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Virtual Reality - Vr University of Business and Technology in Kosovo UBT Knowledge Center Theses and Dissertations Student Work Summer 7-2020 VIRTUAL REALITY - VR Daors Islami Follow this and additional works at: https://knowledgecenter.ubt-uni.net/etd Part of the Computer Sciences Commons Program for Computer Science and Engineering VIRTUAL REALITY - VR Bachelor Degree Daors Islami July / 2020 Prishtinë Program for Computer Science and Engineering Diploma Thesis Academic Year 2015 – 2016 Daors Islami VIRTUAL REALITY - VR Mentor: PhD.Naim Preniqi July / 2020 This paper has been compiled and submitted to meet the partial requirements for the Bachelor Degree ABSTRACT The definition of virtual reality or a computer game VR comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as citizenry. So the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it always refers to a selected sort of reality emulation. Everything that we all know about our reality comes by way of our senses. In other words, our entire experience of reality is just a mixture of sensory information and our brains sense-making mechanisms for that information. It stands to reason then, that if you'll present your senses with made-up information, your perception of reality would also change in response thereto. You would be presented with a version of reality that isn’t really there, but from your perspective it might be perceived as real. Virtual reality is the creation of a virtual a fantasy environment presented to us in such a way that we experience it as if we were really there. It uses a host of technologies to achieve this goal and is a technically complex feat that has to account for our perception and cognition. It has both entertainment and serious uses. The technology is becoming cheaper and more widespread. We can expect to see many more innovative uses for the technology in the future and perhaps a fundamental way in which we communicate and work thanks to the possibilities of virtual reality. i ACKNOWLEDGMENT I would like to acknowledge my thesis mentor Prof. Naim Preniqi for the useful comments, tips, remarks and engagement that he gave me through the process of this bachelor thesis. Furthermore, I express my very profound gratitude to my family and friends, for providing me with unconditional support and continuous encouragement throughout my years of study and through the process of researching and writing this thesis. This accomplishment would not have been possible without them. Therefore I thank them a lot and I’m really glad and proud that I had such companions for this journey. Thank you. ii CONTENT LIST OF FIGURES .............................................................................................................. v LIST OF TABLES ................................................................................................................ v GLOSSARY OF TERMS ................................................................................................... vi 1 INTRODUCTION ........................................................................................................ 1 2 PROBLEM STATEMENT .......................................................................................... 2 3 METHODOLOGY OF THIS RESEARCH ............................................................... 3 4 CASE OF STUDY ........................................................................................................ 4 4.1 How it began, the idea? ............................................................................................ 4 4.2 History of the Virtual Reality .................................................................................. 5 4.2.1 Link Trainer, by Ed Link .................................................................................. 5 4.2.2 Morton Heiling - Sensorama and Telesphere Mask ......................................... 6 4.2.3 The VR Innovator Randy Pausch ..................................................................... 8 4.2.4 Ivan Sutherland and the concept of head mounted view simulated reality .... 10 4.2.5 The very first virtual reality concept name “The Sword of Damocles” ......... 11 4.2.6 The very first VR technical developments ..................................................... 12 5 VR in 80’s and 90’s ..................................................................................................... 14 5.1 Arcade machines .................................................................................................... 14 5.2 Sega VR ................................................................................................................. 14 5.2.1 Head Tracking One-Sendai Solution .............................................................. 16 5.3 NINTENDO (Virtual boy) ..................................................................................... 18 5.4 ATARI ................................................................................................................... 21 5.5 Project Elysium ...................................................................................................... 23 iii 5.6 Cyber Max ............................................................................................................. 24 5.6.1 Breakout Connector ........................................................................................ 25 5.6.2 Belt-Clip Power pack ..................................................................................... 25 5.6.3 Head Tracker Module ..................................................................................... 26 5.6.4 3D-Stereo Video Display ............................................................................... 27 6 VR in the 21st Century ............................................................................................... 29 6.1 John Carmack ........................................................................................................ 29 6.2 Sony Entertainment ................................................................................................ 30 6.2.1 Developing PlayStation VR ........................................................................... 30 6.2.2 Creating the VR headset ................................................................................. 31 6.2.3 PlayStation VR Evolving ............................................................................... 32 6.3 Valve Index ............................................................................................................ 33 7 Virtual Reality vs Augmented Reality ...................................................................... 35 8 Future of VR ............................................................................................................... 36 9 CONCLUSION ........................................................................................................... 37 10 LIST OF REFERENCES ........................................................................................... 38 iv LIST OF FIGURES Figure 1. Link Trainer by Ed Link…….………………………………………………5 Figure 2. Sensorama the first virtual immersion system……………………………….. 6 Figure 3. Telesphere Mask Design……………………………………………………… 7 Figure 4. The Sword of Damocles. Ivan Sutherland…………………………………… 11 Figure 5. VIDEOPLACE VR Platform…………………………………………………. 13 Figure 6. The Sega VR…………………………………………………………………... 15 Figure 7. One-Sendai’s novel head tracking solution………………………………….. 16 Figure 8. NINTENDO’S Virtual Boy…………………………………………………… 18 Figure 9. Project Elysium VR…………………………………………………………… 23 Figure 10. CyberMaxx VR major components………………………………………….. 24 Figure 11. Final version of PlayStation VR headset…………………………………… 31 Figure 12. The Valve Index……………………………………………………………… 34 LIST OF TABLES Table 1. Virtual Boy Exclusives in Japan and USA ……………………………........ 20 Table 2. Augmented Reality VS Virtual Reality……………………………………… 35 v GLOSSARY OF TERMS VR - Virtual Reality AG - Augmented Reality HMD - Head Mounted Display CGI - Computer Generated Imagery JTS - Joint Technology Solutions GUI - Graphical User Interface GDC - Game Developers Conference CPU - Central Processing Unit LCD - Liquid Crystal Display LED - Light Emitting Diode vi 1 INTRODUCTION In this thesis I’ll be talking about a topic that is been going on for quite a while now and day by day is growing even more as a concept and it started way too earlier and that is the virtual reality, which is a simulation of real life but you see yourself in a virtual world, it’s like going to another dimension of the world and experiencing it on how it feels like while you, yourself is just at your home, first I’ll be talking about the history on how the Virtual Reality first was introduced and how it came out as a theory, who was the person with a brilliant mind that came up with the idea and the struggle that was back at that time for developing a good machine with the technology that they had for a virtual reality machine by giving some examples on what different scientist, developers, engineers did for achieving a result that kept them pushing forward and the problem that they faced, on the journey of developing more and more machines including the design, implementation the technology, the solution that they came up with etc. Then will talk about how it was in the early 80’s and 90’s obviously the technology started to grow way too much and the idea of the virtual reality
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