device or second iteration of PSVR (or not at all) is all speculative at this stage.
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3.4 EYE TRACKING
Eye tracking is possibly the final piece of the VR puzzle. It's not available on the
Rift, Vive or PS VR but it will feature in FOVE's very promising VR headset. So how
does it work?
Well, an infrared sensor monitor's your eyes inside the headset so FOVE knows where
your eyes are looking in virtual reality. The main advantage of this - apart from allowing
in-game characters to more precisely react to where you're looking - is to make depth of
field more realistic.
In standard VR headsets, everything is in pin-sharp focus which isn't how we're used to
experiencing the world. If our eyes look at an object in the distance, for instance, the
foreground blurs and vice versa. By tracking our eyes, FOVE's graphics engine can
simulate this in a 3D space in VR. That's right, blur can be good.
Headsets still need hi-res displays to avoid the effect of looking through a grid. Also what
our eyes focus on needs to look as life-like as possible. Without eye tracking, with
everything in focus as you move your eyes - but not your head - around a scene,
simulation sickness is more likely. Your brain knows that something doesn't match up.
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Chapter-4
FEATURES OF DAYDREAM
Google Cardboard was an intriguing 20% side project that pushed a spotlight back
onto virtual reality in 2014, alongside the likes of Oculus and early iterations of the Rift
headset. Since then we’ve seen dozens of companies invest huge amounts of time and
money into developing new hardware and software to flesh out the world VR. Google’s
taking another crack at building upon the foundations it has already laid with Cardboard
by launching a new VR platform and a headset to go with it; the Daydream View.
4.1 THE HEADSET
Whilst there’s no denying that the View still looks like a VR headset, the aesthetics don’t
fall on tropes you’d typically associate with technology. Instead, it borrows more heavily
from the fashion world with a flexible plastic body covered in dappled dark grey fabric
that looks like it’s been cut from Gap’s latest winter collection.
As such the softer, cleaner appearance renders it more sculptural and organic than notable
rivals like Samsung’s Gear VR headset. The details too follow suit, with an elasticated
leather tab to keep the front closed in place of a spring lock or a plastic latch and even
Google’s ‘G’ insignia is set into the side of the View in rubber, so it too moves and flexes
with the rest of the headset.
On the inside the breathable foam that surrounds the lenses is comfortable against the face
and removable by way of three Velcro strips so that you can hand wash and spot clean it
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as needed, a feature that we’d appreciate more manufacturers take note of, especially as
more experiences arrive to keep users within the VR universe for longer periods of time.
In actual usage, the single flexible head strap is attached high up against the sides of the
View’s body, changing the weight distribution and how the headset sits against your face
versus similar offerings. Instead of resting on your cheeks and pushing down, it’s closer
to a low-tech emulation of the mounting system used by the PlayStation VR. Sliding the
two plastic tensioners together or apart makes for a simple and easy way of adjusting the
View to sit comfortably on most users’ heads and as there’s no focus wheel, simply tilting
the headset up or down a touch is enough to help reach focus.
Whilst wearing the View, the gapping around the nose proved to be a notable distraction,
letting excess light in, pushing us to play in darker environments to achieve greater
immersion, but overall it’s a markedly more comfortable headset to wear than practically
every other VR viewer we’ve tried over long periods.
The smartest aspect of the View’s design has to be the door on the front. Much like
Google Cardboard, it folds down so you can place your smartphone on it and the hinges
at the base of the door can extend to allow larger, thicker devices or those with a case – a
notable issue with offerings like the Gear VR and Cardboard.
4.2 THE CONTROLLER
The View’s controller is a small rounded pill-shaped piece of lightly textured, dark
grey plastic. It’s extremely lightweight which helps prevent fatigue over long-term use,
but it doesn’t feel particularly premium (likely justified by the Daydream View’s notably
low price tag). Your thumb does most of the work; swiping across the clickable circular
touchpad at the top, press the app and home buttons beneath it or changing the volume
using the rocker on its right side. Not unlike Nintendo’s Wii controllers, the real hook is
that the controller can also track basic tilt, rotation, and orientation in 3D space.
When not in use, the controller simply slides in under an elastic strap set into the inside
face of the headset so that it won’t readily get lost. It’s just worth noting that Google
doesn’t include a power lead in-box, instead pushing you to use the Type-C USB adapter
that came with your smartphone.
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4.3 SETUP
As the name suggests the Daydream View only supports Daydream-compatible
handsets, which right now falls to just two smartphones, Google’s new Pixel phone and
the Pixel XL. The setup process is pretty seamless, provided you’ve got NFC and
Bluetooth switched on, and you’ve already downloaded the Daydream app from the Play
Store.
Pairing phone to headset is easy enough thanks to an embedded NFC chip in the door on
the front of the View that automatically launches the Daydream app when the two come
into contact. What’s more, the rubberized grips around the lenses help align everything,
so you don’t have to faff around with centring the imagery in both eyes before you get
stuck in.
So long as it’s charged up, long-pressing the controller’s home button should start it up
and pair it to your smartphone automatically too, although we were left wondering
whether this experience would prove as seamless with handsets from other manufacturers
once they arrive.
4.4 PERFORMANCE
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The Google Pixel phone and Pixel XL are both powered by Qualcomm’s latest
Snapdragon 821 flagship processor and 4GB RAM. As such, general performance is rock
solid most of the time, with flawless tracking as you move your head around, offering
smooth experiences, both active and passive.
Prolonged use does however cause significant heat build-up, to which the phone will alert
you, usually foreshadowed by a noticeable dip in performance as frames drop and general
usage starts to stutter (or you can always touch the phone itself to see whether you can fry
an egg on it), but this doesn’t creep in until about 30 minutes of continuous use – plenty
of time to enjoy most of the experiences currently on offer before taking a break.
