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TITTLE: VIRTUAL REALITY(VR)
Group Members ID
Bereket Tamirat----------------------NSR/9114/11
Beka Tegene----------------------------NSR/5320/11
Biruk Tamiru--------------------------NSR/3227/11
Gemechis Tadese----------------------NSR/7600/11
Kirubel Mulugeta----------------------NSR/9507/11
Tihitina Elias-----------------------------NSR/8745/11
Summited to instructor Meseret T
Submission date: - Des 15,2021
COLLAGE OF NATURAL AND COMPUTATIONAL SCIENCE
SCHOOL OF INFORMATION SCIENCE
DEPARTMENT OF INFORMATION SYSTEMS
Course: Human Computer Interaction
Group assignment
Contents
ABSTRACT...........................................................................................................................................1
INTRODUCTION.................................................................................................................................1
HISTORY OF VIRTUAL REALITY.................................................................................................1
AUGMENTED REALITY VS VIRTUAL REALITY ......................................................................2
WORK TOGETHER?........................................................................................................................................................................... 2
TECHNOLOGIES USED IN VIRTUAL REALITY ........................................................................3
• VR SOFTWARE.......................................................................................................................................................................... 3
SOFTWARE DEVELOPMENT KITS (SDKS)................................................................................................... 3
GAME DEVELOPMENT ENGINES ........................................................................................................................4
CONTENT CREATION .....................................................................................................................................................4
• VR HARDWARE........................................................................................................................................................................4
INPUT DEVICES ....................................................................................................................................................................4
OUTPUT DEVICE..................................................................................................................................................................5
• Head-Mounted Display..............................................................................................................................................5
HOW DOES VIRTUAL REALITY WORK?...................................................................................5
TYPE OF VIRTUAL REALITY.........................................................................................................6
• Fully-immersive simulations..................................................................................................................................................6
• Semi-immersive simulations .................................................................................................................................................6
• Non-immersive simulations...................................................................................................................................................6
APPLICATION AREA OF VIRTUAL REALITY ...........................................................................6
• Automotive industry................................................................................................................................................................6
• HEALTHCARE............................................................................................................................................................................6
• TOURISM..................................................................................................................................................................................... 7
• MILITARY..................................................................................................................................................................................... 7
• ENTERTAINMENT.................................................................................................................................................................... 7
FUTURE OF VIRTUAL REALITY...................................................................................................7
Conclusion .............................................................................................................................................8
References...............................................................................................................................................9
1 | P a g e
ABSTRACT
When we talk about Virtual Reality (VR), many of us think of science fiction films like
'Minority Report'. However, the truth is that nowadays, this technology completely blends in
with our daily lives in money areas such as Video games, medicine, education... Virtual
Reality is here to stay. In this document we will discuss what exactly the VR is, its
application area, hardware and software component, type of VR and what will be the future
of this technology have a nice reading.
INTRODUCTION
We start our documentation by defining what virtual reality is and what makes it different
from augmented reality (AR). Let us start
Virtual Reality (VR)
The meaning of virtual reality comes from the both ‘virtual’ and ‘reality’. The virtual means
is near and the reality means what we experience as a human being. So basically the meaning
of virtual reality means ‘near-reality’.
It is the use of computer technology to create a simulated environment. Unlike
traditional user interfaces, VR places the user inside an experience. Instead of
viewing a screen in front of them, users are immersed and able to interact with 3D
worlds. By simulating as many senses as possible, such as vision, hearing, touch,
even smell, the computer is transformed into a gatekeeper to this artificial world.
In short it is a technological device that enables people to feel stay in some
surrounding virtually without appeared physically it actually a technology which
places you within a 360-degree environment that your senses tell you is real. [1]
HISTORY OF VIRTUAL REALITY
The concept of virtual reality, while seemingly so entrenched in the 21st century, actually
spans several decades beginning in the 1930s. The evolution from science fiction fantasy to,
well, a reality, is fascinating.
