BAHIR DAR INSTITUTE OF TECHNOLOGY
FACULTY OF COMPUTING
DEPARTMENT OF INFORMATION TECHNOLOGY
COURSE NAME:SEMINAR IN IT
[ VIRTUAL REALITY]
Program: BSc.in Information Technology
Seminar Report
By
Yared Bishaw BDU1101930
Mezgebu Berie BDU0906809UR
Submitted to: Mr Muluken B.
March 9, 2021
BAHIR DAR, ETHIOPIA
Table of Contents
Acknowledgement...............................................................................................................................¡
ABSTRACT........................................................................................................................................¡¡
Introduction
..............................................................................................................................................................
¡¡
History about virtual reality...............................................................................................................1
What is virtual reality?...................................................................................................................2
..........................................................................................................................................................2
..........................................................................................................................................................3
How virtual reality Works?................................................................................................................4
Applications of virtual reality
Cryptography..............................................................................................................................6
Optimization Problems...............................................................................................................7
Artificial Intelligence...................................................................................................................7
Quantum Simulation...................................................................................................................8
The literature of virtual reality..........................................................................................................8
Advantages of virtual reality..............................................................................................................9
Disadvantages of quantum computers............................................................................................. 10
Obstacles and Research.................................................................................................................... 10
............................................................................................................................................................ 12
Conclusion.......................................................................................................................................... 12
References.......................................................................................................................................... 13
I
Acknowledgement
First of all ,we want to thank our God ,for the success of this report and then for our teacher and
classmate students who supported us this documentation to achieve its goal.
Because of the seminar report by its nature needs different information gathering, manipulating, and
analyzing methods of information for better understanding, we want to give an acknowledgement for
google company which was the main source of our seminar report.
Next, I would thank Microsoft for developing such a wonderful tool like MS Word. It helped my work a lot to
remain error-free. Last but clearly not the least, I would thank The Almighty for giving me strength to complete
my report on time.
II
ABSTRACT
In this thesis, the concept of virtual reality has been elaborated in the context of games, industrial
design and manufacturing. The main purpose of this master’s thesis is to create a virtual environment
for games that are near to the reality and according to the human nature through aspects like better
interface, simulation, lights, shadow effects and their types. The importance of these aspects regarding
realistic virtual environment is complemented .
III
Introduction
Nowadays it becomes possible even for an average user, to move into the world of computer graphics.
This fascination of a technology often starts with computer
games and lasts forever. It allows to see the surrounding world in other dimension and to experience
things that are not accessible in real life or even not yet created. Moreover, the world of three-
dimensional graphics has neither borders nor constraints and can be created and manipulated by
ourselves as we wish – we can enhance it by a fourth dimension: the dimension of our imagination
But not enough: people always want more. They want to step into this world and interact with it –
instead of just watching a picture on the monitor. This technology which becomes overwhelmingly
popular and fashionable in current decade is called Virtual Reality (VR).
Most virtual reality environments are primarily visual experiences, displayed either on a computer
screen or through special stereoscopic displays. Virtual reality may also include auditory stimulation
through speakers or headphones. Users can interact with the virtual environment through the use of
de-vices such as a keyboard, a mouse, or a wired glove.
As an introduction virtual reality has largely been a great attempts to make an experience more real.
The majority of historical examples are visual and to a lesser extent, auditory. This is because of all
the human senses, vision provides by far the most information followed by hearing. Probably 90 per
cent of our perception of the world is visual or auditory.
reality as of recent, while still extremely new, has become the
topic of many opposing viewpoints. It has caught the eye of the general public for several
reasons. Perhaps, this is mainly because of all the possibilities which virtual reality creates. Note
that the possibilities are not pre-determined as either good or bad, mainly because there are
many different opinions to the future of this developing technology. However, despite the
controversy this new technology has aroused, society should not remain skeptical. Virtual
reality has the potential, if used correctly, to become a great technological advancement that will
aid society in many ways. In the past, virtual reality has been nothing more than a small step
beyond video games. However, it is now apparent that this technology can be used for more
practical purposes. These purposes include national defense, surgical procedures and various
other applications. Society has not fully acknowledged the benefits of virtual reality as of yet
because it is still under development. The reason for virtual reality remaining in its development
for so long is mainly due to its complexity. The hardware that has developed so far is unable to
make the large calculations required by a virtual reality based machine.
However, as apparent in recent years, technology is advancing at an extreme rate.
Method
In this thesis, my approach is to find the result with the help of collecting data from the
literature study, and this research comprises of procedure like data collection, which include
observations and the participation contribution, the comparison of two different
environments to find the empirical result and some questionnaires from the participants.
After critically observe the surroundings and the participants contribution in the virtual environments,
we will give you the result in the form of both environments average results output and the chat table.
