20Ise652-Virtual Reality
20Ise652-Virtual Reality
COURSE OUTCOME
TEXT BOOKS:
1. Samuel Greengard, Steven Jay Cohen, “Virtual Reality”, Gilden Media, First Edition,
2019.
REFERENCE BOOKS:
Module 1: Contents
Immersion is what makes VR feel real to the audience. Giving the user a real-time perception of
being physically present in a virtual environment and a possibility to interact with it without
disruptions, translates directly into increased comfort towards experiences. It is like putting on a pair
of swimming goggles and jumping in the deep end and your world has changed instantly.
2. Interaction
In terms of functionality, VR is responsive to the user’s input – gestures, verbal commands, head
movement tracking etc. Customer’s interactions in the virtual world can be tracked and used as a tool
to understand customer’s needs and influence decision process
3. Imagination:
VR is the newest medium to tell a story and experience it, which gives an infinite number of
possibilities for marketing. The user’s mind capacity makes it possible to observe non-existent things
and create the illusion of them being real. Virtual experience can be designed to unfold a story, step
COMMERCIAL VR TECHNOLOGY
• DataGlove: The first company to sell VR products was VPL Inc., headed by Jaron
Lanier. This company produced the first sensing glove, called the DataGlove (Figure
1.6a).
• The standard interfaces components (and still today)
were the keyboard and the mouse. Compared to these,
the VPL DataGlove represented a quantum
improvement in the natural way one could interact with
computers. Its fiber-optic sensors allowed computers to
measure finger and thumb bending, and thus
interaction was possible through gestures.
COMMERCIAL VR TECHNOLOGY
• PowerGlove : After the appearance of the VPL DataGlove, the game company Nintendo
introduced the much cheaper PowerGlove, shown in Figure 1.6b. It used ultrasonic sensors to
measure wrist position relative to the PC screen and to measure finger bending. The downfall of
the PowerGlove was lack of sufficient games that used it, such that by 1993 its production had
stopped.
EyePhones : The first commercial head-mounted
displays (HMDs), called EyePhones, were introduced by
VPL in the late 1980s. These HMDs used LCD displays
to produce a stereo image, but at extremely low
resolution (360 x 240 pixels), such that virtual scenes
appeared blurred. Other drawbacks were high price
COMMERCIAL VR TECHNOLOGY
RB2 Model 2 integrates the EyePhone HMD interface, the VPL DataGlove Model 2
electronic unit, a spatial tracking unit for the HMD, a design and control workstation
(processors), as well as graphics adapters and to an optional 3D sound system. The next
step in integration was to shrink each of these components and put them on a board in a
single desk-side cabinet.
COMMERCIAL VR TECHNOLOGY
• Vision: In early 1991 a company in the United Kingdom, Division Ltd., introduced the
first integrated commercial VR workstation. It was called ‘Vision’ which had multiple
parallel processors, stereo display on an HMD, 3D sound, hand tracking, and gesture
recognition sensors, but it came at a high price ($70,000).
• The architecture also had an input/output (I/O) card and was scalable, allowing additional
I/O processors to be added.
• WorldToolKit (WTK): In 1992, the small U.S. company Sense8 Co. developed the first
The VR engine could be a standard PC with more processing power and a powerful
graphics accelerator or distributed computer systems interconnected through high speed
communication network.
The computer also handles the interaction with users and serves as an interface with the
I/O devices.
In VR systems, the VR engine or computer system has to be selected according to the
requirement of the application.
Processing power, Graphic display, image generation and I/O devices are some of the
most important factors and time consuming task in a VR system.
The VR engine is required to recalculate the virtual environment approximately every
• The choice of the VR engine depends on the application field, user, I/O devices,
level of immersion and the graphic output required, since it is responsible for
calculating and generating graphical models, object rendering, lighting,
mapping, texturing, simulation and display in real-time.
• The computer also handles the interaction with users and serves as an interface
with the I/O devices.
• A major factor to consider when selecting the VR engine is the processing power
of the computer, and the computer processing power is the amount of senses
(graphical, sound, haptic, etc) that can be rendered in a particular time frame as
pointed.
The five classic components of a VR system
• Output Devices:
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 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.
Two possible common options for the graphics are the stereo display monitor, and the HMD
which provides a higher level of immersion.
Audio or sound is an important channel in VR; 3D sound can be used in producing different
sounds from different location to make the VR application more realistic.
The five classic components of a VR system
• Virtual Reality System Software and Tools: Virtual reality system software is a collection of
software for designing, developing and maintaining virtual environments and the database where
the information is stored. The tools can be classified into modeling tools and development tools.
• VR Modeling Tools: There are many modeling tools available for VR designing, the most
common ones are, 3ds Max, Maya and Creator. Engineering specific applications might use
software like CATIA, Pro/E, Solidworks, UG, etc.
• VR Development Tools: VR is a complex and integrative technology that borrows from many
other technologies, such as real time 3D computer graphics, tracking technology, sound
processing, and haptic technology, among others, therefore software development flexibility and
real time interaction is needed. Starting the development of a VR system from the basic codes in
• Careful consideration is needed in choosing VR development tools
due to the difference in flexibility provided by different software
packages as related to model input available, interface
compatibility, file format, animation ease, collision detection,
supported I/O devices and support community available to the
users.
TOP 5 VR SOFTWARE DEVELOPMENT
TOOLS
• Unity
• Amazon Sumerian
• CRYENGINE
• Software tools in virtual reality
• 1. Unity
• Unity is famous for game development, however, it helps you to build VR solutions for many other sectors too. E.g.,
you can create VR solutions for automotive, transportation, manufacturing, media & entertainment, engineering,
construction, etc. with Unity.
