A
TECHNICAL SEMINAR REPORT
ON
INTERNET OF THINGS
Submitted by
J. SAI KIRAN 19W91A0576
Under the Esteemed Guidance of
Mr. T SATHISH
TO
Jawaharlal Nehru Technological University, Hyderabad
In partial fulfillment of the requirements for award of degree of
BACHELOR OF TECHNOLOGY
IN
COMPUTER SCIENCE AND ENGINEERING
DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING
MALLA REDDY INSTITUTE OF ENGINEERING AND
TECHNOLOGY (UGC AUTONOMOUS)
(Sponsored by Malla Reddy Educational society)
(Affiliated to JNTU, Hyderabad)
Maisammaguda, Dhulapally post, Secunderabad-500014.
2022-2023
Department of Computer Science and Engineering
BONAFIDE CERTIFICATE
This is to certify that this is the bonafide certificate of a Technical Seminar
Report titled “INTERNET OF THINGS” is submitted by J. SAI KIRAN
(19W91A0576) of B. Tech in the partial fulfillment of the requirements for the
degree of Bachelor of Technology in Computer Science and Engineering,
Dept. of Computer Science & Engineering in Malla Reddy Institute of
Engineering & Technology.
Internal Guide Sign Head of the Department Sign
External Examiner Sign
DECLARATION
I hereby declare that the Technical Seminar report entitled “INTERNET OF
THINGS” submitted to Malla Reddy Institute of Engineering and Technology
(Autonomous), affiliated to Jawaharlal Nehru Technological University
Hyderabad (JNTUH), for the award of the degree of Bachelor of Technology in
Computer Science & Engineering is a result of original industrial oriented
technical seminar done by me.
It is further declared that the seminar report or any part thereof has not been
previously submitted to any University or Institute for the award of degree or
diploma.
J. SAI KIRAN 19W91A0576
ACKNOWLEDGEMENT
First and foremost, I am grateful to the Principal Dr. M. ASHOK, for
providing me with all the resources in the college to make my technical
seminar a success. I thank him for his valuable suggestions at the time of
seminars which encouraged me to give my best in the technical seminar.
I would like to express my gratitude to Dr. ANANTHA RAMAN G R, Head
of the Department, Department of Computer Science and Engineering for his
support and valuable suggestions during the dissertation work. I offer my
sincere gratitude to my technical seminar – coordinator Mr. T. SATHISH
Assistant Professor of Computer Science and Engineering department who
has supported me throughout this technical seminar with their patience and
valuable suggestions.
I would also like to thank all the supporting staff of the Dept. of CSE and all
other departments who have been helpful directly or indirectly in making the
technical seminar a success.
I am extremely grateful to my parents for their blessings and prayers for my
completion of a project that gave me strength to do my technical seminar.
J. SAI KIRAN 19W91A0576
ABSTRACT
Virtual Reality (VR), sometimes called Virtual Environments (VE) has drawn
much attention in the last few years. The Virtual Reality uses a huge number of
technologies to produce a Virtual world so that a user can interact and
manipulate with the virtual objects in the so produced Virtual Worlds. With the
aid of some specially developed gadgets like a Head Mounted Display,
Electronic Glove and Mechanical armatures that fit the human organs we can
immerse the human into the Virtual world. The simulation technique is
combined with the motion of the human to produce the output that what human
expects for. For example, the person in a Virtual world looks at a particular
object then he has to get the feeling that he is actually looking at that object
and he should also get the feeling of the sounds that come from that object. In
this paper a historical overview of virtual reality is presented, types,
architecture of VR systems are listed, followed by applications of this
technology in science, work, and entertainment areas. Finally, the future of VR
is considered.
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.
