ETI Project Report Format
ETI Project Report Format
MICRO PROJECT
Academic year: 2020-21
TITLE OF PROJECT
VIRTUAL REALITY
Certificate
This is to certify that Ms. Shraddha Kailas Ahire of Sixth Semester of Diploma in Computer Engineering of
Institute Guru Gobind Singh Polytechnic, Nasik (Institute Code: 0369) has completed the Micro Project
satisfactorily in Subject – Emerging Trends in Computer and Information Technology (22618) for the
academic year 2020-21 as prescribed in the curriculum.
MICRO PROJECT
Academic year: 2020-21
TITLE OF PROJECT
VIRTUAL REALITY
Program: Computer Engineering
Program code: CO
Course: Emerging Trends in Computer and Information Technology
Course code: 22618
Group Details:
Sr. No Name of group members Roll No. Enrollment No. Seat No.
1 Shraddha Kailas Ahire 76 2003690098 408037
Mrs. T.S.Sonawane
(Name & Signature of Faculty)
Index
Sr no. Content Page no.
1 Introduction
2 What is Virtual Reality
6 Advantages
7 Disadvantages
8 Principle
9 Conclusion
10 References
INTRODUCTION
Virtual reality appears to offer educational potentials in the following areas: (1) data gathering and
visualization, (2) project planning and design, (3) the design of interactive training systems, (4) virtual
field trips, and (5) the design of experiential learning environments. Virtual reality also offers many
possibilities as a tool for nontraditional learners, including the physically disabled and those undergoing
rehabilitation who must learn (or relearn) communication and psychomotor skills (Pausch, Vogtle, &
Conway, 1991; Pausch, & Williams, 1991; Knapp, & Lusted, 1992; Warner & Jacobson, 1992; Delaney,
1993; Trimble, 1993; Murphy, 1994; Sklaroff, 1994). Virtual reality offers professional applications in
many disciplines --- robotics, medicine, scientific visualization, aviation, business, architectural and
interior design, city planning, product design, law enforcement, entertainment, the visual arts, music,
and dance --- and concommitantly, virtual reality offers potentials as a training tool linked to these
professional applications (Goodlett, 1990; Jacobson, 1992; Hyde & Loftin, 1993; Hughes, 1993;
Donelson, 1994; Dunkley, 1994). For example, just as virtual reality is used as a tool by surgeons, it can
be used by medical students training to become surgeons.
Originally designed as a visualization tool to help scientists, virtual reality has been taken up by artists
as well. VR offers great potential as a creative tool and a medium of expression in the arts. Creative
virtual reality applications have been developed for the audio and visual arts. An exhibit of virtual reality
art was held at the Soho Guggenheim Museum in 1993 and artistic applications of VR are regularly
shown at the Banff Center for the Arts in Canada (Stenger, 1991; Frankel, 1994; Laurel, 1994; Teixeira,
1994a; Teixeira, 1994b). This trend is expanding (Krueger, 1991; Treviranus, 1993; Brill, 1995; Cooper,
1995). Virtual reality has been applied to the theater, including a venerable puppet theater in France
(Coats, 1994). And virtual reality has a role to play in filmmaking, including project planning and special
effects (Smith, 1993). This has important implications for education, as demonstrated by Bricken and
Byrne's (1993) research (described later in this chapter) as well as other projects.
One of VR's most powerful capabilities in relation to education is as a data gathering and feedback tool
on human performance (Hamilton, 1992; Greenleaf, 1994; Lampton, Knerr, Goldberg, Bliss, Moshell, &
Blau, 1994; McLellan, 1994b). Greenleaf Medical has developed a modified version of the VPL
DataGlove™ that can be used for performance data gathering for sports, medicine and rehabilitation.
For example, Greenleaf Medical developed an application for the Boston Red Sox that records, analyzes
and visually models hand and arm movements when a fast ball is thrown by one of the team pitchers,
such as Roger Clemens. Musician Yo Yo Ma uses a virtual reality application called a "hyperinstrument,"
developed by MIT Media Lab researcher Tod Machover, that records the movement of his bow and bow
hand (Markoff, 1991). In addition to listening to the audio recordings, Yo Yo Ma can examine data
concerning differences in his bowing during several performances of the same piece of music to
determine what works best and thus how to improve his performance. NEC has created a prototype of a
virtual reality ski training system that monitors and responds to the stress/relaxation rate indicated by
the skier's blood flow to adjust the difficulty of the virtual terrain within the training system (Lerman,
1993; VR Monitor, 1993). Flight simulators can "replay" a flight or battletank wargame so that there can
be no disagreement about what actually happened during a simulation exercise.
WHAT IS VIRTUAL REALITY
Simply put, VR is a computerized simulation of natural or imaginary reality. Often the user of VR
is fully or partially immersed in the environment. Full immersion refers to someone using a
machine to shield herself from the real world. Partial immersion happens when a person can
manipulate a VR environment but isn't tucked or locked away in a machine. However, virtual
reality doesn't necessarily have to be "full immersion" to be considered a true VR simulation.
Games like Second Life on the PC and control devices like the Nintendo Wii remote are VRbased
products. These items let users interact with a VR environment that is a computer simulation.
These VR environments can be anything from a typical game, such as Super Mario Brothers, to a
fully detailed city reconstitution or a fictional fantasy land. The only limit to a VR environment is
the imagination and the resources that the creator has available.
VIRTUAL REALITY HISTORY
The concept of virtual reality has been around for decades, even though the public really only
became aware of it in the early 1990s. In the mid 1950s, a cinematographer named Morton
Heilig envisioned a theatre experience that would stimulate all his audiences’ senses, drawing
them in to the stories more effectively. He built a single user console in 1960 called the
Sensorama that included a stereoscopic display, fans, odor emitters, stereo speakers and a
moving chair. He also invented a head mounted television display designed to let a user watch
television in 3-D. Users were passive audiences for the films, but many of Heilig’s concepts
would find their way into the VR field.
Philco Corporation engineers developed the first HMD in 1961, called the Headsight. The helmet
included a video screen and tracking system, which the engineers linked to a closed circuit
camera system. They intended the HMD for use in dangerous situations -- a user could observe
a real environment remotely, adjusting the camera angle by turning his head. Bell Laboratories
used a similar HMD for helicopter pilots. They linked HMDs to infrared cameras attached to the
bottom of helicopters, which allowed pilots to have a clear field of view while flying in the dark.
TYPES OF VIRTUAL REALITY