Whilst we solely tested the View on battery power alone, the design of the headset means
that none of your phone’s ports are obscured, so you can easily plug in a power lead and
headphones whilst you’re using it if you’re planning on taking longer continuous jaunts
into VR land.
Speaking of battery, the Pixel XL’s 3450mAh cell dropped by less than 20 per cent after
30 minutes of mixed use, meaning you’ll seldom find yourself in enforced downtime
waiting for the phone to charge back up, or have to worry about making it through a full
day of general smartphone use if that includes some time with the Daydream View.
The larger, higher resolution display on the Pixel XL is unquestionably the preferred
weapon of choice for use with the View right now, as the field of view on offer is already
relatively narrow (as if looking at everything through a porthole), rendering the viewing
experience offered up by the smaller 5-inch Full HD panel of the standard Pixel too
cramped.
Adding a handheld controller into the mix is the undoubted feather in the cap for the
View’s user experience, setting it apart from most other mobile VR offerings out there. It
boasts easy to understand and responsive physical controls as well as motion tracking.
Bringing handheld motion and gesture control into the VR space opens up a world of
possibilities for new means of interaction and means you aren’t tied to gaze-based or tilt-
based experiences alone (although they’re still present on the View in some for or
another).
There are a myriad of factors that may affect performance, but it is important to
remember that, as there are no external tracking sensors or cameras, the motion controller
is nowhere near as accurate as the HTC Vive’s controllers or even the PlayStation Move
controllers.
23
You’ll often find yourself reorienting your body or the VR world around you (with a
long-press of the home button) as both headset and controller position drift. This issue
seems more prevalent in games where bigger and more vigorous movements take place.
Particularly wild hand flailing reveals latency issues with the controller too, but general
interaction, for the most part, is reliable.
4.5 SPECIFICATION
 Screen type: AMOLED (as tested w/ Google Pixel XL)
 Screen resolution: 2560x1440 (as tested w/ Google Pixel XL)
 Refresh rate: Unknown
 Field of view: Unknown
 OS: Daydream VR running atop Android 7.1 Nougat
 Tracking area: Fixed position tracking only
 Integrated audio: Yes (from smartphone)
 Integrated microphone: Yes (from smartphone)
 Controller(s): Daydream View motion controller (X1)
 Sensors: Unknown
 Connectivity: NFC, Bluetooth
 Bonus features: Adjustable hinge supports a variety of devices, automated
app startup via NFC
Chapter-5
24
REQUIREMENTS OF DAYDREAM VR
 Daydream VR-ready phones:
 MUST have at least 2 physical cores.
 MUST support sustained performance mode.
 MUST support Vulkan Hardware Level 0 and SHOULD support Vulkan
Hardware Level 1.
 MUST support H.264 decoding at least 3840 x 2160 @ 30fps-40Mbps.
 MUST support HEVC and VP9, MUST be capable to decode at least 1920 x 1080
@ 30 fps-10Mbps and SHOULD be capable to decode 3840 x 2160 @ 30fps-
20Mbps (equivalent to 4 instances of 1920 x 1080 @ 30fps-5Mbps).
 STRONGLY RECOMMENDED to support android. hardware. sensor. hifi_
sensors feature and MUST meet the gyroscope, accelerometer, and magnetometer
related requirements for android. hardware. hifi_ sensors
 MUST have an embedded screen, and its resolution MUST be at least be Full HD
(1080p) and STRONGLY RECOMMENDED to be Quad HD (1440p) or higher
 MUST measure between 4.7″ and 6″ diagonal
 MUST update at least 60 Hz while in VR Mode
 The display latency on Gray-to-Gray, White-to-Black, and Black-to-White
switching time MUST be ≤ 3 ms
 The display MUST support a low-persistence mode with ≤5 ms persistence
 Device implementations MUST support Bluetooth 4.2 and Bluetooth LE Data
Length Extension.
Google recently updated the Android Compatibility Definition Document (CDD) for
Android 7.0 Nougat. Google doesn’t specifically demand an OLED display in the CDD,
but the need for low latency and persistency probably means that only phones with OLED
panels will make the cut. That could increase even further the demand for AMOLED
displays, which is already on the rise and expected to boom in 2017. On the flipside, Full
HD devices are supported, though Google would obviously prefer the denser Quad HD.
25
So far, if you want a Daydream VR-ready device, the safest bets are the Google Pixel
and Pixel XL and the ZenFone 3 Deluxe with Snapdragon 821. There are other
Snapdragon 821 devices out there, but they haven’t been officially confirmed to work
with Daydream VR headsets like Google’s Daydream View. Speaking of that, the View
will ship tomorrow, so there’s a good chance that Google will shed light on the matter
very soon.
Chapter-6
26
ADVANTAGES AND DISADVANTAGES
6.1 ADVANTAGES OF DAYDREAM VR
 Inexpensive
 It is very comfortable for long time wear
 Motion controller makes VR immersive
 High-quality VR experiences
 No wires
 Responsive and easy to use controller
 Sleek design
 Light weight
 Low power consumption
 Easy setup
 Motion control on Mobile
6.2 DISADVANTAGES OF DAYDREAM VR
 Not many apps yet
 More Daydream phones are coming, but aren’t here yet
 Not support ios compability
 Support android nougat and higher
 Prone to gapping and light leak
 Requires frequent recalibration/orientation
 Only works with Pixel and Pixel XL at launch
 FOV could be wider.