PAGE NO 17 Fig-7.0
2 18 Fig-7.1
6 18 Fig-7.2
LIST OF FIGURES
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7
FIGURE
8
S NO A Schematic View of a VR History
9
Fig-2.0 of VR
9
Fig-3.10 Fig-3.10.1 Fig-3.10.2 Fig- Virtual Society
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4.0 Infographic in VR
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Fig-4.1 Immersive system
11
Fig-4.2 Video mapping
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Fig-4.3 Tele presence
13
Fig-4.4 Mixed reality
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Fig-5.0.1 Fig-5.0.2 Fig-5.1.1 Fig- Collaborative VR
15
5.1.2 Fig-6.0 Head mounted Display Boom and
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Fig-6.1 Cave
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Fig-6.2 Rendering of VR graphics
Programming VR Rendered & Textured model War strategies
Architecture of VR World Database VR in Medical
VR in Designing
TABLE OF CONTENTS
S NO TITLE PAGE NO 1 INTRODUCTION 1
2 WHAT IS VR? 2
3 HISTORY OF VR 3
3.0 1965 – THE ULTIMATE DISPLAY BY IVAN 3.1 1968 –
SWORD OF DAMOCLES
3.2 1989 – NASA GETS INTO VR
3.3 1991 – VIRTUALITY GROUP ARCADE MACHINES 3.4 1995 –
NINTENDO VIRTUAL BOY
3.5 2007 – GOOGLE BRINGS US STREET VIEW 3.6 2010 – STREET
VIEW GOES 3D AND THE OCULUS 3.7 2014 – FACEBOOK BUYS
OCULUS AND SONY 3.8 2016–2017 – ALL HELL BREAKS LOOSE
3.9 2018 – THE HALF-DOME HMD VR
3.10 2019 TO PRESENT – VR IS SHIFTING RAPIDLY
4 TYPES OF VIRTUAL REALITY 8
5 TECHNOLOGIES OF VIRTUAL REALITY 11
5.0 VIRTUAL REALITY USING HARDWARE 5.0.1
HEAD MOUNTED DISPLAY
5.0.2 BOOM AND CAVE
5.0.3 CAVE
5.1 VIRTUAL REALITY USING SOFTWARE 5.1.1.
RENDERIN
5.1.2. PROGRAMMING
6 ARCHITECUTRE OF VIRTUAL REALITY 15
7 APPLICATIONS 17 7.0 -VIRTUAL REALITY IN WAR STRATEGIES
7.1 -VIRTUAL REALITY IN MEDICAL
7.2 -VIRTUAL REALITY IN DESIGNING 7.3 -VIRTUAL REALITY IN
AMUSEMENT PARKS 7.4 -VIRTUAL REALITY IN WEB DEVELOPMENT
7.5 -VIRTUAL REALITY IN COCKPIT SIMULATION 8 FUTURES OF
VIRTUAL REALITY 20
9 CONCLUSION 21 10 REFERENCES 22
1. INTRODUCTION
“Virtual Reality is a way for humans to visualize, manipulate and interact with
computers and extremely complex data”.
Here the word visualization refers to the computer-generated outputs such as
computer graphics, simulations, and other such as the CAD models. Here the
outputs may be animations that can be controlled easily by scripts. Here the
human can directly interact and manipulate with these animations. The most
difficult thing in the Virtual Reality is to produce the interaction between
Virtual world and the human but not the production of the Virtual world. The
type of Virtual Reality in which the human is actually immersed into the
Virtual world is called the immersive Virtual Reality. In such a type of Virtual
Reality the human is completely isolated from the outside world and he is
placed an entirely computer-generated world.
The applications being developed for Virtual Reality are wide range utilities.
Among them the real time applications occupy the prominent place.
1
2. WHAT IS VR?
In a VR (Virtual Reality) simulation a computer simulates and displays an
environment through which we can walk and interact with objects and
simulated people (commonly referred to as ‘agents’ or avatars). A virtual
environment is depicted usually as a three-dimensional world and often virtual
worlds try to replicate the real world both in appearance and in the way that
objects behave.
(e.g., the simulation of gravity)
Fig 2.0 – A Schematic View of a VR System
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3. HISTORY OF VIRTUAL REALITY
3.0 1965 – THE ULTIMATE DISPLAY BY IVAN
SUTHERLAND
Ivan Sutherland described the “Ultimate Display” concept that could simulate
reality to the point where one could not tell the difference from actual reality.
