Virtual reality: is the term that applies to computer simulated environment that can stimulate the physical presence in place of real world or imaginary world. All components of VR application and interrelations between them are thoroughly examined: input devices, output devices and software.This Paperwill show how to use Virtual Reality to increase the business productivity, application in health sector, entertainment industry, military sector and other sectors. The paper explain different types of virtual reality, architecture of the haptic devices methodologies of the devices, algorithm and conclusion of the research.
In this talk, I will introduce a new concept of “ubiquitous Virtual
Reality (UVR)” in the view point of Metaverse and then explain how to realize Virtual Reality in physical space with context-aware Augmented Reality. In UVR-enabled space it is possible to personalize using user’s, as well as environmental, context and then selectively share the augmented object with additional (or 3D content as well as text) information according to user’s social relationships. I will also explain some core technologies developed in GIST U-VR Lab for last 5 years and demonstrate U-VR applications such as DigiLog Book, Digilog Miniature, CAMAR Tour, etc.
In this talk, I will introduce a new concept of “ubiquitous Virtual
Reality (UVR)” in the view point of Metaverse and then explain how to realize Virtual Reality in physical space with context-aware Augmented Reality. In UVR-enabled space it is possible to personalize using user’s, as well as environmental, context and then selectively share the augmented object with additional (or 3D content as well as text) information according to user’s social relationships. I will also explain some core technologies developed in GIST U-VR Lab for last 5 years and demonstrate U-VR applications such as DigiLog Book, Digilog Miniature, CAMAR Tour, etc.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
Haptic Technology- Interaction with Virtualityvivatechijri
Our daily routine activities revolves on our sense of "touch" or "feel". And a technology that helps in experiencing this sense through a device is called "haptic technology". Haptic tries to evaluate the sensation of touch through various mechanisms. Haptic devices make virtual objects seam real when they are touched. Haptic technology uses force, motions and vibrations to the user to initiate interaction between virtual environment and user. With this technology we can now touch the objects that is only in the mind of a computer system but does not exist in reality. Users can receive feedbacks in the form of felt sensations in the hand or other parts of the body from computer applications using various input and output devices. The idea of haptic technology evolved from virtual reality. Haptic is a technology that is evolving day-by-day. As the demand for virtual reality is being intensified the haptic technology will also intensify. In this paper we will study the idea and evolution of haptic technology, haptic devices and their applications. Finally we will conclude with the future of haptic in our daily life.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
A short presentation for a seminar that covers the history, types, uses and disadvantages of Virtual Reality (VR)
It will have to be updated with the introduction of tech like the Oculus and Vive.
This presentation is about the basic haptic technology. what it is? how it works?? & what are the terms we need to know to make full understanding of this technology.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
Haptic Technology- Interaction with Virtualityvivatechijri
Our daily routine activities revolves on our sense of "touch" or "feel". And a technology that helps in experiencing this sense through a device is called "haptic technology". Haptic tries to evaluate the sensation of touch through various mechanisms. Haptic devices make virtual objects seam real when they are touched. Haptic technology uses force, motions and vibrations to the user to initiate interaction between virtual environment and user. With this technology we can now touch the objects that is only in the mind of a computer system but does not exist in reality. Users can receive feedbacks in the form of felt sensations in the hand or other parts of the body from computer applications using various input and output devices. The idea of haptic technology evolved from virtual reality. Haptic is a technology that is evolving day-by-day. As the demand for virtual reality is being intensified the haptic technology will also intensify. In this paper we will study the idea and evolution of haptic technology, haptic devices and their applications. Finally we will conclude with the future of haptic in our daily life.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
A short presentation for a seminar that covers the history, types, uses and disadvantages of Virtual Reality (VR)
It will have to be updated with the introduction of tech like the Oculus and Vive.
This presentation is about the basic haptic technology. what it is? how it works?? & what are the terms we need to know to make full understanding of this technology.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
1. International Journal of Science and Research (IJSR)
ISSN (Online): 2319-7064
Index Copernicus Value (2015): 78.96 | Impact Factor (2015): 6.391
Volume 6 Issue 7, July 2017
www.ijsr.net
Licensed Under Creative Commons Attribution CC BY
Virtual Reality
Sanni Hafiz Oluwasola1
, Ibrahim Munir Ayinde2
1
Lens Polytechnic, Department of Computer Science and Engineering, Km2 Irra Road, Offa kwara state- Nigeria
2
Federal Polytechnic Offa, Offa Kwara State- Nigeria
Abstract: Virtual reality: is the term that applies to computer simulated environment that can stimulate the physical presence in place
of real world or imaginary world. All components of VR application and interrelations between them are thoroughly examined: input
devices, output devices and software.This Paperwill show how to use Virtual Reality to increase the business productivity, application in
health sector, entertainment industry, military sector and other sectors. The paper explain different types of virtual reality, architecture
of the haptic devices methodologies of the devices, algorithm and conclusion of the research.