6.3 SUPPORTED PHONES COMPABILITY
27
 ZTE AXON 7
 GOOGLE PIXEL
 GOOGLE PIXEL XL
 ASUS ZENFONE AR
 HUWAI MATE 9 PRO
 MOTO Z
CONCLUSION
28
Daydream, Google’s high-quality virtual reality platform for Android, is here — and so is
the search giant’s headset, Daydream View. The platform is Google’s strongest attempt
yet at muscling into a market that competitors like Facebook’s Oculus, HTC’s Vive, and
others have already begun to corner. And more broadly speaking, it’s a show of
confidence in a burgeoning medium that some say has the potential to upend entire
industries. Google Daydream isn't a single product, it's a platform for high-quality mobile
VR for Android smartphones. It sets out the specifications and minimum requirements for
a great VR experience which means that it will initially only be available on flagship
phones. No current phone has the necessary hardware - particularly the high-end sensors
for accurate head tracking - but Google has told developers to start with the Nexus
6P. Actual Daydream Ready phones will offer a better VR experience, not least because a
proper Daydream Ready phone won't overheat and throttle its performance after a short
while like the Nexus 6P will.
All you have to do is look out for a 'Daydream Ready' logo, which will tell you the phone
meets or exceeds those minimum specs. As well as sensors, the display must have a low
persistence (the image must refresh quickly) it must have a fast processor. Manufacturers
which are developing Daydream-ready phones include Samsung, LG, HTC, Huawei,
Alcatel, ZTE and Asus. Many of these will also make headsets and controllers: Huawei
has already confirmed this.
REFERENCES
29
1. https://vr.google.com/daydream - Google Daydream Official Webpage
2. https://vr.google.com/daydream/headset/ -Official Google Daydream headset Webpage
3. https://en.wikipedia.org/wiki/Google_Daydream – Google Daydream Wiki
4. http://www.androidauthority.com/google-daydream-view-review-728036
5. https://www.digitaltrends.com/virtual-reality/google-daydream-news
6. https://www.vrheads.com/everything-you-need-know-about-google-daydream
7. https://recombu.com/mobile/article/google-daydream-view-review

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Google daydream report

  • 1. 1 ABSTRACT Google Daydream isn’t a physical stand-alone device as such. It’s a platform with a set of VR hardware standards for manufacturers to follow, which combine with a new piece of hub software from Google itself. Daydream effectively simplifies access to virtual reality content on a mobile device. It comes in three key aspects. There is an optimal specification list that manufacturers must meet for a smartphone to be labelled Daydream-ready. There is a Google-made Daydream view VR headset, although multiple manufacturers could also build their own designs (as long as they meet Google's standards). And there is an all-in-one hub for VR content. Daydream Home is a one-stop shop where you can start virtual reality apps or view videos while wearing the headset itself.
  • 2. 2 Chapter-1 INTRODUCTION 1.1 INTRODUCTIONTO VIRTUAL REALITY Virtual reality (VR) typically refers to computer technologies that use virtual reality headsets to generate the realistic images, sounds and other sensations that replicate a real environment or create an imaginary setting. VR also simulates a user's physical presence in this environment. VR has been defined as "a realistic and immersive simulation of a three-dimensional 360-degree environment, created using interactive software and hardware, and experienced or controlled by movement of the body" or as an "immersive, interactive experience generated by a computer". A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it, and interact with features or items depicted in the headset. Virtual reality is displayed with a virtual reality headset. VR headsets are head- mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones. Advanced haptic systems may include tactile information, generally known as force feedback in medical, video gaming and military training applications. Some VR systems used in video games can transmit vibrations and other sensations to the user through the game controller. Virtual reality also refers to remote communication environments which provide a virtual presence of users with through telepresence and telexistence or the use of a virtual artifact (VA). The immersive environment can be similar to the real world in order to create a lifelike experience grounded in reality or sci-fi. The virtual reality also offers much potential as a tool for non-traditional learners and these non-traditional learners include the physically challenged people and people who are going through the rehabilitation. A sample of the use of virtual reality is the avail of it by the medical student’s training to become a surgeon. The abbreviation of it is known as VR and it is used by the artists as well because they utilize it as the creative tool and a medium of expression in the arts. In the simple words, the virtual reality is nothing but the computerized pretense of natural reality or imaginary reality, the users of the virtual
  • 3. 3 reality get fully immersed or partially immersed in the surroundings. The total immersion or full immersion refers to the person who avails a device to shield him/her from the real world and the partial immersion refers to the user who can manipulate a virtual reality environment but not locked in the device. The virtual reality technology can immerse a person in the computer produced the world which is made by the user like a room, city, and building. With the aid of virtual reality, the users can virtually go anywhere better than the human imaginations. 1.2 HISTORY OF VIRTUAL REALITY In 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 Heling 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, which the engineers linked to a closed circuit camera system. They intended the HMD for use in dangerous situations -- a user could observe a real environment remotely, adjusting the camera angle by turning his head. Bell Laboratories used a similar HMD for helicopter pilots. They linked HMDs to infrared cameras attached to the bottom of helicopters, which allowed pilots to have a clear field of view while flying in the dark.
