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SEMINAR REPORT
2014-2015
Oculus rift
Presented by
MIDHUN.C.M
REGISTER NO.13131422
GPTC KKM
Computer Engineering
Oculus rift
CERTIFICATE
This is to certify that the seminar report titled OCULUS RIFT was presented by
MIDHUN CM Reg. No: 13131422 in partial fulfillment of the requirement for the
award of Diploma in Computer Engineering under the Technical Education
Department during the academic year 2014-2015 at Govt. Polytechnic College,
Kunnamkulam.
Date:
Place:
Guide
Internal Examiner
External Examiner
ACKNOWLEDGEMENT
GPTC KKM
Computer Engineering
Oculus rift
MIDHUN CM
GPTC KKM
Computer Engineering
Oculus rift
Virtual reality (VR) is a burgeoning field that has the inherent potential of
manipulating peoples mind with a superlative 3D experience. Oculus rift is one
such application that assists in achieving the same.With the fleeting enhancements
in VR it now seems very feasible to provide the user with experiences that were
earlier thought to be merely a dream or a nightmare.Virtual Reality gaming is here
in the form of Oculus Rift. This history- defining 3D headset lets you mentally
feel that you are actually inside a video game. In the Rifts virtual world, you
could turn your head around with ultralow latency to view the world in high
resolution display, Rift wants you to enjoy the experience, and the package even
comes as a development kit. This is the beginning of the revolution for next
generation gaming.
Basically, VR is a theory based on the human desire to escape the real world
boundaries and this is done by embracing the cyber world. It is a new form of
human machine interaction that is beyond keyboard, mouse or even touch screen
for that matter. It is a means by which one can interact with full visual immersion.
Immersion is based on two main components: depth of information and breadth of
information. Depth of information includes resolution, quality and effectiveness
of audio visuals etc. Breadth of information is the number of sensory present at a
time. VR is implemented by using interactive devices like gloves headsets or
helmets. Oculus Rift is a VR Ski-Masked Shaped Goggle device that works along
with computers or mobiles. Other VR headsets have problem of motion sickness
to the user post its usage. But here is a new technology which claims to have
solved this problem of motion sickness and dizziness post the usage. This new
technology is oculus rift.
.
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CONTENTS
1. INTRODUCTION......6
2. HISTORY OF VIRTUAL REALITY & OCULUS RIFT ..
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1. INTRODUCTION
You pull a helmet over your head, and suddenly, you're inside
a virtual world that seems completely lifelike. You can run around, fight, race and
fly, doing things gamers have never done before. What was once the stuff of
Hollywood fantasy is now becoming a reality? A startup called Oculus VR is
creating personal virtual-reality goggles called the Oculus Rift for everyone to
use. Virtual reality isn't new. There have been attempts to create virtual
worlds since the '60s, and the idea really took off in the '90s, spawning games that
were clunky and heavy, like Nintendo's 1995 disaster Virtual Boy. But it wasn't
until the Oculus Rift that virtual reality became something attainable and, perhaps
more importantly.
Virtual Reality can be defined as an environment which is simulated by a
computer system. The environment can mimic the real world, or it can be a
simulation of a completely imaginary world. The term Virtual (or Artificial)
Reality is attributed to Myron Krueger, an American computer artist in the 1970s.
It has been recorded as far back as 1938 however, by the French artist Antonin
Arnaud, who coined the phrase while discussing his theatre shows. The first
virtual reality equipment, which attempted to physically realize the concept, was
developed by Morton Heilig in the 1950s. He created the Sensorama machine,
which contained a moving seat, along with 3-D moving images, smell, sound, and
even wind.
Figure 2:
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Figure 1: SENSORAMA
Computer Engineering
Oculus rift
Computer Engineering
Oculus rift
Now the question arises how does virtual reality work for this we have to
trace its origin to the person who opened the Pandoras Box- Ivan Sutherland. In
the year 1968 Sutherland and his student Bob Sprull created the first ever virtual
reality head mounted display (HMD) system. This piece of machinery was known
as the Sword of Damocles given its formidable appearance. Following closely on
the heels of the first ever HMD came the worlds first ever data glove which was
invented by Dan Sandin, Richard Sayfre and Thomas Defanti which allowed
interaction through body movement in the year 1977. Finally in the year 1983
Myron Krueger came up with the first ever virtual environment called the video
space
Motion parallax has to do with the apparent size of an object. If you put a soda
can in front of you and then move it closer, it will get bigger in your visual field.
Your brain assumes that the can didnt suddenly grow and concludes that its just
got closer to you.