History about virtual reality
The history of virtual reality (VR) is longer than you might think. VR is entering its second
generation, which is expected to have greater appeal to consumers as well as enterprises compared to
the previous generation. VR technology has evolved significantly over the past five years, with
improvements on both the hardware and software side. However, issues such as latency, nausea, high
prices, and underdeveloped ecosystems have been obstacles to widespread adoption. VR companies
are increasingly using AI and cloud technologies to develop stronger ecosystems, while the arrival of
5G promises to address the latency and nausea issues.
Invented in the 1950s, VR’s development has experienced peaks and troughs. The first VR head-
mounted display (HMD) system, The Sword of Damocles, was invented in 1968 by computer scientist
Ivan Sutherland and his student Bob Sproull. Meanwhile, the term “virtual reality” was popularised by
Jaron Lanier in the 1980s. Ten years later, VR was used for training and simulation in the US military
and the National Aeronautics and Space Administration (NASA). Mass production of VR systems
began in the early 1990s, led by Virtuality, which opened dedicated VR arcades.
Contemporary VR devices emerged with the introduction of the PC-connected Oculus Rift prototype
in 2010. Between 2014 and 2017, the market progressed from PC-tethered headsets (e.g. the HTC
Vive) to console-tethered headsets (e.g. Sony’s PSVR) and mobile-tethered headsets (e.g. Samsung
GearVR and Google Cardboard). Untethered headsets (e.g. Oculus Go, Lenovo Mirage Solo, and
HTC Vive Focus) arrived in 2018, making VR an independent platform.
What is virtual reality?
Virtual Reality, or VR, is the use of computer technology to create a simulated environment which
can be explored in 360 degrees. Unlike traditional interfaces, VR places the user inside the virtual
environment to give an immersive experience.
To allow this feeling of presence, a VR headset is used, such as the ones available for borrow at OISE
Library. Other notable examples of VR headsets include Oculus Rift, Samsung Gear VR, HTC Vive,
Google Daydream View, or Google Cardboard. These headsets remove vision of the real world and
provide video to each eye allowing for depth of vision. This technology is then supported by head and
body tracking to connect the virtual world to what the user is seeing. Stay tuned, you can soon borrow
VR equipment from the OISE Library!
Virtual reality is an emerging technology in classrooms to supplement the teaching of a subject or
topic to in order to ‘feel' the content. Beyond engagement, VR allows students to explore, experience,
and become immersed in virtual environments. There are two ways virtual reality can be used in the
classroom: a student explores a virtual environment using a computer, keyboard, and mouse; or a
student explores using some input device, e.g. controller, virtual reality headset. The latter set-up fully
immerses students using head mounted display (HMD).
This tool can be used for any subject and gives educators an avenue to explore with learners as well as
engage with a variety of learning styles. For instance, students can walk through a rainforest and
discover different animals and vegetation. The technology also offers large scope for design and
coding. VR can be incorporated into the classroom curriculum to teaches personal and social skills
breaking down barriers of location and communication.
How virtual reality Works?
Have you ever wondered what makes VR work? How can a headset make you
feel like you’re really flying around a city, when you’re really just wandering
around your living room? There’s more to this technology than just replacing
what we can see with something more amazing.
Virtual Reality developers and innovators are increasingly discovering new
opportunities in immersive media, driven by tools that change how we feel,
what we see, and even what we can hear around us. As the number of virtual
reality headsets continue to grow, VR is emerging as a common part of the
digitized landscape. Experts believe that around 58.9 million people will use VR
at least once per month by the end of 2021.
Whether you’re already one of the many people who has invested in VR
technology, or you’re considering spending some cash on a new headset, it’s
worth answering some questions. For instance, how exactly does virtual reality
work?
How Virtual Reality Works: The Basics
Set to be worth around $184.66 billion by 2026, VR is one of the fastest-growing technologies in the world, and
a source of excitement for many consumers. Increasingly, VR is appearing in homes and businesses across the
globe, stimulating environment sand settings in a way that’s realistic enough to fool us into thinking we’re
somewhere else.
Therein lies the heart of virtual reality technology. The purpose of a VR headset is to transport you to another
version of reality, where you can interact with new environments.
As human beings, we base our perception of the world on the rules developed by our experience. We believe
what we see, hear, and feel around us. VR designers use the basic rules of perception, and ideas of how we
interact with the world to create environments that feel just as authentic as the world around us.
VR headsets are essentially just machines designed to replace our surroundings with something created in
software. There are gyroscopic sensors, accelerators, and magnetometers in headsets to determine how you
move and track your interactions with a virtual space. Your headset also connects to external cameras and
computer systems to access software for your VR experience, or connect with additional programs.
Crucial Components of VR Evolution
Today’s VR offerings are constantly evolving to offer new, more immersive experiences. While we haven’t
perfected the experience yet, the innovations keep on coming. Right now, the most impressive VR experiences
are built on the following functionalities.
1. Field of View and Frame Rate
Field of view has been a common concern for VR developers. For VR to immerse us in a new environment, it
needs to mimic our field of view. Unfortunately, human beings are capable of a much wider field of view in
general than headsets can typically provide. The average human can see around 220-degrees of surrounding
content. A VR headset can do around 180 degrees.
