.
Ah Hello everybody . So, good day today we
are going to start the new topic Virtual Reality.
In fact, the lectures will be taken by my
scholar; in fact, he is doing PhD work in
this area virtual reality application to safety
management and being a new topic and very
relevant topic in the context of industry
4.0 and in the context of safety engineering
particularly from hazard recognition, avoidance
and prevention through design point of view.
We have been working in this area for couple
of years and recentlywe have developed our
laboratory and that is safety analytics and
virtual reality laboratory.
The lab is equipped with requisite hardware
and software related to virtual reality based
modelling, simulation, data visualization
hands on training and relatedactivities.
So, in this first lecturethe content will
befirst the what is virtual reality and different
aspects of virtual reality.
Then evolution of virtual reality over time
and then what do you mean by virtual reality
system as a whole and then applications of
virtual reality not necessarily in the area
of safety industrial safety in the area of
other applications other industrial applications.
So, with this few words I am just handing
over this lecture material to my research
scholar my beloved studentMister . He will
take you through the virtual reality lectures
3 or 4 lectures including the today's one
and I am sure that you will enjoy the lectures
and this is the some kind of additional or
advancedtopics related to industrial safety
engineering.
So, you try to garb as much as possible from
this lecture and Kranti; you please continue.
Hello everyone.
So, as Professor Maiti introduced I will take
you to the through the lectures of this particular
video.
So, first is let us go to the introduction
what is virtual reality?
So, virtual reality can be defined as inducing
targeted behaviour in an organism by using
artificial sensory simulation; while the organism
has little or no awareness of the interference.
So, in this particular definition the 3 important
terms are targeted creation of targeted behaviour
in an organism using artificial sensory simulation
and the users should not be having any awareness
of the interference that is created.
That means it is not the normal is; normal
simulation that sensory simulation, it is
the artificially created sensory simulation
in an organism to achieve a certain objective
that is create a certain targeted behaviour.
So, what are the key elements in a virtual
reality?
Virtual reality environment; so, first one
is the virtual world, second is immersion,
third is sensory feedback and fourth is the
interactivity.
So, let us see what is virtual world; an imaginary
space obtained through a medium which is the
collection of objects in a space and certain
rules associated with that those particular
objects.
Similarly, so immersion means sensation of
a user being in the virtual world; means sensation
of a sensation like to the user being present
in that particular virtual world, it can be
mental state or can be obtained through any
physical means.
Then sensory feedback it is the visual sense
that receives feedback based on users position
and this feedback requires high speed computer
as a medium.
The computer having high end graphics card
and high speed RAM, which will help in obtaining
different sensory feedbacks.
And final is the interactivity it is the users
ability to interact with the virtual world
by changing position picking up objects and
settling them down.
For the interactivity purpose we are certain
hand tracking hand tracking devices and certain
sensors are used so, that the interaction
will be possible of users interaction will
be possible with respect to the created virtual
world .
So, let us see how the virtual reality techniques
or the virtual realitycomplete virtual reality
is evaluated.
So, first it started with invention of flight
simulator which is which is the work of Edwin
Link in 1929.
Then Morton Heilig, he invented the multimodal
display system which is which is otherwise
called as sensorama.
Similarly next is the invention of head mounted
display by Comeau and Bryan in 1961; then
the famous famous researcher Ivan Sutherland,
who invented the interactivity interactive
computer graphics with sketchpad application
and finally, he wentwent to invent ultimate
display interaction of user withobject avoiding
loss of physical reality in 1965 also.
Then he went on toinvent the image generation
system novoview for flight simulation.
Then artificial reality environment by Myron
Krueger in 1976 and the Sayre Glove isis the
interact interaction device that is invented
in the year of 1977; in electronic and visualization
lab of University of Illinois.
Then Eric Howlett he actually developed this
large expanse enhanced system perspective
system in which wide field of view from a
small display can be generated.
Then Brooks Junior he invented the VR system
adding HMDs, optical trackers and graphics
engines.
And finally, the cave system is which is a
virtual reality visualization system, it is
developed in a in the same electronic virtual
visualization lab of University of Illinois
.
So, what is the virtual reality system is
composed of?