The concept of virtual reality dates back to the 1930s when “Pygmalion’s Spectacles,”
a story written by science fiction writer Stanley G. Weinbaum, presented the idea of a
pair of goggles that let the wearer experience a fictional world through holographics –
three-dimensional images created with photographic projection, taste, smell and
touch.
2 | P a g e
In the mid-1950s, cinematographer Morton Heilig developed the Sensorama, which
was one of the earliest-known examples of immersive, multi-sensory (now known as
multimodal) technology. It was a mechanical device that featured stereo speakers, a
stereoscopic display, fans, smell generators and a vibrating chair.
In 1960, Heilig’s Telesphere Mask became the first VR head-mounted display
(HMD), providing stereoscopic 3D and wide vision with stereo sound. In 1961, two
Philco Corporation engineers (Comeau and Bryan) developed Headsight, a television
surveillance system incorporated with magnetic motion tracking connected to a
closed-circuit camera and a video screen. Then virtual reality advanced in technology
and used for many applications and also many giant companies involved in this
technology like Microsoft and Facebook. [2]
If we describe what is virtual reality technology is and see its brief history there is also other
technology which raised mostly with VR which is Augmented reality let us say something
about their difference.
AUGMENTED REALITY VS VIRTUAL REALITY
The terms Augmented reality and virtual reality are two confusing terminologies because
they share several similarities, but also differ in one way or another.
Augmented reality is the result of using technology to superimpose information —
sounds, images and text — on the world we see to providing a composite view. for
example, Picture the "Minority Report" or "Iron Man" style of interactivity (the user
is always aware of their presence in the real environment).
But VR, on the other hand, removes the user from that real-world experience,
replacing it with a completely simulated one to do some interesting thing in VR
(The visual senses are controlled by the system in virtual reality).
WORK TOGETHER?
Yes, they mostly blended together to generate an improved engaging experience when these
technologies are merged together to transport the user to the fictitious world by giving a new
dimension of interaction between the real and virtual world. [3]
3 | P a g e
TECHNOLOGIES USED IN VIRTUAL REALITY
Processing of virtual reality is a combination of both hardware and software. The
hardware part is used for viewing purposes, while the software can help create the
environment.
VR SOFTWARE
VR software works together with VR hardware to immerse the user into the virtual world.
Developers also have to create interactive components within the environments that look and
even feel like the real deal. Virtual reality software development tools can make that happen.
SOFTWARE DEVELOPMENT KITS (SDKS)
A software development kit (SDK) includes a set of software tools and programs
used for specific platforms. It can include libraries, samples, process, guides,
tutorials, blueprints and more.
HTC Vive
OpenVR SDK is an open VR software development kit (SDK) and API that supports
HTC Vive and other VR headset related devices. SteamVR SDK and VRTK (Virtual
Reality Tool Kit) are also used for HTC Vive. These offer additional benefits like
access to controllers, chaperoning, models, and preview in Unity play mode.
SONY PLAYSTATION
To develop for the Sony PlayStationVR, you need to have PSVR Dev Kit and to
become a registered developer. Features of this VR SDK include 360-degree vision,
incredible visuals/audio, and enhanced tracking.
OCULUS/SAMSUNG
Considered the best SDK for Oculus Rift, Oculus SDK comes with game engine
specific kits. It also includes sample assets, audio packages, and more. There are also
supporting SDKs for Windows and Oculus Mobile. The Oculus Mobile SDK has been
used for the Samsung GearVR and includes tools and libraries for C/C++.
4 | P a g e
GAME DEVELOPMENT ENGINES
Game engines are vital for VR software development. Using a game engine allows you to
bring all your assets together and gives you a powerful editor for 3D elements. They integrate
with artist and designer tools, as well as CAD software, to help you build realistic visuals and
experiences.Unreal Engine 4 ,Unity ,CRYENGINE.