  • 4. 4 1.3 PRINCIPLE AND COMPONENT OF VIRTUAL REALITY The virtual reality system works on a simple principle and that simple principle is that it tracks the physical motions in the genuine world and after this a yielding computer redraws the virtual world to reflect the tracked movements. The virtual reality reminds everyone about the film Ra One where the Ra One was a system of virtual reality i.e. as a game but gets embedded into the genuine world by availing the holography. The basic concept in it is the combination of virtual reality and the holography. Now coming to the components of virtual reality system, there are four components and those are as follows:  Reality engine  The head mounted display  Audio units and  Gloves 1.4 TYPES OF VIRTUAL REALITY The virtual reality is of many types and some of them are as follows:  Enhanced reality  Desktop virtual reality  QTVR  Immersive virtual reality
  • 5. 5 1.5 APPLICATION OF VIRTUAL REALITY The applications of the virtual reality are as follows:  The software is presently under development condition for the mechanical engineering students which extend the CAD/CAE collection of programs to virtual reality.  It is used in the projects that include engineering because mostly the engineering projects are simulation-based design, multipurpose design optimization, and visualization in high level.  It is used in the biometric engineering and the projects of biometric avail virtual reality for viewing X-Rays and MRI’s.  It is also used in the projects of computer science as these projects range from making a toolkit for the designers of computer science to the modeling for resource management. 1.6 WHERE USE OF VIRTUAL REALITY Areas in which Virtual Reality applications are commonly used are:  Design Evaluation (Virtual Prototyping)  Architectural Walk-through  Planning and Maintenance  Concept and Data Visualization  Operations in hazardous or remote environments  Training and simulation  Sales and Marketing  Entertainment and Leisure  Enhanced Realities 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.
  • 6. 6 1.7 ADVANTAGES OF VIRTUAL REALITY The advantages of the virtual reality are as follows:  The virtual reality can be used in many areas for training the students, without giving any harm to the others.  It is used for the training in the fields like medicine, law enforcement and architecture and aviation.  It aids to record exactly that how fast a patient is learning and recovering. 1.8 DISAVANTAGES OF VIRTUAL REALITY The disadvantages of the virtual reality are as follows:  The virtual reality system is very costly due to the hardware of the system.  The programmers are struggling with the parameters of interacting with the virtual environment or surroundings.
  • 7. 7 Chapter-2 GOOGLE DAYDREAM 2.1 INTRODUTION OF GOOGLE DAYDREAM Daydream is a new way to experience games and video on your phone. Instead of looking down at your screen and swiping or tapping, you can put your phone in a specially made headset and experience a 360-degree immersive environment that allows you to really step into the world instead of viewing it on a small screen. Daydream is a virtual reality (VR) platform developed by Google for use with its Google Daydream View virtual reality headset and Android Nougat, the seventh major version of the Android mobile operating system. It was announced at the Google I/O developer conference in May 2016, with the first VR headset released on November 10, 2016. Daydream, Google’s high-quality virtual reality platform for Android, is here — and so is the search giant’s headset, Daydream View.
  • 8. 8 The platform is Google’s strongest attempt yet at muscling into a market that competitors like Facebook’s Oculus, HTC’s Vive, and others have already begun to corner. And more broadly speaking, it’s a show of confidence in a burgeoning medium that some say has the potential to upend entire industries. Wondering what’s up with Daydream? Not to worry. We’ve rounded up all the pertinent details and fresh-off-the-press news for your perusal. Bookmark our handy guide to Google’s VR and never wonder again about which phones and headsets support it, or which apps are debuting on it. 2.2 DAYDREAM VIEW Daydream View is the first headset built for the Daydream platform. It's comfortable enough for anyone to wear for long periods of time — even if you wear prescription glasses. It also comes with a special controller that lets you move your hand in the real world and see that movement in the virtual world when you're wearing the headset. This is Google's first attempt at a more comfortable way to explore VR, and it has been designed to withstand drops and bumps without issue. You can take this headset with you just about anywhere and enjoy your VR apps and games wherever your phone is. A front panel folds down, you drop your Daydream Ready phone into the opening, and close the panel. The connection between the phone and the headset is wireless and the headset has an auto-alignment system to ensure you're getting a clear view of the display. It doesn't get much simpler than Daydream View, and when you put your head in, the whole world is replaced with a virtual one. The design of the Daydream View is built around one thing — comfort. And, it’s the byproduct of a collaboration between Google and a number of clothing manufacturers. The end result is a product featuring soft fabrics and a 30 percent lower weight than competing products on the market. This should be great on the phone as well, preventing possible scratches on the screen. Customers can also wear the headset over their glasses.
  • 9. 9 There are also no wires getting in the way, as the headset connects to the compatible Android phone wirelessly. Three color variations are available: Slate, Snow, and Crimson. In addition to the headset, there’s also the Daydream View controller. It is small, sporting rounded edges and only two buttons. The peripheral includes motion sensors so that users can interact with the virtual environment, such as draw, shoot aliens, and so on. This controller can be stored in the headset itself when not in use thanks to a little snap-based compartment built into the headset’s flap. 2.3 NEED OF GOOGLE DAYDREAM At present, virtual reality content is fragmented. It is available from different places, but rarely all accessible from the one central location. Anyone who's gone through the charade of watching 360-degree YouTube videos on a Samsung Gear VR will know what we mean. You have to jump through several hoops just to get to the content you want to view. Daydream is designed to solve that, at least for Android device owners. It will house the content from all mobile VR developers, no matter who they are. Sources big and small will be immediately accessible through the hub. In addition, while Google Cardboard has been a fun and easy device to use to get a flavour of what VR is about, it's hardly high-tech or, in many cases, comfortable. The Daydream View headset is a much more comfortable and practical approach, rather than the ad hoc nature of Cardboard viewers. There's really no limit to what can be done in Daydream. You can watch movies on what looks like a massive projected screen with Google Play Movies, watch news stories as though you're standing where the action is with CNN VR, or step into photos you've taken on your phone with VR Photos.