Keywords: Virtual Reality, telepresence, artificial environment, Immersive Virtual reality, Haptic, force feedback, kinesthetic, rendering,
Augmented Reality, simulation, imaginary
1. Introduction
Virtual Reality is a combination of two words “virtual” and
Reality. Is an artificial environment that is created with
software and presented to the user in such a way that the
user suspends belief and accept it as real environment. It
refers to high end user interface that involves real time
simulation and interaction through multiple sensorial
channels. Is an imaginarily world where user interact with it
in real time to increase the realism.
VR is quite different. It makes you think you are actually
living inside a completely believable virtual world. VR
systems that include transmission of vibrations and other
sensations to the user through a game controller or other
devices are known as haptic systems. This tactile
information is generally known as force feedback in
medical, video gaming, online shopping, entertainment and
military training applications. Virtual reality also refers to
remote communication environments which provide a
virtual presence of users through telepresence and
telexistence or the use of a virtual artifact (VA).
Types of Virtual reality
Immersive Virtual reality
Desktop Virtual reality
Projection Virtual reality
Simulation Virtual reality
Immersive Virtual Reality: is the ultimate version of
Virtual reality system that let the user totally immerse in
computer generated world(virtual world) with help of
(Multiple input and Output devices) Head mounted display
(HMD) that support stereoscopic view of the scene, Fiber
optics wired gloves, position tracking devices and audio
system .
Augmented Reality. Is the variation of immersive virtual
reality, where a see through layer of computer graphics is
super imposed over the real world to highlight certain
features and enhanced understanding,As example in medical
sector where a surgeon can first practices a complicated
surgery in virtual world where all the certain feature have
been highlighted before implementing it in real world
surgery.
Desktop Virtual reality. Also known as window on world
(WoW) system, this is the simplest type of Virtual reality, it
uses a conventional monitor to display the images (generally
mesoscopic) of the world.
2. Explanation of the Used Terms in the Paper
a) Haptic: is the term derived from Greek world
“haptesthai” which means “sense of touch”.Haptic is a
science of applying tactile sensation to human interaction
with computers. It allow the user to feel and manipulate
three dimensional virtual object with respect to such
features as shape, weight, texture and temperature.
b) Virtual environment: is a computer generated model of
a real environment. A virtual environment can be
constructed as an exact replica of the real environment or
can be a highly simplified reality. Regardless of its
complexity, however, there are two completely different
ways of interaction between the environment and the
haptic interface. Environment may behave as impedance,
where the input is the velocity or position and the output
force is determined based on a physical model, or as an
admittance, where the input is force and the output is
velocity or position.
c) Force Feedback: relating to the mechanical production
of information that interact with the human kinesthetic
system (muscles, Joints and tendons) that gives the
human sensation of force being applied with hardware of
touch and feel through tactile vibration or force feedback.
d) Tactile: Feeling of kinesthetic (motion).
e) Tactile Feedback: it makes use of devices that interact
with the nerves ending in the skin to detect whether user
is in contact with object in virtual world and indicate
heat, pressure and texture.
f) Cutaneous: it indicate sensation of pressure, pain and
temperature.
g) Haptic interface: is the interface that allow user and
machine to communicate.
h) Haptic perception: the process of perceiving the
characteristics of objects through touch.
Paper ID: 8071702 DOI: 10.21275/8071702 1112
2. International Journal of Science and Research (IJSR)
ISSN (Online): 2319-7064
Index Copernicus Value (2015): 78.96 | Impact Factor (2015): 6.391
Volume 6 Issue 7, July 2017
www.ijsr.net
Licensed Under Creative Commons Attribution CC BY
i) Tele-haptics: is the process of sending the information
from virtual world and real time through a network
medium such as internet
j) *Haptic rendering:the process of calculating the
sense of touch, especially force. It involves sampling
the position sensors at the haptic device to obtain
the user‟s position within the virtual environment.
