Virtual Reality (VR) technology brings you efficient and cost-effective psychophysics-based solutions. Using head-mounted VR devices and virtual hand controllers, plant equipment is simulated inside industrial classrooms to train employees. Fusion VR is the prominent virtual reality company in India delivering effective virtual reality (VR) solutions to address your unique challenges.
Virtual Reality or VR is a digitally created 3D environment which is designed to deliver a simulated immersive experience. Users will be able to navigate, perform actions and tasks in this virtual environment.
A head mounted device also called as a VR headset is necessary to experience this virtual reality. This device encloses the user’s eyes and disconnects them from the real world. This completely immerses them in the virtual environment allowing the user to experience virtual reality.
Virtual Reality can provide entertainment, education, training or any type of benefit desired in a specially designed environment. This environment could be an operation theatre, a factory shop floor, an oil platform, compressor deck, pumping station, an engineering lab etc.
Fusion VR is one of India’s best Virtual Reality companies which delivers effective virtual reality solutions to address unique challenges.
Virtual Reality technology is used today by enterprises in many different ways. The applications are diverse and vary across several industries in both technical and non-technical applications.
VR helps design teams to collaborate more effectively with experts and stakeholders in real time. This comprehensively reduces the time and effort need to complete all necessary reviews with engineers across various disciplines and geographies.
VR enables enterprises to improve workforce performance and productivity resulting in reduced downtime and better return on investment.
VR training is more effective than conventional training approaches and helps create a more confident workforce. VR provides simulation solutions that can be used to train personnel in operations, maintenance, safety, emergency response, customer service etc.
Several industries can deploy Virtual Reality (VR) immediately and obtain maximum advantages! Proper identification of use cases and developing solutions appropriately is crucial.
Industries such as Oil & Gas, Petrochemicals, Mining, Nuclear, Utilities, Automotive, Life-Sciences, Pharma, Healthcare, Real Estate, Electronics, Education and many more can benefit from VR adoption. This technology delivers greater remote collaboration, increased productivity, better decisions, improved safety & efficiency, cost savings and customer satisfaction.
Virtual Reality applications will definitely transform the way we work, play and live in the 21st century! Facebook is already working on in creating the “Metaverse” for this purpose. It will definitely find greater applications in education, research, industry, safety and of course, social & entertainment. VR technology has advanced tremendously in the past few years. This is proof of its potential to be transformative in several functions.
The COVID-19 pandemic has accelerated the use of virtual reality. This has become a necessity to ensure business continuity. More advances in GPU, Display & Sensor technologies, Advanced AI/Computer vision, 5G networks, Secured Cloud Technologies, Edge-Computing etc. are going to fuel the VR ecosystem. As accessibility increases and cost decreases over the period, VR adoption is going mainstream for several industrial and commercial applications in a very fast phase. The future of VR is solid and it is predicted that whoever not adopting this technology now, will be left behind in the future.
Virtual Reality Training Simulators deliver immersive, scenario-based, experiential learning. This enables engineers and technicians to learn critical skills, test and evaluate themselves to handle high-risk equipment and tools without even entering the Process Plant or Shop Floor but inside an immersive, safe and zero-consequence virtual environment.
VR education makes learning fun. Well-designed games motivate and imbue players with clear goals, a sense of reward and fulfilment, encouraging them to persist until those goals are achieved. Applying motivational power to non-game contexts is Gamification which makes learning interesting and easier than ever.
VR transforms your employees into competent and confident individuals inheriting decades of knowledge and experience in a short duration thereby saving years of training time. PWC’s latest study indicates that VR training is 4X faster and 4X more focused than typical Class-Room Training. It’s also 3.75 times more emotionally connected with a 40% improvement in confidence.
Virtual Reality, commonly referred as VR is a computer-generated or filmed in 360-degree video that immerses the user in the believable multi-sensory Stereoscopic-3D space, primarily through vision, hearing and interactionsin real-time.
VR is experienced through a specially designed goggle known as Head Mounted Display (VR-HMD) with user interactions enabled through hand-controllers and hand/fingers tracking computer vision cameras. The headset or goggle when worn, completely covers the eyes, disconnects the user from his/her existing physical environment, and instantly teleports to the immersive synthetic world where one’s First-Personal Experiences are simulated.
VR technology which is popularly used in the entertainment and gaming industry has been getting mainstream adoption in engineering, education, training and design projects. VR solutions are being implemented in the manufacturing, healthcare, construction, mining, energy, oil & gas, utilities, retail & consumer sectors in the recent years. PwC’s research shows that VR along with its sibling AR is already contributed over $46 billion to global GDP (in 2019) and is expected to reach $1.5 trillion by 2030.
Virtual Reality technology relies primarily on the use of a stereoscopic visual device called VR glasses and the use of a digitally created or filmed 360-degree 3D environment. The experience derived can be simply visual, exploratory or interactive. In essence, this technology understands how our brain sees things and using that to create a highly realistic but virtual experience.