CONTENT CREATION
3D modeling and rendering software — like 3ds Max and Maya — are essential for design
visualization and interactive creation. Teams can use these tools to create 3D animations
textures, and effects.. It is used for 3D rendering, 3D modeling (data or visual), and 3D
shading. [4]
VR HARDWARE
VR hardware is used in conjunction with the software to provide the illusion of being in a 3-
D environment. Common hardware includes VR glasses, gloves, and other accessories to
simulate other senses like touch. [5]
INPUT DEVICES
They supply users with an additional natural thanks to navigate and move inside a video
game setting Some of the more common input devices of virtual reality systems are: Joystick,
Force balls/Tracking balls, On device control buttons, Data Gloves, Motion Platforms
DATA GLOVES
It is an input device that is essentially a glove worn on the hand that contains various
electronic sensors that monitor the hand's movements and transform them into a form
of input for applications such as virtual reality and robotics.
MOTION PLATFORM
It is developed to provide the body movements and directions such as walking,
running, jumping, bending/leaning over, etc. to be transferred to the software based
simulative environments
5 | P a g e
OUTPUT DEVICE
The output devices get feedback from the VR engine and pass it on to the users
through the corresponding output devices to stimulate the senses. The possible
classifications of output devices based on the senses are: graphics (visual), audio
(aural), haptic (contact or force), smell and taste. Of these, the first 3 are frequently
used in VR systems, while smell and taste are still uncommon.
Head-Mounted Display
A head-mounted show (also known as HMD, Headset, or Goggles) may be a style of device
that contains a show mounted ahead of a user’s eyes. This show typically covers the user’s full
field of read and displays computer game content. Some computer game head mounted displays
utilize smartphone displays, as well as the Google Cardboard and Samsung Gear VR. Head-
mounted displays area unit usually additionally attended with a telephone receiver to produce
for audio stimulation.
Audio or sound is an important channel in VR; its importance is only surpassed by
that of visual. 3D sound can be used in producing different sounds from different
location to make the VR application more realistic.
Haptic is used to allow the user feel virtual objects. This can be achieved through
electronic signals or mechanical devices. [6]
HOW DOES VIRTUAL REALITY WORK?
After this component is designed and produced available for user. Then The user
needs to put a VR headset screen in front of his/her eyes. Therefore, eliminating any
interaction with the real world. In VR, two lenses are placed between the screen. The
user needs to adjust eyes based on the individual movement of the eye and its
positioning. The visuals on the screen can be rendered by using an HDMI cable
connected to a PC or mobile phone.
Uses goggles, speakers, and sometimes handheld wearables to simulate a real-world
experience. In virtual reality, you can also employ visual, auditory, and haptic (touch)
stimulation, so the constructed reality is immersive. There are three main types of
virtual reality used today to transform the world around us, including non-immersive,
semi-immersive, and fully-immersive simulations. [7]
6 | P a g e
TYPE OF VIRTUAL REALITY
Fully-immersive simulations
Fully-immersive simulations give users the most realistic experience possible,
complete with sight and sound. The VR headsets provide high-resolution content with
a wide field of view. Whether you’re flying or fighting the bad guys, you’ll feel like
you’re really there.
Semi-immersive simulations
Semi-immersive experiences provide users with a partially virtual environment to
interact with. This type of VR is mainly used for educational and training purposes
and the experience is made possible with graphical computing and large projector
systems.
Non-immersive simulations
Non-immersive simulations are often forgotten as an actual type of VR, honestly
because it’s very common in our everyday lives. [8]
APPLICATION AREA OF VIRTUAL REALITY
Automotive industry
VR allows engineers and designers to experiment easily with the look and build of a vehicle
before commissioning expensive prototypes. Brands such as BMW and Jaguar Land Rover
already use VR to hold early design and engineering reviews to check the visual design and object
obscuration of the vehicle - all before any money has been spent on physically manufacturing the
parts.