So, first one is virtual look at this diagram;
so, there are main 3 main phases of this diagram.
First is organism first is the organism then
is the VR hardware then is surrounding physical
world organism, VR hardware and surrounding
and physical world.
So, the organisms any movement or activity
is tracked with the help of VRhardware and
the simulation will be propagated to the organism
also by creating artificial sensory simulation
which I already explained the first slide.
So, the VR system consists of organism that
is human user, hardware components such as
computers and headsets and controllers and
physical world.
So, the hardware components produce stimuli
that overrides the senses of the user by tracking
motions of the user; that means, the over
override the senses of the user means the
user must not be having any interference of
the artificial sensory simulation created.
Then head tracking, controller movements and
eye movements and along with that movements
of other body parts are very important which
is which is tracked by the use of virtual
reality system.
Then user will always have other sensors that
will respond to the stimuli from the world;
real world.
Then VR hardware might also track objects
other than user if interaction with the object
is created inside this particular virtual
reality developvirtual reality environment
.
So, how it works?
So, this is a comparison between the real
world and this virtual world.
So, in this real world thenatural simulation
will be propagated to the sense organs of
user; that means, human and it will go to
directly go to the brain and brain will accordingly
act as per theas per the received simulation;
that means, brain control its configuration
while the sense organ converts the natural
simulation from the environment into neural
impulses that are sent to the human brain.
So, in the virtual environment what is the
case?
The virtual world generator runs on a computer
and produces another world that is different
from the real world.
So, the user will perceive the virtual world
through each targeted sense organ using a
display and which emits energy that is specifically
designed to mimic the time type of stimulus
that would appear without VR that . That means,
in this case the most important part is the
virtual world generator, then the user perceives
the virtual world with the help of display
.
The process of rendering the information from
the virtual world generator into output for
the display is called as the rendering.
Rendering process is converting the information
from a virtual world to the necessary output;
desired output is called as the rendering.
The display might be a smartphone screen,
screen of a video projector or speaker; now
a days you can see most of the androids or
iphone mobiles is having virtual reality;
virtual reality technique.
So, that it is very easy for the people for
the user to use this technique for any certain
creation of virtual environment and certain
user interaction .
So, now let us see what is augmented reality
and what is mixed reality?
So, VR can only give feedback which is limit
in level of realism means VR involve limited
level of realism due to lack of certain sensory
feedback and which is not that is ; because
of this reason so perceptual and cognitive
viewpoints are not accommodated in the virtual
reality system.
So, this is now overcome by the application
of augmented reality which is an emerging
technique and which integrates the images
of virtual object into a real world.
That means inserting the actually simulated
prototypes into the real world and creating
an augmented scene.
AR technology can enhance the persons perception
with real entities persons perception with
real entities; that means, virtual reality
lacks the perceptual and cognitive viewpoints
which is overcome by the overcome by the augmented
reality.
And AR establishes the connection to the real
world while maintaining the flexibility of
the virtual world; it it should not be it
should not happen that virtual virtual world
will will lose its flexibility because of
this application of augmented reality.
So, as there is blending of this reality and
virtuality both VR and AR can be referred
as the mixed reality, which is the most commonly
used term now a days the mixed reality.
So, see here this real environment, virtual
environment and augmented reality which creates
the bridge between the both real and virtual
environment.
So, virtual reality is remotely; remotely
the user will be using it remotely living
your body behind.
Then physical reality in which the user will
be interacting with the physical objects in
the real world.
And the augmented reality which I already
explained in which perceptual and the cognitive
sense can be created and the telepresence.
Telepresence means the remotely you can operate
any certain operation the any certaindesired
operation; that means, now a days in healthcare
system certain surgical operations; surgical
procedures are performed remotely by the healthcare
experts.
So, these are called as a telepresence remotely
using the virtual reality .
So, what are the VR hardware components let
us see; first is the displays.
So, displays are the physical perception of
the virtual world is based on entirely on
what the computer displays.
So, display is a method of presenting information
to any of the senses; it maybe visual, it
may be aural or it may be haptic.
So, there are 3 kinds of display system first
is a stationary display then head based display
and hand based display.
So, stationary display are fixed in a place
and the output is rendered to reflect the
changing position of users input sensory organ.