• 2. Amazon Sumerian
• Amazon Sumerian is the VR engine from AWS, and you don’t need 3D graphics or VR programming skills to use it.
Sumerian works with all popular VR platforms like Oculus Go, Oculus Rift, HTC Vive, HTC Vive Pro, Google
Daydream, and Lenovo Mirage, moreover, it works with Android and iOS mobile devices too.
• Google, the technology giant offers a wide range of VR development tools, and you can use them to create
immersive VR experience for your stakeholders. You can access these tools on the Google VR developer portal.
• 4. Unreal Engine 4 (UE4)
• Unreal Engine 4 (UE4) offers a powerful set of VR development tools.
With UE4, you can build VR apps that will work on a variety of VR
platforms, e.g., Oculus, Sony, Samsung Gear VR, Android, iOS, Google
VR, etc
• 5. CRYENGINE
• Well-known to 3D game developers, CRYENGINE is a robust choice
for a VR software development tool. You can build virtual reality apps
with it that will work with popular VR platforms like Oculus Rift,
PlayStation 4, Xbox One, etc..
• 6. Blender
• Blender is an open-source 3D creation suite, and it’s free. At the time of
writing, Blender 2.80 is its latest release. The Blender Foundation, an
independent organization for public benefit governs the development of
Blender.
• 7. 3ds Max
• 3ds Max is a popular 3D modeling and rendering software from Autodesk, and
you can use it for design visualization, creation of video games, etc.
• 8. SketchUp Studio
• SketchUp Studio is a powerful 3D modeling tool focused on the construction
industry and architecture, and you can use it for virtual reality app development.
It’s useful for use cases like architecture, commercial interior design, landscape
architecture, residential construction, 3D printing, and urban planning.
• 9. Maya
• Maya is yet VR software development tool from Autodesk. With Maya, you can
create 3D animations, motion graphics, and VFX software.
• 10. Oculus Medium
• Oculus, the well-known provider of VR platforms like Oculus Rift S, Oculus
Quest, and Oculus Go also offers powerful VR development software, named
Medium. It’s a comprehensive tool, which allows you to create 3D assets.
• Applications of Virtual Reality:
•VR has found vast applications in many fields due to its characteristics and the benefits it
provide in solving complex real-world problems. Some of the application areas include:
•Architecture
•Arts
•Business
•Entertainment
•Manufacturing
This topic describes the VR interfaces used in tracking, VR navigation, and gesture input.
Output devices for visual, auditory, and haptic feedback to the user are the focus of the next
Input Devices
• One of the three I's defining virtual reality stands for
interactivity.
• In order to allow human-computer interaction it is necessary
to use special interfaces designed to input a user's commands
into the computer and to provide feedback from the simulation
to the user
• Today's VR interfaces are varied in functionality and purpose.
For example, body motion is measured with 3D position
trackers or using sensing suits, hand gestures are digitized by
sensing gloves, visual feedback is sent to stereo HMDs and
large volume displays, virtual sound is computed by 3D
Input Devices
• Some of these input/output (I/O) devices are commercially
available, some are still prototypes in a field which has
become a very active research area.
• The aim of researchers is to allow faster and more natural
ways of interaction with the computer and thus overcome the
communication bottleneck presented by the keyboard and the
computer mouse.
THREE-DIMENSIONAL POSITION TRACKERS
• Definition for tracker: The special-purpose hardware used in VR to measure the real-time
change in a 3D object position and orientation is called a tracker.
• All 3D trackers, regardless of the technology they use, share a number of very
important performance parameters, such as accuracy, jitter, drift, and latency. These
are illustrated in Figure.
• Performance parameters of 3D trackers are
• Mechanical Trackers
• Magnetic Trackers
• Ultrasonic Trackers
• Optical Trackers
• Limitations of Pinch glove: The glove cannot measure intermediary finger configurations
(finger joint angles).
Interfaces and gesture interfaces
2. The 5DT Data Glove: Sensing gloves need to measure the finger
joint angles. The 5DT Data Glove 5W sensing glove illustrated in
Figure, is to have one sensor per finger and a tilt sensor to measure
wrist orientation. Additional sensors are available in the 5DT Data
Glove 16 option.
The advantage of fiber-optic sensors is their compactness and lightness,
and users feel very comfortable wearing the glove. The optical fibers
are joined to an optoelectronic connector on the back of the hand. One
end of each fiber loop is connected to an LED, while light returning
Interfaces and gesture interfaces
3. The Didjiglove: Another sensing glove is the Didjiglove,
which uses 10 capacitive bend sensors to measure the
position of the user's fingers. The capacitive sensors can
measure the bending angle electrically. It has an A/D
converter, a multiplexer, a processor, and an RS232 line for
communication with the host computer.
The glove latency is minimal (10 msec) and its low cost
make the Didgiglove useful for VR interactions as well.
Interfaces and gesture interfaces
4. The CyberGlove: A more complex (and more expensive) sensing glove, which uses linear
bend sensors, is the CyberGlove. This glove was invented by Jim Kramer. The fingertips is
removed for better ventilation and to allow normal activities such as typing, writing, etc. As a
result the glove is light and easy to wear. There are between 18 and 22 sensors in the glove,
used to measure finger flexing (two or three per finger), abduction (one per finger), plus
thumb anteposition, palm arch, and wrist yaw and pitch.
The glove allows a maximum of 150 datasets to be sent every second
Interfaces and gesture interfaces
Interfaces and gesture interfaces
Tutorial videos
https://www.youtube.com/watch?v=NJwFG0EoS7E
https://www.youtube.com/watch?v=2C2_kbjtjRU
https://www.youtube.com/watch?v=OK2y4Z5IkZ0