HEALTHCARE
Healthcare in an important application where VR can have a significant impact. Healthcare
professionals now use virtual models to prepare themselves for working on real bodies and VR has
even been used as pain relief for burn injuries.VR can also be used as a treatment for mental health
7 | P a g e
issues, with Virtual Reality Exposure Therapy thought to be particularly effective in the treatment
of PTSD and anxiety.
TOURISM
VR provides guided tours of every place in the world including museum exhibition. Tourists
can experience and explore the grounds before buying destinations.Hospitality firms are
recreating accommodation experiences using true stimulants like aromas, wind etc
MILITARY
One of the fields wherever video game has been adopted is within the military. It’s been
adopted by all the 3 military services – air force, navy and military. VR is being place to
completely different uses within the military. Its accustomed train troopers in a much simulated
piece of ground. This offers troopers the chance to be told while not the chance of being killed
or abraded.
ENTERTAINMENT
Virtual reality has long been used to enthral users looking for entertainment beyond the real
world. It is allowing people to see virtual and interactive exhibitions without them actually
being present, get involved with performances at the theatre with interactive performances and
even get on hair raising rides without the ride being present, built or to enhance the experience.
FUTURE OF VIRTUAL REALITY
Virtual Reality was a science fiction fantasy. Today it is a research topic in laboratories and
amusement parks. In the future it will certainly replace our televisions and computers. There
are already a lot of organizations deemed towards the development of the Virtual Reality
including Facebook, Microsoft. Many researches are being done to find more and more
applications of Virtual Reality.
8 | P a g e
ADVANTAGE AND DISADVANTAGE
ADVANTAGE
Virtual reality creates a realistic world.
It enables user to explore places.
Through Virtual Reality user can experiment with an artificial environment.
Virtual Reality make the education more easily and comfort.
DISADVANTAGE
The equipments used in virtual reality are very expensive.
It consists of complex technology.
In virtual reality environment we cant move by our own like in the real world.
Conclusion
In this paper, we have seen what Virtual reality is, it’s difference with augmented reality and
if they can work together or not. We have also tried to see the different components that make
up virtual reality and how it works. We have also seen the types of virtual reality and how
virtual reality is being applied in the real world and its effects.
9 | P a g e
References
[1] J. Bardi, "What is virual reality?," 21 09 2020. [Online]. Available:
https://www.marxentlabs.com/what-is-virtual-reality/. [Accessed 21 11 2021].
[2] BCC Research Editorial, “The History and Evolution of Virtual Reality Technology,” 23 Jul
2018. [Online]. Available: https://blog.bccresearch.com/the-history-and-evolution-of-virtual-
reality-technology. [Accessed 22 November 2021].
[3] softwaretestinghelp, "Difference Between Augmented Vs Virtual Reality," 1 November 2021.
[Online]. Available: https://www.softwaretestinghelp.com/ar-vs-vr-comparison/. [Accessed 18
November 2021].
[4] R. L'Italien, "What You Need for Virtual Reality Software Development," Perforce, 28 October
2020. [Online]. Available: https://www.perforce.com/blog/vcs/virtual-reality-software-
development. [Accessed 19 November 2021].
[5] B. Poetker, "What is Virtual reality?," Learn Hub, 6 September 2019. [Online]. Available:
https://learn.g2.com/virtual-reality. [Accessed 20 November 2021].
[6] Survin IT Solution, “Virtual Reality Introduction: Components, Types and Applications,”
[Online]. Available: https://survinitsolutions.com/blog-post/virtual-reality-components-
applications/. [Accessed 20 November 2021].
[7] M. Martin, “Difference between Augmented reality & Virtual reality,” Guru99, 2 November
2021. [Online]. Available: https://www.guru99.com/difference-between-ar-vr.html. [Acessed 20
November 2021].