Haptic rendering is, therefore, a system that consists of
three parts, a collision detection algorithm, a collision
response algorithm, and a control algorithm.
k) Telepresence/Teleoperation
The concept of cyberspace is linked to the notion of
telepresence, the feeling of being in a location other than
where you actually are
l) Gloves
Gloves are 3D input devices that can detect the joint
angles of fingers. The measurement of finger flexion is
done with the help of fiber-optic sensors (e.g., VPL
DataGlove), foil-strain technology (e.g.,
VirtexCyberGlove) or resistive sensors (e.g., Mattel
PowerGlove). The use of gloves allows the user richer
interaction than the 3D mouse, because hand gestures
may be recognized and translated into proper actions
[Mine95a]. Additional gloves are equipped with a tracker
that is attached to the user‟s wrist to measure its position
and orientation.
m) Software: beyond input and output hardware, the
underlying software plays a very important role. It is
responsible for managing of I/O devices, analyzing
incoming data and generating proper feedback.
According to [Heil 92] examining contribution of human
sense
Sight - 70%
Hearing - 20%
Smell - 5%
Touch - 4%
Taste - 1%
Based on the analysis version contain the most information
pass to brain down to taste based on the chart. This paper
will focus more on application of virtual reality especially in
business.
n) Prototype designing
VR technology to build virtual prototypes of new
vehicles, systems, houses or any form of devices, testing
them thoroughly before producing a single physical
part. Designers can make alterations without having to
scrap the entire model, as they often would with
physical ones. The development process becomes more
efficient and less expensive as a result.
o) Application in Health
It is used to train medical student and some institutions
using the computer-generated images for diagnosis and
treatment. Virtual-reality simulations, such as those
created by software companies Surgical Theater and
Conquer Mobile, use actual diagnostic images from
CAT scans or ultrasounds to construct 3D models of a
patient‟s anatomy. The virtual models help both new
and experienced surgeons determine the safest and most
efficient way to locate tumors, place surgical incisions
or practices difficult procedure ahead of time. Beyond
surgery, virtual reality could also serve as a cost-
effective and engaging tool for rehabilitation. Stroke
and brain injury victims across Europe can now use an
immersive virtual-reality therapy created by Mind
Mazeto regain motor and cognitive function faster than
with traditional physical therapy, according to the
company. The virtual exercises and real-time feedback
in Mind Maze are made to feel like games, helping to
motivate patients to practice everyday activities.
p) VR in the film industry (Entertainment)
For the film industry rather than just being a spectator
looking at the screen you could feel, see and hear what
is going on around you. Other sensory tools could also
be added such as smells and more intense touch such as
soft, cold, hot to give you a more realistic experience. In
the medical field it could enable training practitioners to
perform surgeries and medical care before they are
introduced to real patients. The possibilities for the
future of virtual reality are endless.
q) Military
The military have long been supporters of VR
technology and development. Training programs can
include everything from vehicle simulations to squad
combat. On the whole, VR systems are much safer and,
in the long run, less expensive than alternative training
methods. Soldiers who have gone through extensive VR
training have proven to be as effective as those who
trained under traditional conditions.
r) Museums
Virtual reality could add a lot of culture to our lives.
The technology could instantly transport users to the
Louvre in Paris, the Acropolis in Athens and the
Guggenheim in New York City, all in one day. In fact, a
number of museums have already collaborated with
developers to create virtual spaces where people can
experience the museums' physical collections. Last year,
the British Museum in London launched its first virtual-
reality weekend and the American Museum of Natural
History in New York City made some of its collections
virtually accessible through Google Cardboard. Anyone
with a smartphone and a Cardboard VR headset can
now take a tour of the museum
s) Driving equipment design and innovation
Another popular use is sports manufacture: virtual
reality is used in the design of sporting clothes and
equipment, e.g. running shoe design. Innovation is a key
factor in this industry as the bar is raised higher and
higher in terms of sporting achievement. Sportspeople
are constantly looking at ways of gaining them that edge
which can mean being faster, stronger, better endurance
etc. They are constantly pushing boundaries as regards
what their bodies can do which drives the sports
clothing and equipment industry. This industry has to
keep pace with this constant drive for sporting
perfection and using the very latest technology to do so.
t) Space
NASA's been using VR for years, especially in training
situations. One recent use has more to do with
improving the quality of life and mental health of
astronauts on longer term missions. The idea is a Virtual
Space Station, which would be "a set of interactive
behavioral health training and treatment programs with
support from NASA's National Space Biomedical
Research Institute," according to a release. And
Paper ID: 8071702 DOI: 10.21275/8071702 1113
3. International Journal of Science and Research (IJSR)
ISSN (Online): 2319-7064
Index Copernicus Value (2015): 78.96 | Impact Factor (2015): 6.391
Volume 6 Issue 7, July 2017
www.ijsr.net
Licensed Under Creative Commons Attribution CC BY
Dartmouth's Digital Arts Leadership and Innovation lab
got a $1.6 grant for the project
u) Crime scene:
Forensic and crime detector has been more active by
collection of image of the crime scene and arrange in
360 degree virtual environment and reproduce the crime
scene by Waldo world.