  • 10. 10 2.4 DAYDREAM VR AND CONTROLLER The Google Daydream View is a brilliant piece of VR hardware. Its head-mounted display (HMD) is wrapped in a comfy fabric texture, with squishy foam on the inside. The head strap is easy to adjust. It’s ergonomically ideal and a little, invisible chip connects it to the Google Pixel phone with no effort. Tech outlets have sung the Daydream HMD’s praises since the hardware’s November release. But its best asset—its controller—has flown under the radar. The Daydream’s controller is a wireless, ovular remote with four buttons: a circle and minus button on the flat top, a large trackpad button above it and, on the remote’s side, a volume button. The trackpad is all-directions responsive, so you can swipe from left to right to scroll through options, or swipe diagonally to, say, throw a stick to a dog. The very fact of a one-handed remote instead of a two-handed game controller (or controllers) is significant. It’s got the same welcoming quality as a Wiimote, definitely unintimidating to non-gamers. A one-handed remote also invites more relaxed postures while you’re playing, since your elbows aren’t locked. It’s very nice for using VR in bed. After a while, it feels like nothing, since it’s so light. The controller also reports gyroscopic and accelerometric readings. So, for example, I played action RPG Twilight Pioneers on Daydream last night (yes, in bed). My remote was a sword, which I could slash by waving the controller around in any direction. It moved faster or slower depending on how quickly I waved the remote. More practical, these measurement tools mean that the controller can help make VR work better: When you point ahead and hold the circle button, the Daydream’s viewpoint will readjust to reflect where you’re facing, something I’ve found immensely frustrating with other VR hardware. It’s easy and surprisingly accurate for a controller. The Controller Emulator app allows you to use a second Android phone in place of a Daydream controller, in case you don't have access to one. You can also use it with Unity and Unreal to emulate a Daydream controller in the engines' in-editor preview.
  • 11. 11 Setup To use the Controller Emulator, you must have a spare phone (not your headset phone) running KitKat or above. These instructions were tested using a Nexus 5X. This phone is used to emulate the Daydream controller and must have a gyroscope. We will refer to this phone as the controller phone.  Install the Controller Emulator on your controller phone.  Pair your headset phone to your controller phone via Bluetooth.  On both phones, go to Settings > Bluetooth.  Optionally, rename your controller phone in order to make it easier to identify. To do this, press more vert, then Rename this device. Change its name to, for example, (Your Name)'s Controller Phone.  On the headset phone, tap the controller phone's name on the list of devices. This will show a dialog box on both devices to confirm the pairing. Confirm the pairing, then return to the home screen on both devices. Configure the Controller Emulator device.  On the headset phone, launch the app for Daydream you installed earlier.  Press the settings button at the bottom of the screen, then press Setup.  You should now be in the Google VR Services settings screen. Tap the Version item 7 times to show the Developer Options.  Select Controller emulator device.  Select the controller phone from the list.  Close the app by pressing the square Recents button in the bottom-right and swiping the app away.  Important: Make sure you installed the latest version of the Controller Emulator app (version 1.4.01 or above). Only the latest version will allow you to connect via Bluetooth. You can check the version in Settings > Apps > Controller Emulator.  Remember that your headset phone and controller phone must be paired via Bluetooth in order to use the Controller Emulator. Refer to the steps in the previous section for how to do this.
  • 12. 12  Important: Make sure to enable Bluetooth on the controller phone. Due to a known issue, the controller emulator app does not warn you if Bluetooth is off. Interface The Controller Emulator UI contains these elements:  Connection indicator (top): This text indicates whether the emulator is connected to a headset phone. It also shows network information for the controller phone.  Touchpad area (large circle): This area emulates the touchpad area of a controller. It does not support multi-touch.  Touchpad click emulation: On the real controller, the touchpad can be clicked by pressing down on it. This is considered to be a button, and is called the "click button". Clicking the touchpad on a physical controller is emulated by double- tapping the touchpad in the Controller Emulator and will send Click button events to the app.  App button (immediately below touchpad): This button sends App button events to the app.  Home button (bottom): This button is reserved for system use and cannot be used by your app. It is also used to recenter the controller. The behavior of the touchpad, Click button and App button are up to your application. Typically, the click should map to your application's primary action (e.g. selecting, shooting) and the app button should be used for secondary actions (e.g. menu, pause, tool selection). The physical controller also includes buttons to control the volume of your headset phone which are not emulated. The Controller class shows the various inputs and buttons you can listen to.
  • 13. 13 Chapter-3 WORKING OF DAYDREAM VR Once your headset and power source are secured, some kind of input is also required for you to connect - whether this is through head tracking, controllers, hand tracking, voice, on-device buttons or trackpads. Total immersion is what everyone making a VR headset, game or app is aiming towards - making the virtual reality experience so real that we forget the computer, headgear and accessories and act exactly as we would in the real world. So how do we get there? 3.1 THE BASIS VR headsets like Oculus Rift and PlayStation VR are often referred to as HMDs, which simply means they are head mounted displays. Even with no audio or hand tracking, holding up Google Cardboard to place your smartphone's display in front of your face can be enough to get you half-immersed in a virtual world.
  • 14. 14 The goal of the hardware is to create what appears to be a life size, 3D virtual environment without the boundaries we usually associate with TV or computer screens. So whichever way you look, the screen mounted to your face follows you. This is unlike augmented reality, which overlays graphics onto your view of the real world. Video is sent from the console or computer to the headset via a HDMI cable in the case of headsets such as HTC's Vive and the Rift. For Google's Daydream headset and the Samsung Gear VR, it's already on the smartphone slotted into the headset. VR headsets use either two feeds sent to one display or two LCD displays, one per eye. There are also lenses which are placed between your eyes and the pixels, which is why the devices are often called goggles. In some instances, these can be adjusted to match the distance between your eyes, varying from person to person. These lenses focus and reshape the picture for each eye and create a stereoscopic 3D image by angling the two 2D images to mimic how each of our two eyes views the world ever-so-slightly differently. Try closing one eye then the other to see individual objects dance about from side to side and you get the idea behind this. One important way VR headsets can increase immersion is to increase the field of view i.e. how wide the picture is. A 360-degree display would be too expensive and unnecessary. Most high-end headsets make do with 100 or 110 degree field of view, which is wide enough to do the trick. And for the resulting picture to be at all convincing, a minimum frame rate of around 60 frames per second is needed to avoid stuttering or users feeling sick. The current crop of VR headsets go way beyond this - Oculus is capable of 90fps, for instance, while Sony's PlayStation VR manages 120fps.