[8] Heizenrader, "The 3 type of virtual reality," 11 September 2019. [Online]. Available:
https://heizenrader.com/the-3-types-of-virtual-reality/. [Accessed 21 November 2021].
[9] “Application Of Virtual Reality,” 2017. [Online]. Available: https://www.vrs.org.uk/virtual-
reality-applications/. [Accessed 22 November 2021].

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  • 1. TITTLE: VIRTUAL REALITY(VR) Group Members ID Bereket Tamirat----------------------NSR/9114/11 Beka Tegene----------------------------NSR/5320/11 Biruk Tamiru--------------------------NSR/3227/11 Gemechis Tadese----------------------NSR/7600/11 Kirubel Mulugeta----------------------NSR/9507/11 Tihitina Elias-----------------------------NSR/8745/11 Summited to instructor Meseret T Submission date: - Des 15,2021 COLLAGE OF NATURAL AND COMPUTATIONAL SCIENCE SCHOOL OF INFORMATION SCIENCE DEPARTMENT OF INFORMATION SYSTEMS Course: Human Computer Interaction Group assignment
  • 2. Contents ABSTRACT...........................................................................................................................................1 INTRODUCTION.................................................................................................................................1 HISTORY OF VIRTUAL REALITY.................................................................................................1 AUGMENTED REALITY VS VIRTUAL REALITY ......................................................................2 WORK TOGETHER?........................................................................................................................................................................... 2 TECHNOLOGIES USED IN VIRTUAL REALITY ........................................................................3 • VR SOFTWARE.......................................................................................................................................................................... 3 SOFTWARE DEVELOPMENT KITS (SDKS)................................................................................................... 3 GAME DEVELOPMENT ENGINES ........................................................................................................................4 CONTENT CREATION .....................................................................................................................................................4 • VR HARDWARE........................................................................................................................................................................4 INPUT DEVICES ....................................................................................................................................................................4 OUTPUT DEVICE..................................................................................................................................................................5 • Head-Mounted Display..............................................................................................................................................5 HOW DOES VIRTUAL REALITY WORK?...................................................................................5 TYPE OF VIRTUAL REALITY.........................................................................................................6 • Fully-immersive simulations..................................................................................................................................................6 • Semi-immersive simulations .................................................................................................................................................6 • Non-immersive simulations...................................................................................................................................................6 APPLICATION AREA OF VIRTUAL REALITY ...........................................................................6 • Automotive industry................................................................................................................................................................6 • HEALTHCARE............................................................................................................................................................................6 • TOURISM..................................................................................................................................................................................... 7 • MILITARY..................................................................................................................................................................................... 7 • ENTERTAINMENT.................................................................................................................................................................... 7 FUTURE OF VIRTUAL REALITY...................................................................................................7 Conclusion .............................................................................................................................................8 References...............................................................................................................................................9
  • 3. 1 | P a g e ABSTRACT When we talk about Virtual Reality (VR), many of us think of science fiction films like 'Minority Report'. However, the truth is that nowadays, this technology completely blends in with our daily lives in money areas such as Video games, medicine, education... Virtual Reality is here to stay. In this document we will discuss what exactly the VR is, its application area, hardware and software component, type of VR and what will be the future of this technology have a nice reading. INTRODUCTION We start our documentation by defining what virtual reality is and what makes it different from augmented reality (AR). Let us start Virtual Reality (VR) The meaning of virtual reality comes from the both ‘virtual’ and ‘reality’. The virtual means is near and the reality means what we experience as a human being. So basically the meaning of virtual reality means ‘near-reality’. It is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds. By simulating as many senses as possible, such as vision, hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial world. In short it is a technological device that enables people to feel stay in some surrounding virtually without appeared physically it actually a technology which places you within a 360-degree environment that your senses tell you is real. [1] HISTORY OF VIRTUAL REALITY The concept of virtual reality, while seemingly so entrenched in the 21st century, actually spans several decades beginning in the 1930s. The evolution from science fiction fantasy to, well, a reality, is fascinating. The concept of virtual reality dates back to the 1930s when “Pygmalion’s Spectacles,” a story written by science fiction writer Stanley G. Weinbaum, presented the idea of a pair of goggles that let the wearer experience a fictional world through holographics – three-dimensional images created with photographic projection, taste, smell and touch.