3. Application in Business
Virtual reality can be brought into online businesses to
increase the efficiency of the business and make the buyer
more comfortable about the product. The buyer will develop
an interest when it view the virtual product in a realistic way
such as testing of the product by touching to feel the texture,
pressure, smell, sound, temperature etc. The interesting part
is that the buyer will not go for online shopping that he/she
will confirm the authenticity of the product after delivery,
right way the buyer can travel into virtual environment to
confirm the authenticity
3.1 VR in Business
Real estate management. A buyer can confirm the nature of
the house from images and videos but with VR, buyer can
travel into virtual space to confirm the nature of the house
by touching to feel the texture of the building, buyer can
enter the rooms etc. with virtual reality Real estate Manager
will gain the client attention more.
Vehicles Dealer. Buyer can travel into a virtual space to test
the car he/she want to buy, he/she can drive the vehicle in
the virtual world and feel the temperature of the engine,
texture of the inner part of the vehicle, the sound of the
engine and every part without being there in real world.
With all these method of testing the buyer will get
confidence on the product he/she want to order for.
Other online stores such as Ali express, Jumia, Kongaetc
can bring the VR software into business where a buyer will
have a confidence on the product he wants to make payment
for online or place order for, is possible for buyer to like the
color and appearance of a cloth but on delivery of the
product he/she may not like the texture of the cloth but with
VR software buyer can feel the texture before placing the
order such as taste of the product which can be done in
virtual environment.
Implementing VR software will increase the business
productivity since it will increase the customer rate of order.
There is no doubt with the fact that virtual reality holds
immense potential to transform our lives for the better. With
the gaming industry reaping huge benefits from the world of
virtual reality, its impact has spread in other domains as
well. One of these domains is healthcare and medicine.
The kind of three-dimensional, immersive experience that
virtual reality provides is highly beneficial for Business
owner. In fact, it has been estimated that by 2020, the global
market for virtual reality will reach $3.8 billion with no
chances of it slowing down.
In addition to the above scenario, there are a number of
situations where the implementation of virtual reality can
solve a number of major problems in the businesssector.
4. Methodology and Analysis of this technology
User will enter into the virtual world with aid of Haptic
devices that contain 3D demisional input and output device
such as Glove that can detect the joint angle of the user
finger. It will measure the finger flexion with help of fiber
optic sensor, the glove also contain the tracker that being
attached to user wrist to measure it position and orientation,
there is a software program (Haptic interface) that relate all
the hardware component to the user and An algorithms such
as collision detection algorithm, Response algorithm and
control algorithm. The haptic device contain a force
feedback that interact with muscle, joint and tendons that
gives the human sensation of pressure, temperature or
texture. i.e user will feel all the sensation of the object in
Virtual environment. The part of haptic device called haptic
rendering will calculate the sense of touch by obtaining the
user position within the virtual environment and Actuator
will read the data sent by the haptic rendering and transform
it into perceivable information by human. The user will now
completely immersed in that world and believe he/she is in
the virtual world this process is called telepresence. All the
data that Actuator has converted into perceivable
information will now be compressed to reduce the size of the
information without losing any content (Data compression)
and it will now be forwarded to user in the real time with aid
of tele-haptic, the part of haptic devices responsible for
transmitting the sensation from virtual environment and real
time vice versa.
Paper ID: 8071702 DOI: 10.21275/8071702 1114
4. International Journal of Science and Research (IJSR)
ISSN (Online): 2319-7064
Index Copernicus Value (2015): 78.96 | Impact Factor (2015): 6.391
Volume 6 Issue 7, July 2017
www.ijsr.net
Licensed Under Creative Commons Attribution CC BY
5. Images representation of virtual reality
Paper ID: 8071702 DOI: 10.21275/8071702 1115
5. International Journal of Science and Research (IJSR)
ISSN (Online): 2319-7064
Index Copernicus Value (2015): 78.96 | Impact Factor (2015): 6.391
Volume 6 Issue 7, July 2017
www.ijsr.net
Licensed Under Creative Commons Attribution CC BY
6. Conclusion
By continuing to advance this technology, virtual reality can
become more realistic, making itsapplications more
sophisticated. Military trainees would be able to pick up
objects in the virtual space. Likewise, doctors could interact
with their patients on a physical level during simulations. As
such, it is my opinion that such technology as the Wolverine
Haptic Device is a reasonable way to improve upon virtual
reality and make it even more engaging. The technology of
virtual reality is advancing rapidly and it won‟t be long
before it becomes a most exciting source of entertainment,
online shopping and put „touch , feel‟ into long-distance
relationships in our homes in nearest future.