GPTC KKM
Computer Engineering
Oculus rift
GPTC KKM
Computer Engineering
Oculus rift
5. ARCHITECTURE OF VR SYSTEM
Components of VR System:
(a)
(b)
(c)
(d)
Input Processor,
Simulation Processor,
Rendering Processor and
World Database
(b)Simulation Processor
-Core of a VR system.
-Takes the user inputs along with any tasks programmed into the world and determine the
actions that will take place in the virtual world.
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figure17
(d)World Database:
Store the objects that inhabit the world, scripts that describe actions of those
objects.
1. Display Specifications
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2.Lenses
Establishing a focal point is critical to perceiving depth. Youre looking at a virtual
image plane in each eye. In essence, the users eyes are staring beyond the display and
into the virtual environment.
3. Display
A high-resolution screen that sits just a few inches from a users eyes projects a
stereoscopic imageor two warped images on each half of the screen. Were just using
the normal way that humans use binocular vision to perceive depth.There are horizontal
offsets between objects visible in the left and right eyes, which the visual cortex can
process to perceive depth. In other words, when the warped 2-D images are viewed in
close proximity, users are tricked into believing theyre standing in a virtual world.
4.Tracking Technology
The headset comes equipped with more than a dozen sensor inputs. For example, a
gyroscope, accelerometer, and compass track the location of a users head. Designers also
added external infrared sensors and a camera to increase positional accuracy and
monitoring. Software running on a nearby host PC analyzes that data and renders images
of a virtual world that adapt to head position. the systems low latency enhances realism.
5. 3D Audio
To be fully immersive, you need great sound, and Oculus has some of the most spatially
accurate. All you need is to simulate two microphones in the game, and you can
simulate audio in the real world. But the truth is that the software is slightly more
sophisticated. We can generate a good approximation of what each ear should hear at its
location in virtual space. which is much better than what you could do with a typical
surround-sound setup.
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7.APPLICATIONS
Real Time Applications of Virtual Reality:
The applications being developed for Virtual Reality run over a wide spectrum
from 3d games to architectural planning of buildings. The applications may be
scientific and technical that cannot be viewed in actual life. The flexibility of the
Virtual Reality makes it use in the scientific applications like architectural planning,
rocket launching, war strategies, cockpit simulation, robotics and medical related
applications.
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8.CURRENT USES
Virtual Reality is currently in use in a wide variety of different forms. This report
will look at some of these forms.
Medical Training
Historically, medical training and specifically surgery training has been
accomplished by students learning by watching more experienced surgeons
perform. This approach is a satisfactory one, but does have its own inherent
problems; the sporadic nature of having a patient to operate on, the quality of the
surgeons teaching skills. One of the main ways that virtual reality is used in this
context is that of training for laparoscopy surgery, also known as keyhole surgery.
This technique employs a camera on the end of a rod, which is used to view the
surgery on a magnified view screen. This makes the incision smaller, which has
obvious benefits for the patient. This process lends itself wellto simulated
training, as the operation already uses a display screen for the surgeon to view the
magnified procedure they are carrying out. The simulation involves the trainee
surgeon using surgical instruments as normal, and the operation being simulated
onscreen. According to Sophie Leisby, a trainee surgeon, the simulation is very
real, the instruments act as they would in a real life situation, and when a vessel is
accidentally cut in the simulation, it bleeds, and in the example shown, the
surgeon failed the situation. This illustrates the benefits of virtual training; if the
trainee surgeon had made this mistake in a real operation it is likely the patient
would have experienced severe problems as a result. In the example given from
Denmark, each trainee has to attain a certain score in the simulation before they
will be considered for real life surgery.
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Training
Virtual reality can be used in many other disciplines as a safe alternative to
in-the-field training. One such example is that of coal mine. The example shown
offers a variety of simulated coal mine environments, and users can take part in
courses that will train them in the different situations that could arise in an
environment such as this. Again this allows trainees to experience the real life
dangers to both themselves and expensive equipment without placing themselves
in physical danger. A very relevant point made by this company is that this is a
High impact experience for maximum learning and retention. Learning is
always most successful when the student has a memorable experience to look
back on, and will learn and retain far more from actually doing the tasks they are
learning than from reading about them. Virtual Reality offers students such as
these the opportunity to experience firsthand the realities of the job they are
training for, something that may not have been possible before the advent of this
technology.