  • 4. 2 | P a g e In the mid-1950s, cinematographer Morton Heilig developed the Sensorama, which was one of the earliest-known examples of immersive, multi-sensory (now known as multimodal) technology. It was a mechanical device that featured stereo speakers, a stereoscopic display, fans, smell generators and a vibrating chair. In 1960, Heilig’s Telesphere Mask became the first VR head-mounted display (HMD), providing stereoscopic 3D and wide vision with stereo sound. In 1961, two Philco Corporation engineers (Comeau and Bryan) developed Headsight, a television surveillance system incorporated with magnetic motion tracking connected to a closed-circuit camera and a video screen. Then virtual reality advanced in technology and used for many applications and also many giant companies involved in this technology like Microsoft and Facebook. [2] If we describe what is virtual reality technology is and see its brief history there is also other technology which raised mostly with VR which is Augmented reality let us say something about their difference. AUGMENTED REALITY VS VIRTUAL REALITY The terms Augmented reality and virtual reality are two confusing terminologies because they share several similarities, but also differ in one way or another. Augmented reality is the result of using technology to superimpose information — sounds, images and text — on the world we see to providing a composite view. for example, Picture the "Minority Report" or "Iron Man" style of interactivity (the user is always aware of their presence in the real environment). But VR, on the other hand, removes the user from that real-world experience, replacing it with a completely simulated one to do some interesting thing in VR (The visual senses are controlled by the system in virtual reality). WORK TOGETHER? Yes, they mostly blended together to generate an improved engaging experience when these technologies are merged together to transport the user to the fictitious world by giving a new dimension of interaction between the real and virtual world. [3]
  • 5. 3 | P a g e TECHNOLOGIES USED IN VIRTUAL REALITY Processing of virtual reality is a combination of both hardware and software. The hardware part is used for viewing purposes, while the software can help create the environment. VR SOFTWARE VR software works together with VR hardware to immerse the user into the virtual world. Developers also have to create interactive components within the environments that look and even feel like the real deal. Virtual reality software development tools can make that happen. SOFTWARE DEVELOPMENT KITS (SDKS) A software development kit (SDK) includes a set of software tools and programs used for specific platforms. It can include libraries, samples, process, guides, tutorials, blueprints and more. HTC Vive OpenVR SDK is an open VR software development kit (SDK) and API that supports HTC Vive and other VR headset related devices. SteamVR SDK and VRTK (Virtual Reality Tool Kit) are also used for HTC Vive. These offer additional benefits like access to controllers, chaperoning, models, and preview in Unity play mode. SONY PLAYSTATION To develop for the Sony PlayStationVR, you need to have PSVR Dev Kit and to become a registered developer. Features of this VR SDK include 360-degree vision, incredible visuals/audio, and enhanced tracking. OCULUS/SAMSUNG Considered the best SDK for Oculus Rift, Oculus SDK comes with game engine specific kits. It also includes sample assets, audio packages, and more. There are also supporting SDKs for Windows and Oculus Mobile. The Oculus Mobile SDK has been used for the Samsung GearVR and includes tools and libraries for C/C++.