  • 15. 15 3.2 HEAD TRACKING Head tracking means that when you wear a VR headset, the picture in front of you shifts as you look up, down and side to side or angle your head. A system called 6DoF (six degrees of freedom) plots your head in terms of your X, Y and Z axis to measure head movements forward and backwards, side to side and shoulder to shoulder, otherwise known as pitch, yaw and roll. There's a few different internal components which can be used in a head-tracking system, such as a gyroscope, accelerometer and a magnetometer. Sony's PSVR also uses nine LEDs dotted around the headset to provide 360 degree head tracking thanks to an external camera monitoring these signals, while Oculus has 20 not as bright lights. Head-tracking tech needs low latency to be effective - we're talking 50 milliseconds or less or we will detect the lag between when we turn our head and when the VR environment changes. The Oculus Rift has an impressively minimized lag of just 30ms. Lag can also be a problem for any motion tracking inputs, such as PS Move-style controllers that measure our hand and arm movements.
  • 16. 16 Finally, headphones can be used to increase the sense of immersion. Binaural or 3D audio can be used by app and game developers to tap into VR headsets' head-tracking technology to take advantage of this and give the wearer the sense that sound is coming from behind, to the side of them or in the distance. 3.3 MOTION TRACKING Head tracking is one big advantage the premium headsets have over the likes of Cardboard other mobile VR headsets. But the big VR players are still working out motion tracking. When you look down with a VR headset on the first thing you want to do is see your hands in a virtual space. For a while, we've seen the Leap Motion accessory - which uses an infrared sensor to track hand movements - strapped to the front of Oculus dev kits. We've also tried a few
  • 17. 17 experiments with Kinect 2 cameras tracking our flailing bodies. But now we have exciting input options from Oculus, Valve and Sony. Oculus Touch is a set of wireless controllers designed to make you feel like you're using your own hands in VR. You grab each controller and use buttons, thumb sticks and triggers during VR games. So, for instance, to shoot a gun you squeeze on the hand trigger. There is also a matrix of sensors on each controller to detect gestures such as pointing and waving. It's a pretty similar set-up to Valve's Lighthouse positional tracking system and HTC's controllers for its Vive headset. It involves two base stations around the room which sweep the area with lasers. These can detect the precise position of your head and both hands based on the timing of when they hit each photocell sensor on both the headset and around each handheld controller. Like Oculus Touch, these also feature physical buttons too and incredibly you can have two Lighthouse systems in the same space to track multiple users. Other input methods can include anything from hooking an Xbox controller or joystick up to your PC, voice controls, smart gloves and treadmills such as the Virtuix Omni, which allow you to simulate walking around a VR environment with clever in-game redirections. And when it comes to tracking your physical position within a room, Oculus is looking to catch up to rival HTC's with the recent drop of its "experimental" system. Essentially, Rift owners now have the option to purchase a third sensor for $79 and add more coverage to their VR play area. The problem, though, is that this still isn't on par with HTC. While two SteamVR sensors for the HTC Vive can deliver a tracked play space of up to 225 square feet, two Constellation sensor cameras from Oculus only provides coverage of 25 square feet (with a third camera sending the recommended space goes up to 64 square feet). Sony is also hunting around this area, if a recent patent is anything to go by. The filing details a VR tracking system based on light and mirrors that uses a beam projector to determine the player's position, though whether such a feature would appear on the current device or second iteration of PSVR (or not at all) is all speculative at this stage.
  • 18. 18 3.4 EYE TRACKING Eye tracking is possibly the final piece of the VR puzzle. It's not available on the Rift, Vive or PS VR but it will feature in FOVE's very promising VR headset. So how does it work? Well, an infrared sensor monitor's your eyes inside the headset so FOVE knows where your eyes are looking in virtual reality. The main advantage of this - apart from allowing in-game characters to more precisely react to where you're looking - is to make depth of field more realistic. In standard VR headsets, everything is in pin-sharp focus which isn't how we're used to experiencing the world. If our eyes look at an object in the distance, for instance, the foreground blurs and vice versa. By tracking our eyes, FOVE's graphics engine can simulate this in a 3D space in VR. That's right, blur can be good. Headsets still need hi-res displays to avoid the effect of looking through a grid. Also what our eyes focus on needs to look as life-like as possible. Without eye tracking, with everything in focus as you move your eyes - but not your head - around a scene, simulation sickness is more likely. Your brain knows that something doesn't match up.