His concept included:
A virtual world viewed through a HMD and appeared realistic through
augmented 3D sound and tactile feedback.
Computer hardware to create the virtual word and maintain it in real time.
The ability users to interact with objects in the virtual world in a realistic
way.
3.1 1968 – SWORD OF DAMOCLES
In 1968 Ivan Sutherland and his student Bob Sproull created the first VR / AR
head mounted display (Sword of Damocles) that was connected to a computer
and not a camera.
It was a large and scary looking contraption that was too heavy for any user to
comfortably wear and was suspended from the ceiling (hence its name). The
user would also need to be strapped into the device. The computer-generated
graphics were very primitive wireframe rooms and objects.
3.2 1989 – NASA GETS INTO VR
NASA, with the help of a Crystal River Engineering, creates Project VIEW. A
VR sim used to train astronauts. VIEW looks recognizable as a modern
example of VR and features gloves for fine simulation of touch interaction.
Interestingly, the technology in these gloves leads directly to the creation of the
Nintendo Power Glove.
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3.3 1991 – VIRTUALITY GROUP ARCADE
MACHINES, MEDINA’S VR MARS ROVER
We began to see virtual reality devices to which the public had access,
although household ownership of cutting-edge virtual reality was still far out of
reach. The Virtuality Group launched a range of arcade games and machines.
Players would wear a set of VR goggles and play on gaming machines with
Realtime (less than 50ms latency) immersive stereoscopic 3D visuals. Some
units were also networked together for a multi-player gaming experience. These
days we are pretty used to seeing live footage from Mars rovers. Back in 1991
this was still a future dream and there were many problems left to solve. A
NASA engineer named Antonio Medina develops a VR system that lets you
pilot a Mars rover, even taking the time delay into account. A system dubbed
“Computer Simulated Teleoperation”.
3.4 1995 – NINTENDO VIRTUAL BOY
The Nintendo Virtual Boy (originally known as VR-32) was a 3D gaming
console that was hyped to be the first ever portable console that could display
true 3D graphics. It was first released in Japan and North America at a price of
$180 but it was a commercial failure despite price drops.
The reported reasons for this failure were a lack of colour in graphics (games
were in red and black), there was a lack of software support and it was difficult
to use the console in a comfortable position. The following year they
discontinued its production and sale.
3.5 2007 – GOOGLE BRINGS US STREET VIEW Google
enhanced its Maps service with street-level 360-degree images, captured by
special cars fitted with custom camera equipment. Immersive Media did the
work using a dodecahedral camera of their own design. Today you can “stand”
in just about any part of the world and look around thanks to this technology.
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3.6 2010 – STREET VIEW GOES 3D AND THE OCULUS Just a few
years later, Street View gets a 3D mode, but much bigger news in the history of
VR is the work being done by a young man known as Palmer Lucky.
He created a kit VR headset that anyone can make, but a fateful meeting with
computer legend John Carmack puts him on the path to taking his “Oculus
Rift” bigger than he could have imagined.
3.7 2014 – FACEBOOK BUYS OCULUS AND SONY
ANNOUNCED THEIR VR PROJECT
Social media giant sees potential in the Oculus technology, buying the company
and making Lucky incredibly wealthy. This is a bumper year, also seeing the
launch of Google Cardboard, PSVR and the Samsung Gear VR. Virtual Reality
is suddenly a very hot topic.
This is also the year that Sony announced that they are working on a VR add on
for the popular PS4 console. The PS4 is much less powerful than VR capable
computers of the day, so everyone is pretty curious to see how they’ll pull it
off.
3.8 2016–2017 – ALL HELL BREAKS LOOSE
This is the year everyone unleashes VR products that are ready for primetime.
The Rift and the HTC Vive lead the way, but the floodgates have truly opened.
You can see the results of this boom by visiting our HMD data base.
3.9 2018 – THE HALF-DOME HMD IS ANNOUNCED,
STANDALONE VR RISES, MOBILE VR DIES
Oculus shows off a new HMD prototype known as the “half dome”. This
advanced headset uses varifocal lenses and an extremely wide field of view, at
140 degrees.