The major components of a VR Head Mounted Device are primarily electronic. The remaining components are the housing and the optics. Below are the parts and functions of a PC powered VR device.
A Display Panel that is positioned right behind the pair of lenses. The view on this LCD panel is split between the right and left eyes to provide the binocular vision which is necessary for the 3D-Stereoscopic experience that actually mimics the way we see things around us in real life.
A Logic Board or the Motherboard which helps to keep all components connected and functional.
The Inertial Measurement Unit(IMU) sensors help to track user’s head rotation/orientation with Three-Degrees of Freedom; XYZ axes (3DoF). The IMU consists of gyroscopes which measure rotation and rotational rate, accelerometers which measures velocity and acceleration and magneto meters for establishing direction. In combination, the IMUs enable the VR environment to track the user orientation to seamlessly orient the VR environment to maximize the immersive experience.
6 DoF VR-Headsets are equipped with computer vision sensors (RGB cameras, B&W cameras, IR Depth cameras etc.) to sense the XYZ axes positional movements of the user along with XYZ axes orientation. The combination of multiple cameras and IMU sensors along Visual-Inertial-SLAM technology (Simultaneous Localization and Mapping) creates the 3D-Spatial map of the physical environment and also enables real-time tracking of the user movement relative to the 3D space. Some VR devices also use external tracking cameras to enable 6DoF tracking.
Proximity Sensor is usually integrated at the forehead area of the device to put the device in sleep mode when it is not in use (Power saving function).
Hand Controllers with inbuilt IR, IMU and Optical sensors that enable user interactions inside the VR space. Latest devices also support hand/fingers tracking using computer vision cameras.
There are also Inbuilt Speakers/Headphone jack for the 3D Spatial Audio experience and Microphone for taking voice inputs.
Apart from the above, a Standalone VR device will also have inbuilt Memory for storing the VR content, CPU/GPU Processing units and Battery.
Notably VR and AR are very different from the standpoint of immersion. While VR is completely immersive with 360-degree field-of-view visuals, the visual rendering of AR is contained within the small rectangular display such as mobile phone screen which has a very limited immersion.
Virtual Reality (VR) requires the use of head-mounted devices which covers the user’s eyes and disconnects them from the surrounding environment. As a result, the user gets teleported to an entirely new, three-dimensional virtual environment with stereoscopy visuals. The user becomes the part of the digital space, obtains a First-Personal experience through immersive visuals and 3D spatial auditory that is similar to being in the real world. The user is also able to navigate and perform actions in this VR environment in a more natural way using various hand & fingers tracking techniques.
In summary, VR is useful for creating entirely new environments or recreating digital twins of existing spaces, objects and scenarios that are rarely occurring, logistically difficult, expensive or potentially dangerous and teleporting the user inside that synthetic world. VR however can be used in an enclosed space with limited movement. This is because the user is unable to see the real surrounding environment and unrestricted movement could cause harm from surrounding structures and objects. So, VR is mainly used in room environments for various trainings and simulation purposes.
Augmented Reality (AR) on the other hand is not so immersive and is experienced with the use of handheld devices such as a smartphone, tablet or AR wearables which establishes the connection between the real and digital world by overlaying digital content on top of the physical spaces. The augmented digital content could be contextual information, data or instructions depending on the kind of AR experience that is desired. Since the user’s vision is unhindered, it allows them to move around without any restriction in real world. So, AR is mainly used for on the job guided assistance and remote support while performing tasks at manufacturing plants.
Virtual Reality and Mixed Reality are essentially very different technologies as they deliver completely unique experiences. Therefore, the question if one is better than the other need not be taken up. However, it’s important to understand the differences between these two technologies.
Virtual Reality technology is experienced with the use of VR headset. It’s a head mounted device which encloses the user’s eyes, and completely disconnecting them from the surrounding environment. Looking through the headset, the user is fully immersed in a highly realistic 3D 360-degree virtual environment and has no idea about what is happening in the real world around. The user is able to navigate and perform actions in this virtual reality environment which is made possible with the use of hand and finger tracking systems and hand controllers. Users begin to feel that they are part of the environment even though it’s a digitally created virtual environment. This creates the opportunity to mimic actions performed in the real world or explore new actions that may not be always possible in the real world. VR usage restricts mobility as it blocks the user’s vision and must therefore be performed within a room only. Unrestricted mobility is not advised.
In summary, VR is useful for creating entirely new environments or recreating digital twins of existing spaces, objects and scenarios that are rarely occurring, logistically difficult, expensive or potentially dangerous and teleporting the user for various training and simulation use cases.
