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Curriculum for �Second Year B.Tech � Information Technology ��BIT24MD02 : Virtual Reality A.Y 2026-27�Sem – I

By-

Alpana A Borse

Asst. Prof.

IT Department

PCCOE, Pune

Introduction to Augmented Reality (A.R.)

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Introduction to Virtual Reality (V.R.)

Introduction to Augmented Reality (A.R.)

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Virtual Reality (VR)

A computer-generated simulation of a three-dimensional environment that can be explored and interacted with by a person

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Human Sensory System in VR

  • Virtual Reality (VR) significantly impacts human physiology and perception by creating simulated environments that engage various senses, potentially leading to both positive and negative effects
  • VR leverages our natural sensory and perceptual systems, but by presenting artificial stimuli, it can also disrupt them, causing side effects like motion sickness or headaches
  • Understanding these effects is crucial for developing comfortable and effective VR experiences

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Is our bodies were designed for VR - No

  • By applying artificial stimulation to the senses, we are disrupting the operation of biological mechanisms
  • We are also providing input to the brain that is not exactly consistent with all of our other life experiences

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Is our bodies were designed for VR - No

  • In some instances, our bodies may adapt to the new stimuli. This could cause us to become unaware of flaws in the VR system.
  • In other cases, we might develop heightened awareness or the ability to interpret 3D scenes that were once difficult or ambiguous
  • Unfortunately, there are also many cases where our bodies react by increased fatigue or headaches, partly because the brain is working harder than usual to interpret the stimuli
  • Finally, the worst case is the onset of VR sickness, which typically involves symptoms of dizziness and nausea.

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Human Sensory System in VR

  • Perceptual psychology is the science of understanding how the brain converts sensory stimulation into perceived phenomena.
  • Here are some typical questions that arise in VR and fall under this umbrella:
    • How far away does that object appear to be?
    • How much video resolution is needed to avoid seeing pixels?
    • How many frames per second are enough to perceive motion as continuous?
    • Is the user's head appearing at the proper height in the virtual world?
    • Where is that virtual sound coming from?
    • Why am I feeling nauseated?
    • Why is one experience more tiring than another?
    • What is presence?

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  1. Example: Motion Sickness in VR

Imagine you’re wearing a VR headset and playing a roller coaster simulation.

As the coaster speeds down a steep hill and takes sharp turns:

  • Your eyes see fast motion and shifting visuals.
  • Your inner ear (vestibular system), however, senses that your body is not actually moving.
  • This conflict between what you see and what you feel confuses your brain.

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2. Example: Motion Sickness in VR

You put on a VR headset and enter a virtual museum tour. You use a joystick on the controller to “walk” through the museum halls:

  • Your eyes tell your brain that you're walking forward, turning corners, and moving smoothly.�
  • But your body and inner ear know you’re standing still in your room.

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Motion Sickness in VR

As a result, you may start experiencing:

  • Nausea 🤢
  • Dizziness or vertigo 🌀
  • Sweating 😓
  • Headache or general discomfort 😖

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Motion Sickness in VR

Why This Happens:

This is called "cybersickness" or VR motion sickness, and it’s very common in:

  • Fast-paced games (racing, flying)
  • Poorly calibrated head tracking
  • VR environments with latency or low frame rates

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How VR interacts with human physiology and perception

  • Sensory Input�VR headsets create visual and auditory stimuli, and some systems incorporate haptic feedback for touch
  • Perceptual Processes�The brain interprets these sensory inputs to construct a sense of presence within the virtual world
  • Potential for Disruption�When the VR system's inputs don't perfectly match the body's natural expectations (e.g., mismatch between visual and vestibular input), it can lead to perceptual distortions, disorientation, and even VR sickness (nausea, dizziness)
  • Adaptation�The brain can adapt to VR over time, potentially making users less sensitive to certain flaws or side effects

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Vestibular System & Motion Sickness

  • Vestibular input refers to the signals your inner ear sends to your brain about balance, movement, and spatial orientation.
  • Helps -
    1. Know which direction you're moving
    2. Sense if you're upright, tilted, or spinning
    3. Maintain balance and coordination
  • Where does it come from?
    • The vestibular system is located in your inner ear.
      1. It includes small structures called semicircular canals and otolith organs, which detect:
      2. Head rotation (turning, tilting)
      3. Acceleration (e.g., when a car starts moving)

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Vestibular System & Motion Sickness

  • Sensory conflict: When the eyes see motion, but the body doesn’t feel it, the brain gets confused → leads to cybersickness.