5
We now have both the Oculus Go and Oculus Quest. Two examples of
standalone VR, that need no computer or phone to work. Mobile VR is
declining rapidly and standalone systems such as the Go are very affordable.
3.10 2019 TO PRESENT – VR IS SHIFTING RAPIDLY: Mixed
Reality systems and sophisticated technologies are now part of standalone VR
headsets. The Oculus Quest receives a promise of tethering capability and
smartphone-based VR projects begin shutting down. The cost of VR headsets
has dropped dramatically and computer hardware capable of running these
headsets is virtually mainstream. Many advanced headsets are on the horizon.
Varifocal technology, extremely wide fields of view, hand scanning and eye
tracking are but a few of the key developments. Major companies such as Apple
are rumored to be working on mixed reality projects and at this point it time it
seems as if VR and mixed reality are likely to be inseparable in future.
Fig 3.10 - History of Virtual Reality
The use of the term “virtual reality,” however, was first used in the mid-1980s
when Jaron Lanier, founder of VPL Research, began to develop the gear,
including goggles and gloves, needed to experience what he called “virtual
reality.” Even before that, however, technologists were developing simulated
environments.
Fig 3.10.1 - Virtual Society
Fig 3.10.2 Infographic in VR
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4.TYPES OF VIRTUAL REALITY
There are different types of Virtual Reality systems are:
(a) IMMERSIVE SYSTEMS
The highest priority is being given to the immersive systems. As we have
already mentioned the immersive systems rules out the entire real world and
places the human in a completely computer-generated animation world.
Fig 4.0 - Immersive systems
(b) WINDOW ON WORLD (WOW)
It is a normal Virtual world that has been developed on a desktop PC. The
most common form of the WoW are computer games that uses 3d simulation
of the real worlds. Here the user has to peep into the Virtual world using a
monitor placed on his desktop.
(c) VIDEO MAPPING
This is a technique used to map the motion of a human using special
electronic device like cameras. Here the input to the computer is the motion of
the human and the output is the 2d graphical image of the human showing his
human.
Fig 4.1 - Video mapping
(d) TELE PRESENCE
This is another technique in Virtual Reality where we use some remote
sensors placed somewhere in the Virtual world that maps the human actions
and correlates them to the actions that has to be done by the objects in the
Virtual world. This type of Virtual Reality is being used by the fire fighters in
some critical conditions. Special Robots fixed with this type of sensors help
them a lot.
Fig 4.2 - Tele presence
(e) MIXED REALITY
This is a technique combining the Virtual Reality systems and the
telepresence. Here the inputs to both the telepresence and Virtual Reality
systems are fed as inputs. The fighters see the maps generated by the
computers and correlate them with the data available with them. The surgeons
correlate the images taken by the CAT scans and the ones taken by the
computers. Mixed reality is a blend of physical and digital worlds, unlocking
natural and intuitive 3D human, computer, and environmental interactions.
Fig 4.3 - Mixed Reality
(f) COLLABORATIVE VIRTUAL REALITY
This is a form of a virtual world where different people from various locations
can come into contact with in a virtual environment, usually in the from of 3D
or projected characters.
Fig 4.4 - Collaborative virtual reality
.
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5.TECHNOLOGIES OF VIRTUAL REALITY
After a deep study of this emerging technology, we have classified Virtual
Reality into three types. They are as follows:
5.0 VIRTUAL REALITY USING HARDWARE
There is a number of hardware developed for the usage by Virtual Reality.
Among them some are explained below.
5.0.1 HEAD MOUNTED DISPLAY
The Head mounted display consists of two miniature display screens that
produce the stereo scope images and an optical position tracking system that
tracks the orientation of the human’s head in the Virtual world and that
produces the impulse to the image generating computer.
The image-generating computer produces the respective view corresponding to
the orientation of the user head in the Virtual world. This is the basic device
used in the IVR. As a result, the user can see in the direction that he wants and
he can walk through the Virtual world.
Fig 5.0.1 -Head Mounted display
5.0.2 BOOM AND CAVE
To overcome the intrusiveness with the HMD the Boom and Cave are used.