In contrast, Mixed Reality (MR) is a technology that puts the user in a Hybrid world where the user’s physical world is enriched by the augmented digital infographics, 3D objects and voices. MR is experienced by wearing a See-Through or Pass-Through MR goggle that does not cut off the user from his/her surroundings. While MR is not as immersive as VR, the head mounted device does allow the user to move around safely and experience both the real and digital worlds that are presented.
MR uses various spatial mapping (SLAM) techniques to create, understand and remember the digital version of physical environments and objects. This situational awareness intelligence enables the overlay of digital information highly contextual based on the surrounding environment and user interactions. So, MR is mainly used for on the job guided assistance and remote support while performing tasks at manufacturing plants.
VR technology is advancing tremendously and there are many next generation VR headsets and technologies now available. The Next Generation advanced VR-Headsets such as HP Reverb G2 Omnicept and the upcoming Project Cambria from Meta (formerly Facebook) have additional Biometric sensors for increased VR realism and user behavior monitoring inside VR.
These devices encompass Face Camera for user Expression-Tracking that detects the emotional state of the user, Heart Rate Sensor to track the user’s physiological changes inside VR and Eye-Tracking to monitor the user’s focus-Level and concentration during the VR Session. These Bio-Feedbacks helps to track KPIs of the users and to customize the training sessions accordingly that is not possible with the previous generation VR technologies.
Although, Meta’s Project Cambria headset looks like a VR headset at first look, it also has the Pass-through Mixed reality capability. The high-resolution color cameras and its array of sensors digitally reconstruct the physical environment with 3D depth and textures using SLAM technology which is then passed to the display of VR devices in real time.
This headset enables the user to see the real world with the spatially augmented, perspective matched digital objects that can accurately interact and collide with the physical world. Meta has targeted VR, AR and MR in a all-in-one headset which would have improved display, eye tracking, facial expression tracking and a large field of view that has been achieved through a slim and advanced lens profile.
As a leading virtual reality company in India, Fusion VR is committed to provide our clients with the latest trends and developments in immersive technologies such as VR, AR and MR.
There are significant advancements in the next generation of VR headsets considering the potential of the Metaverse. Though these next-gen VR headsets are definitely going to have Higher Resolution displays, Improved optics with better Field of View, better Graphic processing, improved ergonomics & form factors, they are going to be equipped with additional sensors which is going to create a paradigm shift in the way VR is used today.
Current VR technology stimulates our senses to achieve a believable teleportation to a simulated digital world. While users can be effectively trained for various scenarios through this cognitive learning and achieve the highest knowledge retention, what is really missing here is the measurement of the cognitive load of the user's brain. The next generation devices are also capable of sensing the user's cognitive load and giving bio-feedback on the user’s experience.
Device manufacturers like Valve, FB and HP are focusing heavily in this area. While Valve has filed patents and Meta’s Project Cambria is expected to be available by 2022, there is an early mover in the industry. HP has already released a sensational VR device called HP Reverb G2 Omnicept with all these special sensors integrated. These sensors track the effectiveness, attentiveness and concentration level of the user by the captured biometric sensory data through the integrated Eye-Tracking, Facial Expression Tracking and Heart-Beat Tracking.
Watch this space for Fusion VR’s updates on the latest trends and developments in next generation VR technology and devices.
The integrated Facial Expression sensor in the NextGen VR devices captures the facial reactions of the user while the user is experiencing the virtual world. This type of feedback provides data on the psychological and emotional state of the user. This includes aspects such as how much the user is focusing and enjoying the training session. Another advantage of facial tracking will be in creating expressive and more dynamic 3D Avatars inside the collaborative enterprise-Metaverse which also increases the level of realism and empathy among the participants.
The Integrated Heart Rate sensor in the NextGen VR devices measures the User’s Physiological state in real time. The user’s stress level while experiencing the VR environment can be monitored and recorded especially while the user is engaged in handling emergency situations and risky scenarios such as plant upsets, firefighting etc.
While tracking the entire range of head movement is common in most VR headsets, the integrated Eye Tracking sensors in the next gen devices are also capable of monitoring the focus level of the user by tracking where exactly the user is looking at inside the virtual world. This pupil tracking also enables more accurate gaze interactions inside VR.
This enables tracking the key performance indices of the trainees and increases the overall efficiency of the learning during VR training sessions such as emergency handling or firefighting scenarios or psychiatric phobia treatment sessions.
Eye-Tracking inside the Next-Gen VR devices opens up the door for a whole new rendering technique called Foveated rendering. Our eyes have a very small area called fovea which is the only part of the retina that has densely packed sensors that are capable of consuming high-resolution images. Resolution falls off rapidly beyond this point. This demonstrates the conventional rendering of pixels with even resolution across the image is a waste of system resources. Alternatively, in this foveated rendering, pixels at the center of focus are rendered at High Resolution and anything at Peripheral view is rendered with low resolution. This dramatically boosts the system performance, visual quality and frame rates by reducing the GPU load.