References
[1] Ma and Payandeh (2010). Analysis and Experimental
Study of a 4-DOF Haptic Device, Advances in
Haptics, Mehrdad Hosseini Zadeh (Ed.), InTech, DOI:
10.5772/8687
[2] Dr.R.V.Krishnaiah, PG-Coordinator, DRKGI,
Hyderabad.HAPTIC SCIENCE AND
TECHNOLOGY, International Journal of Computer
Engineering & Applications,Vol. II, Issue I/III (2013),
PP-139-146
[3] Guido B¨ottcher, Dennis Allerkamp and
FranzErichWolter. Virtual reality systems modeling
haptic two-finger contact with deformable physical
surface”, IEEE Trans.OnCyberworld, 2007.
[4] Mihelji, M., Podobnik J. Haptics for virtual reality and
teleoperation. Hardcover p216,2012 ISBN:978-94-
007-5717-2
[5] CyberTouchGlove, CyberGlove Systems Inc.
http://www.cyberglovesystems.com/cybertouch/. Last
accessed April 8, 2017.
[6] Tomasz Mazuryk, Michael Gervautz, “Virtual Reality
History, Applications, Technology and
Future”.Institute of Computer Graphics
[7] PACCHIEROTTI, C., T IRMIZI, A., AND
PRATTICHIZZO. Improving transparency in
teleoperation by means of cutaneous tactile force
feedback,CM Transactions on Applied Perception,
2014.
[8] Hilary McLellan, VIRTUAL REALITIES,
MCLELLAN WYATT DIGITAL
[9] Mark Paterson (2006) Environment and Planning D:
Society and Space, volume 24, pages 691 -708
[10] https://filmora.wondershare.com/virtual-reality/uses-
of-virtual-reality.htmlLast accessed July 8, 2017
[11] https://www.livescience.com/53392-virtual-reality-
tech-uses-beyond-gaming.htmlLast accessed July 8,
2017
[12] http://electronics.howstuffworks.com/gadgets/other-
gadgets/virtual-reality6.htmLast accessed July 8, 2017
[13] http://www.techrepublic.com/article/9-industries-
using-virtual-reality/Last accessed July 8, 2017
[14] http://www.aect.org/edtech/ed1/15/15-03.htmlLast
accessed July 8, 2017
[15] https://www.gamerbolt.com/gimmicky-virtual-
reality/Last accessed July 8, 2017
[16] http://www.4tecdirect.com/4tec-blog/Virtual-Reality-
Technology-of-the-Future Last accessed July 8, 2017
[17] https://www.raconteur.net/technology/what-is-the-
difference-between-augmented-and-virtual-reality Last
accessed July 8, 2017
[18] https://www.raconteur.net/technology/what-is-the-
difference-between-augmented-and-virtual-reality Last
accessed July 8, 2017
[19] http://www.designboom.com/technology/immersive-
virtual-reality-entertainment-system/ Last accessed
July 8, 2017
[20] https://www.springwise.com/virtual-reality-stadium-
lets-distant-friends-watch-game-together/
[21] http://www.broowaha.com/articles/26193/impact-of-
virtual-reality-on-healthcareLast accessed July 8, 2017
[22] https://en.wikipedia.org/wiki/Virtual_realityLast
accessed July 8, 2017
[23] https://www.slideshare.net/kirbadh/haptics-
46251816Last accessed July 8, 2017
[24] https://www.slideshare.net/anjaliashah/haptic-
technology-10570739Last accessed July 8, 2017
[25] https://www.springwise.com/virtual-reality-stadium-
lets-distant-friends-watch-game-together/ Last
accessed July 8, 2017
Author Profile
Mr. Sanni Hafiz Oluwasola received degree in BSc. Information
technology, Kebbi State University of Science and Technology,
Aliero, Kebbi State Nigeria.
Mr. Ibrahim MunirAyinde did MSc. Computer Science,
University of Ilorin, Ilorin Nigeria.
Paper ID: 8071702 DOI: 10.21275/8071702 1116