The field of view in your headset dictates the world you see around you, and how much it mimics your current
environment. No headset can accommodate our full natural FOV yet, but the technology is evolving, alongside
better opportunities for frame rate.
Frame rate is the other visual element that defines how VR works. Frames need to move at an incredible pace
within a VR headset screen to mimic what we see in real life. Experts believe that the human eye can handle up
to 1000 frames per second. The human brain, however, never receives the same detail as this. Most developers
have found that anything less than 60 FPS causes feelings of disorientation and nausea. Experts are trying to
push more towards 120 FPS.
2. Spatial Audio and Sound Effects
A lot of people get caught up in the idea of VR being a visual experience. However, the reality is that VR tools
attempt to immerse you fully into a different space. This demands more than just a good view of your
surroundings. You also need spatial audio, or 360-degree sound to help you feel like you’re in that new
environment.
Cutting-edge VR technology uses spatial audio to simulate the kind of unique audio landscape you would expect
in the real world. The better the audio, the more immersed you feel, thanks to the sounds that seem to come from
behind, above, or to the side of you. Spatial audio also helps you to move through a VR experience in the way
developers want by showing you where to turn.
The VR headsets in the modern landscape use spatial audio to convey which direction you need to turn in and
support a sense of “realism” when you’re moving through different environments and experiences.
3. Position and Head Tracking
What makes VR truly engaging is the fact that you can move around in a virtual space, and that environment
will adjust to your position. Head and position tracking features are measured in degrees of freedom, allowing
you to explore either 6 degrees of freedom or 3.
Headsets that use 6 degrees of freedom can check on your position in a room, and show the direction that your
head is pointed towards. This means that you can have complete autonomous movement through a space.
Sensors outside of the VR headset can also help you to stay safe when you’re moving around in a room.
Increasingly, tracking technology for VR is growing more impressive. Eye-tracking technology can help to
improve focus in VR experiences and reduce the sense of nausea that some people have when working within a
headset. The haptic feedback sensors and other tracking technologies that are used to embed controller options
into VR can make the landscape feel more immersive too.
The Future of VR Headsets
VR technology is growing increasingly impressive as we explore various ways to make the virtual world feel
more like the real world. As developments continue, headsets are becoming sleeker and more mobile, with fewer
wires and more high-definition pixels. Haptic sensors and tracking gloves are replacing clunky control systems,
while machine learning and AI advancements change the way that VR technology tracks our interactions.
From a technical perspective, VR is a simple concept, made of wires, screens, and computer systems all
connected together. A wider review reveals an evolving environment that’s growing increasingly more
comfortable and immersive.
Applications of virtual reality
Here is a list of the many applications of virtual reality:
Virtual Reality in the MilitaryVirtual Reality
in EducationVirtual Reality
in HealthcareVirtual Reality
in Entertainment Virtual Reality
in FashionVirtual Reality and HeritageVirtual Reality
in BusinessVirtual Reality
in EngineeringVirtual Reality
in SportVirtual Reality
in MediaVirtual Reality and Scientific VisualisationVirtual Reality
in TelecommunicationsVirtual Reality
in ConstructionVirtual Reality
in FilmVirtual Reality Programming languages
The literature of virtual reality
It's comprised of a text-based story made up of seven short Chapters which are housed in 3D/Virtual Reality
environments. It can be accessed via a wide range (crucial in terms of its social commentary aspect) of mobile
devices, desktop PCs and both low-end and high-end Virtual Reality hardware.
Advantages of virtual reality training
Little/no risk.
Safe, controlled area.
Realistic scenarios.
Can be done remotely saving time and money.
Improves retention and recall.
Simplifies complex problems/situations.
Suitable for different learning styles.
Innovative and enjoyable.
Conclusion
After empirical study and answering the questions of this thesis, we fully believe that
it is very important for virtual reality is to first create an environment of a game,
industrial design and manufacturing for realistic out put for the user point of view.
The most essential is how the system works near to realism. How the critical
success factor of virtual reality influences these benefits
We believe that it is very necessary to have good approach to compare or to find the
effective and enormous environments that does can be used and helpful for
producing the real environments. According to the game scenarios, one should start
References
“A survey of quantum computing and automata”. E. de Doncker and L. Cucos, In
Fourth World Multiconference on Systemics, Cybernetics, and Informatics (SCI'00),
(2000).
“The Temple of Quantum Computing”, Riley T. Perry.2004
“Quantum Computation: A Computer Science Perspective”, Anders K.H. Bengtsson. 2005
http://en.wikipedia.org/wiki/Quantum_computing
http://www.nec.co.jp/rd/Eng/innovative/E3/top.html
http://www.sciencedaily.com/
https://www.sciencealert.com/quantum-computers.
https://www.iberdrola.com/innovation/what-is-quantum-computing
https://www.itrelease./com/2020/10/
https://www.studymafia.org /
https://www.intechopen.com/online-first/introduction-to-quantum-computing
https://www.ibm.com./quantum-computing/learn/
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