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SUBMITTED TO:

Mr. Sushil Kumar


SUBMITTED BY:

Davinder Singh

B.T
ech(Mech.)

REG
. NO.- 10809929

RO
LL NO.- A-29
Acknowledgement

It is a great boon for me that I got this opportunity to make this project on the subject
Ergonomics on Virtual Reality I am also very much thankful to GOD helps me to reach here
and to complete my term paper.

I also want to acknowledge that I have learned from working with my friends on this project.

I truly want to give thanks to my subject Lecturer Mr. Sushil Kumar who provided me with the
time, support and inspiration needed to prepare this term paper. I owe a considerable debt of
gratitude to LOVELY PROFESSIONAL UNIVERSITY for helping to get my post graduate
career stated and serving as positive role models. I gratefully acknowledge the invaluable
research and teaching contributions from my faculty. Several people have helped me many ways,
encouraged me and provided me useful suggestions during the initial phase of this term paper
and also I got much help from various internet sites from where I got relevant data for making
this term paper.

Davinder Singh
Introduction

Virtual reality (VR) is a term that applies to computer-simulated environments that can
simulate physical presence in places in the real world, as well as in imaginary worlds. Most
current virtual reality environments are primarily visual experiences, displayed either on a
computer screen or through special stereoscopic displays, but some simulations include
additional sensory information, such as sound through speakers or headphones. Some
advanced, haptic systems now include tactile information, generally known as force feedback, in
medical and gaming applications. Furthermore, virtual reality covers remote communication
environments which provide virtual presence of users with the concepts
oftelepresence and telexistence. or a virtual artifact (VA) either through the use of standard input
devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the
Polhemus, and omnidirectional treadmills. The simulated environment can be similar to the real
world—for example, in simulations for pilot or combat training—or it can differ significantly
from reality, such as in VR games. In practice, it is currently very difficult create a high-fidelity
virtual reality experience, due largely to technical limitations on processing power, image
resolution, and communication bandwidth; however, the technology's proponents hope that such
limitations will be overcome as processor, imaging, and data communication technologies
become more powerful and cost-effective over time.

Virtual reality is often used to describe a wide variety of applications commonly associated with
immersive, highly visual, 3D environments. The development of CAD software, graphics
hardware acceleration, head mounted displays, database gloves, and miniaturization have helped
popularize the notion. In the book The Metaphysics of Virtual Reality by Michael R. Heim, seven
different concepts of virtual reality are identified: simulation, interaction, artificiality,
immersion, telepresence, full-body immersion, and network communication. People often
identify VR with head mounted displays and data suits
History

The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s;
however, the origin of the term "virtual reality" can be traced back to the French playwright,
poet, actor, and director Antonin Artaud. In his seminal book The Theatre and Its Double (1938),
Artaud described theatre as "la réalite virtuelle", a virtual reality "in which characters, objects,
and images take on the phantasmagoric force of alchemy's visionary internal dramas".[1] It has
been used in The Judas Mandala, a 1982 science-fiction novel by Damien Broderick, where the
context of use is somewhat different from that defined above. The earliest use cited by
the Oxford English Dictionary is in a 1987 article titled "Virtual reality", but the article is not
about VR technology. The concept of virtual reality was popularized in mass media by movies
such as Brainstorm and The Lawnmower Man. The VR research boom of the 1990s was
accompanied by the non-fiction book Virtual Reality (1991) by Howard Rheingold.

Manufacturing

Virtual reality can serve to new product design, helping as an ancillary tool for engineering in
manufacturing processes, new product prototypes, and simulation. Among other
examples, Electronic Design Automation, CAD, Finite Element Analysis, and Computer Aided
Manufacturing are widely utilized programs. The use of Stereo lithography and 3D
printing shows how computer graphic modeling can be applied to create physical parts of real
objects used in naval,[14] aerospace,[15] and automotive industries,[16] which can be seen, for
example, in the VR laboratory of VW inMladá Boleslav. Beyond modeling assembly parts, 3D
computer graphics techniques are currently used in the research and development of medical
devices for therapies, treatments patient monitoring,[21] and early diagnoses[22] of complex
diseases.

Pros And Cons Of virtual Reality


The chart below briefly outlines some of the major arguments for and against societies inevitable
submission to a virtual reality culture.

Pros Cons
• VR is imaginably more personal than • an inescapable aspect of social life is the
electronic mail or instant messaging, or even a formation and maintenance of interpersonal
letter or a telephone call relationships (Biocca and Levy 1995)

• VR is a great social leveler, it may find a • interaction ought not be substituted for
common ground across differences in age, community (Mayer 1999)
culture, and linguistic orientation (Biocca and
• separates the 'haves' from the 'have-nots', a
Levy 1995)
technology of Information Age Industrialized
• people will be drawn together by similar nations
interests instead of purely by geographic
• VR will provide a communication
location (Biocca and Levy 1995)
environment in which the dangers of deception
• communication will be both challenging and and the benefits of creativity are amplified
rewarding, more effective and productive, and beyond the levels that humans currently
thus more enjoyable (Biocca and Levy 1995) experience in their interpersonal
interactions. (Biocca and Levy 1995)
• a tremendous opportunity for every
'connected' person to find his or her field and/or • could lead to low self-esteem, feelings of
discipline(Biocca and Levy 1995) worthlessness and insignificance, even self-
destructive acts (Cartwright 1994)
• after using a medium that provides total
freedom of expression face-to-face
communication may be found to be too
confining (Cartwright 1994)

Some Applications of Virtual Reality


Imagine the following academic fiction:

• Eighteen professors from five departments decide to work together and submit a request
for a virtual reality system. Suppose further that the administration actually believes that
this is a wonderful idea and approves the proposal, provided that the virtual reality
system is put to use in the classroom. The faculty eagerly agree to this condition, and to
their amazement they acquire the funds to purchase an SGI Onyx 2 Reality Engine and
10 SGI Indigos.
• The above scenario is not some introduction to a John Grisham suspense novel, but a real
story at Clemson University. Recently Steve (D.E.) Stevenson from the Department of
Computer Science at Clemson University came to the Geometry Center and talked about
applications of Geometry with computers. Steve mentioned briefly how various
departments had been using the virtual reality system they acquired, and showed specific
examples of what they had done with them.
• The departments using the system range from those which traditionally might use virtual
reality, such as the Computer Science department, the Mechanical Engineering
department and the Architecture department, to fields not generally associated with the
technology such as the Biomedical Engineering department and the Performing Arts
department. All these disciplines' projects use the technology in ways that create images
and objects that otherwise would take a long time to construct, or not be feasible to
construct at all.
• In particular, software is currently under development for Mechanical Engineering
students that extends CAD/CAE software to virtual reality. Instead of clicking keystrokes
to try to alter perspective views, a user is able to wear a helmet and by moving their head
around are able to view an object as if it were before them. Moreover one is able to look
through different layers of an object to view how the device is operating internally.
Although these are all things that CAD/CAE software allows, the virtual reality system
gives a user a more natural way to view an object, which accordingly allows one to easier
ask the question, "what if?"
• Some of the other projects involving engineering are simulation-based design,
multipurpose design optimization and visualization in High Performance Computing-
Computer Formulated Design structures. Lastly one professor dreams of creating a
simulation of the famous Tacoma Narrows bridge collapsing so that Civil and
Mechanical Engineers can fully appreciate the consequences of their errors.

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