So, it is basically monitor based or projection
based using different 3D projection systems.
Then head based displays which is which are
worn or attached to the users head or move
along with the head; here the display move
and remain in a fixed position relative to
body's sensory inputs.
So, example of these are occlusive HMDs; Head
Mounted Display and nonocclusive head mounted
displays and finally, the hard hand based
displays which move in conjunction with users
hand and all senses cannot receive stimuli
from all types of displays.
So, these are the hand based display are least
used now a days.
So, mostly you hand head based display and
stationary display are used for the purpose
of create um for the purpose of displaying
the sensory simulation to the user .
So, let us see what are the visual depth cues?
So, human whiles while visualizing perceiving;
perceive information regarding the relative
distance of the objects, relative distance
of the objects in various ways and these indicators
of distance are called as the depth cues.
Means while visualization what the user is
perceiving among the distance of object that
is called as your visual depth cues.
So, 3 three types of visual depth cues depth
cues are there; first is monoscopic image
depth cues, second is stereoscopic, then motion
depth cues and final is the physiological
depth cues.
So, monoscopic depth depth cues is related
to the static view of a scene as in photographs
and paintings; you can see this monoscopic
depth cues.
Similarly stereoscopic this depth cues is
which depends on parallax which is the apparent
displacement of the object viewed from different
location.
And motion depth cues are that it depends
on the parallax created by the changing of
relative position of the head and the objects
being observed.
And final one is the physiological depth cues
which are generated by the eyes muscle to
bring an object to into a clear view.
So, apart fromvisual depth cues let us see
what are the vision, sound and touch that
are very important for the VR hardware.
So, for the vision purpose now a days DLP
that is digital light processing projectors
are used or LCD, liquid crystal display projector
are used or LCoS that is liquid crystal on
Silicon are the latest display techniques
which are already customized for VR; some
of the examples are Google Glass, Microsoft
Hololens and Avegant Glyph.
So, for the sound purpose speaker technology
are used latest technology includes bone conduction
method this is very important; which is now
a days a major breakthrough in the in the
domain of research, virtuality research that
is the bone conduction method which vibrate
the skull and propagate the waves into the
inner ear that is the use of Google Glass
are the Google glasses are very much used
for this purpose.
And the purpose of touch haptic displays are
use 6 degree of freedom or 8 degree of freedom
haptic devices are used in which feedback
can be given in the form of vibration, pressure
or temperature .
Next the interface to the virtual world; so,
VR system needs hardware devices that monitor
the user in order to provide the user information
necessary to make a display physically immersive.
And inputs from the user are also enable to
or enable them to interact with the virtual
world.
So, there are 2 types of input to a VR application
that is user monitoring and world monitoring.
So, user monitoring includes continuous tracking
of both users movement and users initiated
actions.
So, active there are 2 kinds of user monitoring
also; so, first one is the active user monitoring
and second one is the passive user monitoring.
In the active user monitoring user inputs
the information into the system; that means,
the examples can be given as use of spoken
commands, physical control like wands, joysticks,
steering wheels and keyboards; these are the
active user monitoringdevices.
Similarly, the there are some passive user
monitoring devices also.
So, in in which in passive user monitoring
information is supplied to the computer about
where and how user is moving and how they
are looking inside this particular virtual
created virtual environment.
So, this passive user monitoring can be achieved
with the help of body tracking; that means,
hands, eyes and feet movement can be tracked;
along with position tracking; that means,
user location and orientation whenever there
is a motion of user with respect to virtual
environment.
So, users location and orientation can be
tracked with the help of position tracking
that that will; that that will come under
the umbrella of this passive user monitoring
.
Now, after the user monitoring the world monitoring;
the world monitoring is here the real world
input and information about change in virtual
world is carried through time or user manipulation.
The real world input is often used to create
portions of virtual world in real time; this
type of information is gathered by transducers
application of transducers which is a equipment
that gathers information and translates the
data and which report information about a
portion of the real world.
That means, the example is weather monitoring
station the; what they do?
They use the transducer togather the information
about about this real world and translates
the data and converts into a propagates that
information to a virtual world.
So, this is the use of the weather monitoring
station.