  • 19. 19 Chapter-4 FEATURES OF DAYDREAM Google Cardboard was an intriguing 20% side project that pushed a spotlight back onto virtual reality in 2014, alongside the likes of Oculus and early iterations of the Rift headset. Since then we’ve seen dozens of companies invest huge amounts of time and money into developing new hardware and software to flesh out the world VR. Google’s taking another crack at building upon the foundations it has already laid with Cardboard by launching a new VR platform and a headset to go with it; the Daydream View. 4.1 THE HEADSET Whilst there’s no denying that the View still looks like a VR headset, the aesthetics don’t fall on tropes you’d typically associate with technology. Instead, it borrows more heavily from the fashion world with a flexible plastic body covered in dappled dark grey fabric that looks like it’s been cut from Gap’s latest winter collection. As such the softer, cleaner appearance renders it more sculptural and organic than notable rivals like Samsung’s Gear VR headset. The details too follow suit, with an elasticated leather tab to keep the front closed in place of a spring lock or a plastic latch and even Google’s ‘G’ insignia is set into the side of the View in rubber, so it too moves and flexes with the rest of the headset. On the inside the breathable foam that surrounds the lenses is comfortable against the face and removable by way of three Velcro strips so that you can hand wash and spot clean it
  • 20. 20 as needed, a feature that we’d appreciate more manufacturers take note of, especially as more experiences arrive to keep users within the VR universe for longer periods of time. In actual usage, the single flexible head strap is attached high up against the sides of the View’s body, changing the weight distribution and how the headset sits against your face versus similar offerings. Instead of resting on your cheeks and pushing down, it’s closer to a low-tech emulation of the mounting system used by the PlayStation VR. Sliding the two plastic tensioners together or apart makes for a simple and easy way of adjusting the View to sit comfortably on most users’ heads and as there’s no focus wheel, simply tilting the headset up or down a touch is enough to help reach focus. Whilst wearing the View, the gapping around the nose proved to be a notable distraction, letting excess light in, pushing us to play in darker environments to achieve greater immersion, but overall it’s a markedly more comfortable headset to wear than practically every other VR viewer we’ve tried over long periods. The smartest aspect of the View’s design has to be the door on the front. Much like Google Cardboard, it folds down so you can place your smartphone on it and the hinges at the base of the door can extend to allow larger, thicker devices or those with a case – a notable issue with offerings like the Gear VR and Cardboard. 4.2 THE CONTROLLER The View’s controller is a small rounded pill-shaped piece of lightly textured, dark grey plastic. It’s extremely lightweight which helps prevent fatigue over long-term use, but it doesn’t feel particularly premium (likely justified by the Daydream View’s notably low price tag). Your thumb does most of the work; swiping across the clickable circular touchpad at the top, press the app and home buttons beneath it or changing the volume using the rocker on its right side. Not unlike Nintendo’s Wii controllers, the real hook is that the controller can also track basic tilt, rotation, and orientation in 3D space. When not in use, the controller simply slides in under an elastic strap set into the inside face of the headset so that it won’t readily get lost. It’s just worth noting that Google doesn’t include a power lead in-box, instead pushing you to use the Type-C USB adapter that came with your smartphone.
  • 21. 21 4.3 SETUP As the name suggests the Daydream View only supports Daydream-compatible handsets, which right now falls to just two smartphones, Google’s new Pixel phone and the Pixel XL. The setup process is pretty seamless, provided you’ve got NFC and Bluetooth switched on, and you’ve already downloaded the Daydream app from the Play Store. Pairing phone to headset is easy enough thanks to an embedded NFC chip in the door on the front of the View that automatically launches the Daydream app when the two come into contact. What’s more, the rubberized grips around the lenses help align everything, so you don’t have to faff around with centring the imagery in both eyes before you get stuck in. So long as it’s charged up, long-pressing the controller’s home button should start it up and pair it to your smartphone automatically too, although we were left wondering whether this experience would prove as seamless with handsets from other manufacturers once they arrive. 4.4 PERFORMANCE
  • 22. 22 The Google Pixel phone and Pixel XL are both powered by Qualcomm’s latest Snapdragon 821 flagship processor and 4GB RAM. As such, general performance is rock solid most of the time, with flawless tracking as you move your head around, offering smooth experiences, both active and passive. Prolonged use does however cause significant heat build-up, to which the phone will alert you, usually foreshadowed by a noticeable dip in performance as frames drop and general usage starts to stutter (or you can always touch the phone itself to see whether you can fry an egg on it), but this doesn’t creep in until about 30 minutes of continuous use – plenty of time to enjoy most of the experiences currently on offer before taking a break. Whilst we solely tested the View on battery power alone, the design of the headset means that none of your phone’s ports are obscured, so you can easily plug in a power lead and headphones whilst you’re using it if you’re planning on taking longer continuous jaunts into VR land. Speaking of battery, the Pixel XL’s 3450mAh cell dropped by less than 20 per cent after 30 minutes of mixed use, meaning you’ll seldom find yourself in enforced downtime waiting for the phone to charge back up, or have to worry about making it through a full day of general smartphone use if that includes some time with the Daydream View. The larger, higher resolution display on the Pixel XL is unquestionably the preferred weapon of choice for use with the View right now, as the field of view on offer is already relatively narrow (as if looking at everything through a porthole), rendering the viewing experience offered up by the smaller 5-inch Full HD panel of the standard Pixel too cramped. Adding a handheld controller into the mix is the undoubted feather in the cap for the View’s user experience, setting it apart from most other mobile VR offerings out there. It boasts easy to understand and responsive physical controls as well as motion tracking. Bringing handheld motion and gesture control into the VR space opens up a world of possibilities for new means of interaction and means you aren’t tied to gaze-based or tilt- based experiences alone (although they’re still present on the View in some for or another). There are a myriad of factors that may affect performance, but it is important to remember that, as there are no external tracking sensors or cameras, the motion controller is nowhere near as accurate as the HTC Vive’s controllers or even the PlayStation Move controllers.