  • 6. 4 | P a g e GAME DEVELOPMENT ENGINES Game engines are vital for VR software development. Using a game engine allows you to bring all your assets together and gives you a powerful editor for 3D elements. They integrate with artist and designer tools, as well as CAD software, to help you build realistic visuals and experiences.Unreal Engine 4 ,Unity ,CRYENGINE. CONTENT CREATION 3D modeling and rendering software — like 3ds Max and Maya — are essential for design visualization and interactive creation. Teams can use these tools to create 3D animations textures, and effects.. It is used for 3D rendering, 3D modeling (data or visual), and 3D shading. [4] VR HARDWARE VR hardware is used in conjunction with the software to provide the illusion of being in a 3- D environment. Common hardware includes VR glasses, gloves, and other accessories to simulate other senses like touch. [5] INPUT DEVICES They supply users with an additional natural thanks to navigate and move inside a video game setting Some of the more common input devices of virtual reality systems are: Joystick, Force balls/Tracking balls, On device control buttons, Data Gloves, Motion Platforms DATA GLOVES It is an input device that is essentially a glove worn on the hand that contains various electronic sensors that monitor the hand's movements and transform them into a form of input for applications such as virtual reality and robotics. MOTION PLATFORM It is developed to provide the body movements and directions such as walking, running, jumping, bending/leaning over, etc. to be transferred to the software based simulative environments
  • 7. 5 | P a g e OUTPUT DEVICE The output devices get feedback from the VR engine and pass it on to the users through the corresponding output devices to stimulate the senses. The possible classifications of output devices based on the senses are: graphics (visual), audio (aural), haptic (contact or force), smell and taste. Of these, the first 3 are frequently used in VR systems, while smell and taste are still uncommon. Head-Mounted Display A head-mounted show (also known as HMD, Headset, or Goggles) may be a style of device that contains a show mounted ahead of a user’s eyes. This show typically covers the user’s full field of read and displays computer game content. Some computer game head mounted displays utilize smartphone displays, as well as the Google Cardboard and Samsung Gear VR. Head- mounted displays area unit usually additionally attended with a telephone receiver to produce for audio stimulation. Audio or sound is an important channel in VR; its importance is only surpassed by that of visual. 3D sound can be used in producing different sounds from different location to make the VR application more realistic. Haptic is used to allow the user feel virtual objects. This can be achieved through electronic signals or mechanical devices. [6] HOW DOES VIRTUAL REALITY WORK? After this component is designed and produced available for user. Then The user needs to put a VR headset screen in front of his/her eyes. Therefore, eliminating any interaction with the real world. In VR, two lenses are placed between the screen. The user needs to adjust eyes based on the individual movement of the eye and its positioning. The visuals on the screen can be rendered by using an HDMI cable connected to a PC or mobile phone. Uses goggles, speakers, and sometimes handheld wearables to simulate a real-world experience. In virtual reality, you can also employ visual, auditory, and haptic (touch) stimulation, so the constructed reality is immersive. There are three main types of virtual reality used today to transform the world around us, including non-immersive, semi-immersive, and fully-immersive simulations. [7]
  • 8. 6 | P a g e TYPE OF VIRTUAL REALITY Fully-immersive simulations Fully-immersive simulations give users the most realistic experience possible, complete with sight and sound. The VR headsets provide high-resolution content with a wide field of view. Whether you’re flying or fighting the bad guys, you’ll feel like you’re really there. Semi-immersive simulations Semi-immersive experiences provide users with a partially virtual environment to interact with. This type of VR is mainly used for educational and training purposes and the experience is made possible with graphical computing and large projector systems. Non-immersive simulations Non-immersive simulations are often forgotten as an actual type of VR, honestly because it’s very common in our everyday lives. [8] APPLICATION AREA OF VIRTUAL REALITY Automotive industry VR allows engineers and designers to experiment easily with the look and build of a vehicle before commissioning expensive prototypes. Brands such as BMW and Jaguar Land Rover already use VR to hold early design and engineering reviews to check the visual design and object obscuration of the vehicle - all before any money has been spent on physically manufacturing the parts. HEALTHCARE Healthcare in an important application where VR can have a significant impact. Healthcare professionals now use virtual models to prepare themselves for working on real bodies and VR has even been used as pain relief for burn injuries.VR can also be used as a treatment for mental health