These are also extensively used in the IVR.
Screens and stereo scope image generating apparatus are fixed in a box, which
is attached to a multi-link arm. The user peeps into the Virtual world through
two holes, and controls his motions with the arms.
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Fig 5.0.2 - Boom and Cave
5.0.3 CAVE AUTOMATIC VIRTUAL ENVIRONMENT
(CAVE)
The Cave is an interesting topic in IVR. A cave consists of a cube shaped
room. The stereo scope images are projected on to the walls and the floor of
the room with the help of a number of projectors. The head tracking system
worn by the leading user controls the view of the Virtual world. Several users
may sit on the Virtual world at a time.
Fig 5.0.3 - Cave Automatic Virtual Environment
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5.1 VIRTUAL REALITY USING SOFTWARE The most commonly
used tools for developing 3d worlds are VRML v1.0, VRML97, VRML v2.0,
3d Studio max, Rhino3d, Amapi3d, ALICE99, BLENDER and other such
software. The VRMLv1.0 is the child language developed from the XML
family. There aren’t many differences between the later versions of VRML
(VRML97 and VRML v2.0).
The programming paradigms are entirely different from VRMLv1.0 to
VRMLv2.0. There are many companies dedicated to develop the tools for
creating virtual worlds, such as Parallel Graphics Co., and Trapezium Co.,
Also, there are many concepts of developing the virtual worlds using the
software.
They are:
5.1.1. RENDERING
In this we are conscious about the rendering techniques. Here we use the
technique of wire framing. A sample output and its wire frame model are
shown below. After developing the wire frame model what we have to do is
simply to apply the texture to it. This is called texturing.
The texture applied can be a photograph or any predefined textures such as
metal, rock, wood and cement flooring.
Fig 5.1.1 – Rendering of VR Graphics
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5.1.2. PROGRAMMING
The other tool available for developing the virtual worlds is by programming.
There are many programming languages by which we can develop the virtual
worlds.
The best one we prefer is by using VRML v2.0. Prior to this language, people
used to develop the virtual worlds using the traditional programming language,
JAVA.
As we have mentioned earlier VRML is a language born from the family of
XML. VRML is Virtual Reality Modeling Language. VRML v2.0 is more
advanced compared to the version 2.0.
Fig 5.1.2 - Programming in VR
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6. ARCHITECUTRE OF VIRTUAL REALITY
Input Simulatio World Database
Proces sor n Render ing
Processo Proces sor
r
Fig 6.0 – Architecture of VR
COMPONENTS OF VR SYSTEM
(a) Input Processor,
(b) Simulation Processor,
(c) Rendering Processor and
(d)World Database
(a) Input Processor
Control the devices used to input information to the computer. The object is to
get the coordinate data to the rest of the system with minimal lag time.
Keyboard, mouse, 3D positions trackers, a voice recognition system, etc. (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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(c) Rendering Processor
Create the sensations that are output to the user.
Separate rendering processes are used for visual, auditory, haptic and other
sensory systems. Each renderer takes a description of the world stat from the
simulation process or derive it directly from the World Database for each time
step.
Fig 6.1 – Rendered & Textured model
(d) World Database
Stores the objects that are inhabit the world, scripts that described actions of
those objects.
Fig 6.2 -World Database
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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.
7.0. VIRTUAL REALITY IN WAR STRATEGIES SIMNET is the
first war related Virtual Reality application. This project is standardization
being pushed by the USA Defense Department to enable diverse simulators to
be interconnected into a vast network. The soldiers can be trained to the war by
developing a Virtual world that looks exactly the war field.
Fig 7.0 - War Strategies
This helps them in knowing how to deal in war fields. Distributed Interactive
System (DIS) protocol has been developed by the Orlando Institute of Training
and Simulation, which is the future of Virtual Reality in war strategies.
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7.1. VIRTUAL REALITY IN MEDICAL
Virtual Reality is now being used to train physicians to carry out intricate
surgical procedures such as laparoscopies, arthroscopies, endoscopies and
other minimally invasive surgeries.