Conferencing
Another environment in which virtual reality is currently employed is in
conferencing. There are areas where this approach has many benefits over its real
life equivalent. The primary factor is that of attendance and travel, if great
distances have to be travelled to attend a conference, this obviously costs time and
money to achieve. Using Virtual conferencing, attendees can view and interact in
proceedings without leaving their office or home. One of the main proponents of
this facility is the virtual world Second Life, which offers businesses the facility
to hold meetings, conferences. The idea is that each participant has an avatar, who
sits at the virtual table (or similar), and contributes with the meeting through text
using audio technology to chat in real time with their colleagues. One interesting
innovation mentioned is the Frustration Orb. This allows attendees to click it
anonymously if they are unhappy with the direction of the meeting. The more
clicks it receives, the orb turns red, intimating that the group are unhappy. This
illustrates features of Virtual Conferencing that would enhance the experience.
The ideas used behind this can be expanded to cover a wide range of scenarios.
Education is an example; distance learning, or programs such as the Open
University would benefit hugely from having virtual lectures. Such facilities
already exist in various forms;
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Military
Virtual Reality has been around for a long time in military training, before
the term was coined. In the 1920s and 30s, primitive flight simulators were
employed to train pilots. Sawed off coffins were placed on a pedestal, with
realistic instruments placed inside. The darkness inside, the movement and the
instruments made this an effective method of training pilots to fly at night. Later
on, more sophisticated flight simulators were used, not just for military training.
Cockpits surrounded by projected images to simulate flight can train all pilots, not
just military. For military purposes though, this approach offers a way to train for
and develop tactical situations, without risking expensive equipment and
personnel in the field. These techniques are used in military training apart from
that of flight training. Increasingly, soldiers can be trained using laptops
connected through a network to others, which allows large numbers of personnel
to interact in a simulated face-to-face environment with other distant military
units through the Internet (or through the classified network known as SIPRNET),
and with first-responder units, civilians, and even medical personnel units,
providing a training experience that is increasingly effective, but at a much lower
cost than would be required for assembling these personnel for a real-life face-tofacet raining exercise. This technique also allows virtually any scenario or
environment to be played out for the purposes of training. The influence of this
kind of technology can be seen in the current gaming world, the likes of Call of
Duty: Modern Warfare is clearly inspired by these kinds of training simulations.
The blending of these worlds is apparent as the US army have used XBOX
controllers to control remote devices, including robots (some with guns), and spy
planes.
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10. FUTURE
As can be seen from the preceding report, the technology behind Virtual Reality
continues to be developed, and, impressive as some of it is at this time, we are still some
way off from having systems that will provide fully immersive virtual reality. It can be
mimicked however.
As this video shows, easily accessible technology can be used and modified to
create a form on immersive virtual reality. In this example, an HTC Android phone is
attached to a homemade headset, which blocks out all other vision for the user. The
phone has a digital compass application installed on it, which allows in this case the user
to turn his head and body, and the viewpoint on the phone will dynamically react to this
movement. It is not difficult to see how this concept could be improved on, to offer users
fully immersive views of any location on the planet (and possibly off it) that is desired.
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10. CONCLUSION
The most impressive thing about the Rift isnt even the hardware, but the great
platform for virtual reality Oculus VR has created. The SDK allows any developer to
easily integrate Oculus Rift into their projects, with no or little knowledge about VR. And
its even easier for developers using Unity or UDK, where it's as easy as drag and drop.
Of course there is more to a good integration than this, but it shows that Oculus VR has
the attention of developers already and this may very well be the key to succeeding.
Oculus VR also managed to hire some of the most skilled people in the business and
combined with support from developers like Valve, id Software, Dice and Epic, great
things is bound to happen. Thats why I think there is every reason to believe in a bright
future for Oculus Rift and VR in general. All technologies go through the various stages
of development and if we look at virtual technology then it is just about to hit its growth
phase. The world today stands on the brink of a tidal wave which will not only wash
away many of our conventionally held norms but will usher in an era that will make all
the technological innovations that have occurred in the so called age of information
technology as those made in the stone ages. All this depends on how fast and how
effectively virtual reality is integrated into our lives.
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11. REFERENCE
Web reference
1. http://developer.oculusvr.com/best-practices
2. http://www.tomsguide.com/us/what-is-oculus-rift,news-18026.html
3. http://www.huffingtonpost.com/2014/03/25/oculus-rift-facebook-
_n_5031342.html
4. http://static.oculusvr.com/sdk-downloads/documents/OculusBestPractices.pdf
5. http://www.tomsguide.com/us/what-is-oculus-rift,news-18026.html
6. http://electronics.howstuffworks.com/gadgets/other-gadgets/virtual-reality.htm
7. http://www.bilawchuk.com/mark/index.html
8. http://www.lockheedmartin.com/aeronautics/labs/human_immersive.html
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