Now, the inclusion of real world data in a
VR application is very helpful in various
scenarios; such as analyzing and exploring
acquired scientific data, then preventing
users from colliding with objects in the real
world.
Then preparing a real world for a dangerous
task which cannot be which is very much easier
to train in the virtual environment.
Then planning for modifying or using real
world space and finally, the educational experiences
in which the training educational training
is given to pedestrians; some of the examples
are training to the pedestrian, training to
the firefighters.
So, this kinds of educational experience also
can be given to the users .
Finally, the computers which executes the
virtual which executes the virtual world generation
the location of PCs are very much important
for body fixed displays.
If separate PC is needed to power the system
fast reliable and fast reliable communication
must be provided between the headset and PC;
that means, the connection between the headset,
head mounted display and the um computer should
be that much fast and reliable.
Specialized computing hardware like graphical
processing unit; GPUs have been optimized
for quickly rendering graphics to a screen
and they are adapted to handle specific performance
demand of any virtual reality applications.
Then display interface chips are also used
to convert input videos to display commands.
Then microcontrollers are also frequently
used to gather the information from sensing
devices which are used for the artificial
sensory simulation and send them to main computer
using standard protocol such as USB .
So, these are the some taxonomy of virtual
reality and AR ah; augmented reality input
input devices.
So, here the type handheld wearable and spatial
devices are also there spatial techniques
are also there.
Then what are the devices used for that, then
who are the producers input and information;
what are the information we are obtaining.
So, for the vision, audio, motorial, location
and orientation different VR and VR AR input
is written here.
So,for vision all kinds of hand all kinds
of; all kinds are possible that is handheld
possible wearable will possible and spatial
also possible; likewise for the location handheld
spatial and orientation handheld are possible.
So, for what are the devices those are used
for the for this purpose?
So, first is the default camera infrared camera
then microphone for the audio purpose.
Then for the motorial purpose what you are
using?
Mouse, gamepad, joystick, keyboards; for the
handheld devices hand and head trackers are
used.
Then accelerometer which is generally used
for the tracking of users head movement; then
the wearable devices gloves, data gloves or
different kinds of gloves are used in which
the users finger motion are captured and different
activities regarding this wrist motion and
the your pitch roll can be captured with the
help of this gloves.
So, for the location purpose now a days GPS
and RFID techniques are used along with this
ultrasonic techniques and the for the orientation
infrared and ultrasonic devices are used.
So, the producers regarding this are VR controllers;
intersense tracker controllers these are some
reputed devices controller producer devices;
LEAP motion 5DT Datagloves, then Motion Tracker,
Occulus Rift, Intersense tracker Controllers
are also used.
So, for this devices the inputs are for the
vision the inputs are image or image plus
infrared.
For the audio; obviously, the input is sound
for the motorial inputs are movement keystrokes
and for the handheld, you can say movement
and acceleration and for the wearable the
um um input will be movement.
And similarly for the location we are getting
the input as a location; then location indoor
or outdoor orientation and detection.
So, what are the different information we
are getting?
The pattern recognition, motion tracking is
also possible invisible object can be recognized
then speech recognition then select text and
gesture also can be umobtained, then motion
tracking position fixing, roll pitch, yaw
tracking.
So, these are the information we can obtain
with the help of this VR and AR input devices
.
So, similarly for what are the VR AR output
devices and what are their output and information
we are obtaining?
It is clearly mentioned here.
So, for the for similarly for the vision,
audio, touch, smell and taste; this kinds
of this kind of output what are the outputs
we are obtaining from this?
We will see here.
So, basically for the vision purpose the device
that are used is handheld devices or head
mounted devices or spatial devices HMD wearable
and both HMD plus spatial.
For the audio purpose HMD are also used handheld
devices are also used, for the touch purpose
handheld device and spatial devices are also
used and smell HMD and for the taste HMD are
used.
So, what are the devices; relevant devices
used for the for this purpose?
So, mobile devices, optical devices, projectors,
LCD displays, then video see through glasses,
holographic projector, then polarization display
and glasses anaglyphic glasses and default
devices are also used.
For the purpose of audio also; obviously,
speakers, headphones and earphones are used.