Fig 7.1 – VR in Medical
Nano surgery is another medical application, where the doctors located at a
distinct place guide the robots. They guide the robots with the help of multi link
arms that we have already seen in the case of booms.
7.2. VIRTUAL REALITY IN DESIGNING ASPECTS Virtual
Reality helps in designing the virtual models of the certain objects. By building
the virtual models we can see how the model works, what the defects may be
and how we can overcome the previous defects.
Fig 7.2 - VR in Designing
These all cannot be seen by actually developing the model as it includes a lot
of cost and laborious time. This concept of
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Virtual Reality is being is mostly used in the designing of conceptual cars.
Concept cars are being designed to study new ideas. Most of these designs are
never built. Virtual reality provides a tool for evaluating such designs in full
scale without building time consuming and costly physical prototypes.
7.3. VIRTUAL REALITY IN AMUSEMENT PARKS Virtual Reality is
also playing a vital role in the amusement parks. The conceptual cars that we
have discussed above and the racing games are being developed to attract
people. With the help of electronic gloves, head-mounted displays and stereo
scope vision racing games attract the people.
7.4. VIRTUAL REALITY IN WEB DEVELOPMENT Users mostly
use a virtual reality headset or HMD. Virtual reality development, which
requires a particular skill set and lots of patience, is the field of creating virtual
environments. These skills can be used for film, media, television,
entertainment, and video games.
7.5. VIRTUAL REALITY IN COCKPIT SIMULATION Flight
Simulator supports virtual reality, and the best VR headsets for Flight Simulator
can turn the game into something completely new. Want to feel like you're
actually inside the cockpit of whatever plane you're piloting.
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8.FUTURE OF VIRTUAL REALITY
Yesterday Virtual Reality was a science fiction fantasy. Today it is a research topic in
laboratories and amusement parks. Tomorrow it will certainly replace our televisions
and computers.
There are already a lot of organizations deemed towards the development of the
Virtual Reality. Many researches are being done to find more and more applications of
Virtual Reality.
In the forth coming days the web sites developed using Virtual Reality will replace the
entire present web industry. Even a virtual Jurassic Park may be developed in USA in
a short span of days. Let’s hope for a bright future of this emerging technology. The
AR/VR devices of the future will provide personalized, accessible and well designed
experiences. As these elements take hold, a platform shift is imminent. In my opinion,
in three years we are going to see new AR glasses with LTE capabilities that will
become an alternative to the smartphone. With improved immersive technology and
AR capabilities, the form factor of our favourite consumer electronics will change and
we'll never look back. In the next few years, we may be using augmented reality
technology to check our text message.
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9.CONCLUSION
The technology is being developed rapidly and shows considerable potential. The
ability of Virtual Reality to produce realistic worlds of data, objects and environments,
with which the users can interact and manipulate in a realistic and an intuitive manner,
opens up a vast wealth of possibilities for work-related applications.
The concept of Virtual Reality provides an innovative mix of entertainment, education
and State-of-Art. Virtual reality technology will transport guests to different worlds.
From waterbeds to gyroscopes and hydraulic units, a variety of platforms will provide
a new kind of travel; into Cyberspace; into virtual worlds where one can swim with the
dolphins and experience intense sensory stimulation.
As movement of people is becoming more and more costly with time, the scope of
Virtual Reality is growing. Working in many fields like medicine, rocket launching,
massive constructions, it is very important to be more precise and accurate and here
Virtual Reality provides a solution by providing a platform which makes it possible by
using the applications of Virtual Reality.
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10.REFERENCES
[1] All About Virtual Reality - Jack Challoner (Author)
[2] Virtual Society: The Metaverse and the New Frontiers of Human Experience -
Herman Narula (Author)
[3] Human-Centered Design for Virtual Reality (ACM Books)
-Jason Jerald (Author)
[4] https://www.techtarget.com/whatis/definition/virtual-reality.
[5] https://www.nap.edu/read/4761/chapter/18.
[6] Virtual Reality VR A Clear and Concise - Gerardus Blokdyk (Author)
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