  • 23. 23 You’ll often find yourself reorienting your body or the VR world around you (with a long-press of the home button) as both headset and controller position drift. This issue seems more prevalent in games where bigger and more vigorous movements take place. Particularly wild hand flailing reveals latency issues with the controller too, but general interaction, for the most part, is reliable. 4.5 SPECIFICATION  Screen type: AMOLED (as tested w/ Google Pixel XL)  Screen resolution: 2560x1440 (as tested w/ Google Pixel XL)  Refresh rate: Unknown  Field of view: Unknown  OS: Daydream VR running atop Android 7.1 Nougat  Tracking area: Fixed position tracking only  Integrated audio: Yes (from smartphone)  Integrated microphone: Yes (from smartphone)  Controller(s): Daydream View motion controller (X1)  Sensors: Unknown  Connectivity: NFC, Bluetooth  Bonus features: Adjustable hinge supports a variety of devices, automated app startup via NFC Chapter-5
  • 24. 24 REQUIREMENTS OF DAYDREAM VR  Daydream VR-ready phones:  MUST have at least 2 physical cores.  MUST support sustained performance mode.  MUST support Vulkan Hardware Level 0 and SHOULD support Vulkan Hardware Level 1.  MUST support H.264 decoding at least 3840 x 2160 @ 30fps-40Mbps.  MUST support HEVC and VP9, MUST be capable to decode at least 1920 x 1080 @ 30 fps-10Mbps and SHOULD be capable to decode 3840 x 2160 @ 30fps- 20Mbps (equivalent to 4 instances of 1920 x 1080 @ 30fps-5Mbps).  STRONGLY RECOMMENDED to support android. hardware. sensor. hifi_ sensors feature and MUST meet the gyroscope, accelerometer, and magnetometer related requirements for android. hardware. hifi_ sensors  MUST have an embedded screen, and its resolution MUST be at least be Full HD (1080p) and STRONGLY RECOMMENDED to be Quad HD (1440p) or higher  MUST measure between 4.7″ and 6″ diagonal  MUST update at least 60 Hz while in VR Mode  The display latency on Gray-to-Gray, White-to-Black, and Black-to-White switching time MUST be ≤ 3 ms  The display MUST support a low-persistence mode with ≤5 ms persistence  Device implementations MUST support Bluetooth 4.2 and Bluetooth LE Data Length Extension. Google recently updated the Android Compatibility Definition Document (CDD) for Android 7.0 Nougat. Google doesn’t specifically demand an OLED display in the CDD, but the need for low latency and persistency probably means that only phones with OLED panels will make the cut. That could increase even further the demand for AMOLED displays, which is already on the rise and expected to boom in 2017. On the flipside, Full HD devices are supported, though Google would obviously prefer the denser Quad HD.
  • 25. 25 So far, if you want a Daydream VR-ready device, the safest bets are the Google Pixel and Pixel XL and the ZenFone 3 Deluxe with Snapdragon 821. There are other Snapdragon 821 devices out there, but they haven’t been officially confirmed to work with Daydream VR headsets like Google’s Daydream View. Speaking of that, the View will ship tomorrow, so there’s a good chance that Google will shed light on the matter very soon. Chapter-6
  • 26. 26 ADVANTAGES AND DISADVANTAGES 6.1 ADVANTAGES OF DAYDREAM VR  Inexpensive  It is very comfortable for long time wear  Motion controller makes VR immersive  High-quality VR experiences  No wires  Responsive and easy to use controller  Sleek design  Light weight  Low power consumption  Easy setup  Motion control on Mobile 6.2 DISADVANTAGES OF DAYDREAM VR  Not many apps yet  More Daydream phones are coming, but aren’t here yet  Not support ios compability  Support android nougat and higher  Prone to gapping and light leak  Requires frequent recalibration/orientation  Only works with Pixel and Pixel XL at launch  FOV could be wider. 6.3 SUPPORTED PHONES COMPABILITY
  • 27. 27  ZTE AXON 7  GOOGLE PIXEL  GOOGLE PIXEL XL  ASUS ZENFONE AR  HUWAI MATE 9 PRO  MOTO Z CONCLUSION
  • 28. 28 Daydream, Google’s high-quality virtual reality platform for Android, is here — and so is the search giant’s headset, Daydream View. The platform is Google’s strongest attempt yet at muscling into a market that competitors like Facebook’s Oculus, HTC’s Vive, and others have already begun to corner. And more broadly speaking, it’s a show of confidence in a burgeoning medium that some say has the potential to upend entire industries. Google Daydream isn't a single product, it's a platform for high-quality mobile VR for Android smartphones. It sets out the specifications and minimum requirements for a great VR experience which means that it will initially only be available on flagship phones. No current phone has the necessary hardware - particularly the high-end sensors for accurate head tracking - but Google has told developers to start with the Nexus 6P. Actual Daydream Ready phones will offer a better VR experience, not least because a proper Daydream Ready phone won't overheat and throttle its performance after a short while like the Nexus 6P will. All you have to do is look out for a 'Daydream Ready' logo, which will tell you the phone meets or exceeds those minimum specs. As well as sensors, the display must have a low persistence (the image must refresh quickly) it must have a fast processor. Manufacturers which are developing Daydream-ready phones include Samsung, LG, HTC, Huawei, Alcatel, ZTE and Asus. Many of these will also make headsets and controllers: Huawei has already confirmed this. REFERENCES
  • 29. 29 1. https://vr.google.com/daydream - Google Daydream Official Webpage 2. https://vr.google.com/daydream/headset/ -Official Google Daydream headset Webpage 3. https://en.wikipedia.org/wiki/Google_Daydream – Google Daydream Wiki 4. http://www.androidauthority.com/google-daydream-view-review-728036 5. https://www.digitaltrends.com/virtual-reality/google-daydream-news 6. https://www.vrheads.com/everything-you-need-know-about-google-daydream 7. https://recombu.com/mobile/article/google-daydream-view-review