For the touch purpose haptic devices, vibrating
mobile devices and game controllers are also
used.
Then for the smell and taste purpose gustatory
display are used.
So, who are the producer for this particular
devices?
Google cardboard and the virtual Google cardboard
and the virtual devices Occulus and Occulus
Rift and Nvis HMD are used then the JBL sound.
So, surrounding sound Occulus Rift, HTC Vive,
Occulus game XBOX controller are also used.
Then what are the output we are obtaining
from this kind of devices let us see; the
image then 3D images surrounding sound stereoscopic
and sound and different kinds of motion and
vibration along with taste and smell for the
type of output device like smell and taste.
and the finally, let see what are the information
we are obtaining with the help of this kind
of devices which are which you are using.
First is text kind of information we can obtain
then virtual information about this virtual
objects highlighting; 3D text and 3D textures
can also be obtained along with 3D highlighting.
Then what are the direction in which sound
is propagating?
Translations, additional sound and improve
sound also we can obtain with the help of
this devices.
Then motion along with haptic feedback we
can obtain then flavour and fragrance of the
different users in the virtual environment
can be obtained with the help of this VR;
AR output devices .
So, these are some softwares; so, VR softwares
it would be ideal to program the VR system
by providing high level description and having
the software that determines the low level
details automatically; that means, in a VR
engine low level detaildetailing of the environment
can be done automatically.
So, in application of VR broaden special is
VR engines are likely to emerge.
So, this may involve a software developing
kit that is called as SDK for particular headsets
whichever headset you are using for that particular
headset we can develop the software development
kit; that handles the lowest level of operation
such as device drivers, head tracking and
a display outputs.
Nowadays HMDs are enabled with the SDKs, which
we you can directly used for the purpose of
this head tracking and the display outputs.
So, these are certain input devices that are
used for the softer part; head trackers, game
controllers and the keyboard and mouse.
So, it will be fed to the information will
be fed to the virtual world generator and
output will be in the term of visual display
aural display and haptic displays .
So, let see in the this virtual VR software
part what is the difference between this real
world and the synthetic world?
So, virtual world could be completely synthetic
where numerous triangles can be defined in
a 3D space along with the material that indicate
how they interact with loud light sound and
forces and computer graphics addresses the
images from this particular synthetic models.
Then virtual world might be recordedphysical
world as a physical world that was captured
using modern cameras, modern cameras computer
vision and simultaneous localization and mapping
techniques that are the slam techniques.
Then matched motion; so, most basic operation
of thevirtual world generator used to maintain
a correspondence between users motion in the
real world and the virtual world.
In this in the real world the users motion
are combined with safer region which is called
as the matched zone.
So, user can perform means necessary operation
in a safer zone that is called as your matched
zone.
And one of the greatest challenge the virtual
environment is mismatching within the obstacles.
Finally, the user locomotion in many very
VR many VR experiences you just want to move
well outside of the matched zone this motivates
locomotion which means the movement in virtual
world, but this motion is not match with the
real world.
So, outside thesafer zone the user can move
also which is called as your locomotion.
So, this is the the in this particular thing
the users motion will be not match with the
real world .
So, certain physics networked experiences
and developer choices for the virtual world
generator we will explain we will discuss
also.
So, theVWG that is Virtual World Generator
handles the geometric aspect of the motion
by applying appropriate mathematical transformation;
we will which will we will we will see in
the next lectures.
Though VWG usually implement some physics;
so that that as a time progress, the virtual
world behaves like the real world that the
user should feel that he is emerged in that
virtual world though emerged in the virtual
world which is the replica of the particular
real world.
So, one important aspect is application of
collision detection algorithm which determines
whether the 2 or more bodies are intersecting
in the virtual world.
So, there should be collision between the
user and the particular object present in
the virtual world otherwise there will be
propagation through the particular object
that is present in the virtual environment.
Then network experimentsexperiences; in the
case of networked VR experience a shared virtual
world is maintained by a server, in which
user has a distinct match zone there match
zones might overlap in thereal world, but
one must be careful about this matching; so,
that they avoid unwanted collisions.
And developer choice is for the virtual world
generators also means maintain.
So, developer may use a readymade virtual
world generator which is customized to make
a particular VR experiences.