  • 9. 7 | P a g e issues, with Virtual Reality Exposure Therapy thought to be particularly effective in the treatment of PTSD and anxiety. TOURISM VR provides guided tours of every place in the world including museum exhibition. Tourists can experience and explore the grounds before buying destinations.Hospitality firms are recreating accommodation experiences using true stimulants like aromas, wind etc MILITARY One of the fields wherever video game has been adopted is within the military. It’s been adopted by all the 3 military services – air force, navy and military. VR is being place to completely different uses within the military. Its accustomed train troopers in a much simulated piece of ground. This offers troopers the chance to be told while not the chance of being killed or abraded. ENTERTAINMENT Virtual reality has long been used to enthral users looking for entertainment beyond the real world. It is allowing people to see virtual and interactive exhibitions without them actually being present, get involved with performances at the theatre with interactive performances and even get on hair raising rides without the ride being present, built or to enhance the experience. FUTURE OF VIRTUAL REALITY Virtual Reality was a science fiction fantasy. Today it is a research topic in laboratories and amusement parks. In the future it will certainly replace our televisions and computers. There are already a lot of organizations deemed towards the development of the Virtual Reality including Facebook, Microsoft. Many researches are being done to find more and more applications of Virtual Reality.
  • 10. 8 | P a g e ADVANTAGE AND DISADVANTAGE ADVANTAGE Virtual reality creates a realistic world. It enables user to explore places. Through Virtual Reality user can experiment with an artificial environment. Virtual Reality make the education more easily and comfort. DISADVANTAGE The equipments used in virtual reality are very expensive. It consists of complex technology. In virtual reality environment we cant move by our own like in the real world. Conclusion In this paper, we have seen what Virtual reality is, it’s difference with augmented reality and if they can work together or not. We have also tried to see the different components that make up virtual reality and how it works. We have also seen the types of virtual reality and how virtual reality is being applied in the real world and its effects.
  • 11. 9 | P a g e References [1] J. Bardi, "What is virual reality?," 21 09 2020. [Online]. Available: https://www.marxentlabs.com/what-is-virtual-reality/. [Accessed 21 11 2021]. [2] BCC Research Editorial, “The History and Evolution of Virtual Reality Technology,” 23 Jul 2018. [Online]. Available: https://blog.bccresearch.com/the-history-and-evolution-of-virtual- reality-technology. [Accessed 22 November 2021]. [3] softwaretestinghelp, "Difference Between Augmented Vs Virtual Reality," 1 November 2021. [Online]. Available: https://www.softwaretestinghelp.com/ar-vs-vr-comparison/. [Accessed 18 November 2021]. [4] R. L'Italien, "What You Need for Virtual Reality Software Development," Perforce, 28 October 2020. [Online]. Available: https://www.perforce.com/blog/vcs/virtual-reality-software- development. [Accessed 19 November 2021]. [5] B. Poetker, "What is Virtual reality?," Learn Hub, 6 September 2019. [Online]. Available: https://learn.g2.com/virtual-reality. [Accessed 20 November 2021]. [6] Survin IT Solution, “Virtual Reality Introduction: Components, Types and Applications,” [Online]. Available: https://survinitsolutions.com/blog-post/virtual-reality-components- applications/. [Accessed 20 November 2021]. [7] M. Martin, “Difference between Augmented reality & Virtual reality,” Guru99, 2 November 2021. [Online]. Available: https://www.guru99.com/difference-between-ar-vr.html. [Acessed 20 November 2021]. [8] Heizenrader, "The 3 type of virtual reality," 11 September 2019. [Online]. Available: https://heizenrader.com/the-3-types-of-virtual-reality/. [Accessed 21 November 2021]. [9] “Application Of Virtual Reality,” 2017. [Online]. Available: https://www.vrs.org.uk/virtual- reality-applications/. [Accessed 22 November 2021].