  • Symptoms: nausea, dizziness, sweating, fatigue.

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Human Sensory System in VR

Virtual Reality systems aim to simulate real-world experiences by stimulating human senses, primarily:

  • Visual system (eyes and brain visual cortex)�
  • Auditory system (ears and auditory cortex)�
  • Vestibular system (inner ear for balance and motion)�
  • Proprioception (body’s awareness of position)�
  • Haptic perception (touch, pressure, vibration)

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2. Visual Perception in VR

  • VR uses stereoscopic displays to simulate depth perception.�
  • FOV (Field of View): Wider FOV increases immersion.�
  • IPD (Interpupillary Distance): Adjusting for user’s eye distance is critical.�
  • Latency & Frame Rate: Lag can cause visual discomfort or VR sickness.

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3. Auditory Perception

  • Spatial audio (3D audio) enhances realism by mimicking direction and distance of sound.�
  • Binaural audio gives immersive depth using headphones.

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4. Vestibular System & Motion Sickness

In VR Context:

  • In real life, when you move, your vestibular system feels it.�
  • In VR, if your eyes see motion (like flying or walking), but your vestibular system doesn’t feel it (because you're sitting still), the conflict causes motion sickness or VR sickness.

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4. Vestibular System & Motion Sickness

🧍‍♂️ Example:

You're sitting on a chair, but in VR you're riding a fast bike.

👁️ Eyes: "I'm moving fast!"�👂 Inner ear: "I'm not moving at all."� 👉 Result: Confusion → Nausea or dizziness

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5. Touch and Haptics

  • Devices simulate physical feedback (vibration, resistance) using:�
    • Haptic gloves�
    • Vests or bodysuits�
    • Controller feedback

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6. Proprioception and Embodiment

  • VR induces a sense of presence and body ownership.�
  • Users can feel as if a virtual avatar or hand is part of their body.�
  • Full-body tracking enhances proprioceptive accuracy.

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7. Cognitive Load and Perception

  • Overly complex VR scenes or unnatural interactions can:�
    • Cause cognitive overload�
    • Impact task performance�
    • Reduce immersion

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8. Design Implications

  • Align visual and vestibular cues�
  • Use natural interaction metaphors�
  • Reduce system latency (< 20ms)�
  • Ensure ergonomic design to reduce strain

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Applications

  • Medical VR: Rehabilitation, pain distraction, surgical training�
  • Education: Simulating environments for experiential learning�
  • Entertainment: Games and movies with sensory-rich experiences�
  • Military & Training: Realistic simulations for complex scenarios

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Key Considerations for VR Design

  • Frame Rate and Resolution:�High frame rates and resolution are crucial for a smooth and realistic visual experience, minimizing perceptual artifacts and discomfort.
  • Latency:�Low latency, or delay between user input and visual response, is vital for maintaining a sense of presence and avoiding simulator sickness.
  • Consistency:�Ensuring consistency between different sensory inputs (e.g., visual and vestibular) is essential for minimizing perceptual conflicts and discomfort.
  • User Experience:�Understanding user preferences and adapting the VR experience accordingly is crucial for maximizing engagement and minimizing negative side effects.

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Classification of Body senses

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Virtual Reality (VR)

  • It typically involves the use of special electronic equipment, such as:
    • VR headsets (like Oculus, HTC Vive, etc.)
    • Motion controllers
    • Sometimes gloves or suits with sensors

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Evaluating the impact of viewing location on view perception using a virtual environment

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Refrences

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Virtual Reality in Industry