For that purpose open simulator wizard 5.0
now; it is wizard 6.0, then unity 3D; unity
3D and unreal engine and also used for this
purpose.
So, developer can start from start creating
a SDK fromfor a headset with his own virtual
world generator or use the existing virtual
world generated devices virtual world generator
devices along with inbuilt SDK that is software
development kits .
So, what are the state of art of studies using
this VR and AR techniquetechniques?
So, the technological characteristics are
bothyour virtual reality and augmented reality.
So, an application domains are basically focus
in hazard identification, safety education
and training, safety inspection and instruction;
so these are all the application related to
the safety domain; though VR and AR apply
tomany domains like safemining training, healthcare
training and fire fighting training.
So, we are focusing on the safety domain in
which hazard identification, safety education
and training, then safety inspection and instruction
can also be done.
So, what are the safety enhancement mechanism
that can be in cure; where the safety enhancement
mechanism can be incorporated?
First is your working environment, then for
the workers behavior then regarding the high
risk equipments simulation, then worksequence
work plan and work sequence.
So, finally, you arecreated environment or
virtual generator virtual world can be evaluated
also with the respect of safety.
So, for that subjective assessment and evaluation
method is used and objective assessment and
evaluation method are used now a days.
So, let us see what certain applications regarding
this virtual reality .
Here you can see applications of VR; so this
isah this this this is from the general of
virtual reality in ophthalmology training
which is published in Survey of ophthalmology
and this is ophthalmologyophthalmic virtual
reality surgical training system; we can see
how they are using the virtual reality technique
for the surgery purpose, surgical training
system purpose.
Similarly, you can see virtual reality based
pilot training for underground coal miners;
it is published in the Safety science journalVirtual
reality based pilot training for underground
coal miners in the year of 2015.
So, here theoperators are mined coal miners
were trained in the virtual environment; regarding
the how to operate inside an old underground
coal mining.
Now, here you can see virtual reality based
accident simulation for training of a processing
industry operators; it is published in the
Advanced EngineeringSoftwarejournal in 2013
in which the operators are trained in the
process industry for the for the standard
operating to learn the standard operating
procedure, how they will interact with different
devices present in the process industries.
Similarly, the virtual reality based interactive
construction training simulator; here thenewly
joined construction worker will be trained,
how to interact with the different kinds of
devices or different kinds of equipments that
are present in the construction off site or
on site.
So, this is published in thejournal of Advanced
Engineering Informatics in 2012.
So in the construction site how you will train
your operators or construction workers to
react to different kinds of hazardous situation;
along with to different standard operating
procedures .
Now, ergonomic analysis of the operator also
can be performed while assembly operation
with the help of this virtual reality techniques.
Now, identification of human error in EOT
crane operation and visualization of using
virtual simulation; it is publishing in the
this work is published in the Conference of
Recent Advances in Information Technology
in 2018 K. Dhalmahapatra and J. Maiti.
So, these are some references input and references
regarding this particular lecture.
So, where we adopt this techniques and connecting
information regarding this lectures.
So, Understanding virtual reality; a book
by Sherman and Craig; Sherman and Craig, then
Steven M. Lavalle; Virtual Reality book, then
this is the particular journal; A critical
review of virtual reality and augmented reality
applications in construction safety .
So, in this particularlectures.
So, what let we we saw how to approach how
to approach to virtual reality?
So, what is virtual reality VR what is AR
and what is MR and how the what is the components
of the components of the virtual reality system;
that means, component of virtual reality.
Then how the VR techniques are working; that
means, how the virtual world is generated
that is VWG; Virtual World Generator.
Then what are the input and output devices
that are now a days used for the creation
of virtual reality and augmented reality.
And finally, what are the applications VR
applications; recent VR application those
are very much applied to different very much
applied to different industries.
So, I hope this lecture will help you to gain
certain knowledge about the virtual reality
techniques; although you can refer these books
and the references which I have provided for
the better knowledge of this virtual regarding
is; virtual reality augmented reality and
the mixed reality.
And you can also think of how to apply this
virtual reality technique for training purpose
or hazard identification purpose or hazard
recognition purpose in your particular work
place in which you are working.
Thank you.
