ETI Microproject (1)
ETI Microproject (1)
“Virtual Reality ”
(Sixth semester)
In the subject of
Submitted by:
Sakshi Dongare(2201320218)
Vedika Dahake(2201320230)
Asawari Hinglaspure(2201320253)
Submitted to :
Mr.Pravin Malve
(2024-2025)
Government Polytechnic, Arvi
Department Of Computer Engineering
Certificate
This is to certify that students whose name mention below of sixth semester of Diploma in Computer
Engineering has satisfactorily Completed the Micro-Project report entitled “Virtual Reality” In
“Emerging Trends in Computer and Information Technology” for the academic year 2024-25
as prescribed in MSBTE curriculum.
Place: Arvi
Date: / /2025
Declaration
We under signed hereby declare that the project proposal report entitled “Virtual Reality”. We further
declare that contents of this report are properly citied and well acknowledge. This present report is not
submitted to any other examination of this or any other institute for the award of any diploma.
(signature)
Place : Arvi
Date : / /2025
PART A - MICRO-PROJECT PROPOSAL
‘‘Virtual Reality”
Introduction
Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking
to give the user an immersive feel of a virtual world. Applications of virtual reality include
entertainment (particularly video games), education (such as medical, safety or military training)
and business (such as virtual meetings). VR is one of the key technologies in the reality-virtuality
continuum. As such, it is different from other digital visualization solutions, such as augmented
virtuality and augmented reality.
1.To explore the impact and applications of Virtual Reality (VR) in various fields, showcasing its
potential to transform user experiences and industries
2) Understand the importance of virtualization in distributed computing and how this has
enabled the development of Cloud Computing.
3) Analyze the performance of Cloud Computing.
Over the past few decades, VR has moved from early experimental prototypes to a robust field
impacting various domains. Researchers have explored VR’s potential to enhance experiential
learning, facilitate safe training environments, and enable new forms of social and professional
collaboration.
Proposed Methodology
Resources Required
“Virtual Reality”
Rationale :
Virtual Reality refers to create immersive, interactive environments that allow users to experience
and learn in a simulated reality, providing a safe and controlled space to practice complex tasks,
develop skills, and explore scenarios that might be dangerous or impractical in the real world,
thereby enhancing learning, training, and entertainment across various fields like education,
healthcare, and design.
Virtual Reality can fully immerse users in a virtual environment, leading to deeper engagement and
improved information retention compared to traditional learning methods. It can accurately replicate
real-world situations, allowing for safe and controlled practice in scenarios like medical procedures,
flight training, or hazardous work environments. By providing interactive and realistic simulations,
Virtual Reality can significantly improve training outcomes, allowing users to practice complex
skills without real-world consequences.
It can provide accessible learning experiences for individuals with disabilities and can be tailored to
specific training needs.It can allow users to experience different perspectives and situations,
fostering empathy and understanding in areas like social studies or healthcare.
Virtual Reality (VR) is a transformative technology that creates immersive, interactive digital
environments. It is used in various fields such as education, healthcare, engineering, gaming, and
training to enhance learning, engagement, and efficiency. The rationale behind adopting VR lies in
its ability to simulate real-world scenarios, improve experiential learning, and enhance collaboration
while minimizing risks and costs.
Currently, standard virtual reality systems use either virtual reality headsets or multi-projected
environments to generate some realistic images, sounds and other sensations that simulate a user's
physical presence in a virtual environment. A person using virtual reality equipment is able to look
around the artificial world, move around in it, and interact with virtual features or items. The effect
is commonly created by VR headsets consisting of a head-mounted display with a small screen in
front of the eyes, but can also be created through specially designed rooms with multiple large
screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other
types of sensory and force feedback through haptic technology.
How it works :
1) VR headsets block the user's view of the real world and present video to each eye.
2) Head and body tracking connects the virtual world to what the user is seeing.
3) VR can respond to the user's actions, such as hand gestures or controller inputs.
4) VR can also provide haptic feedback, or touch sensations.
1.Non-Immersive VR :
Users interact with a virtual environment through a computer screen.
No full sensory immersion.
Example: Simulation games like "The Sims" or 3D design software.
2. Semi-Immersive VR
Offers partial immersion with large screens or VR headsets but limited interactivity.
Often used in training and education.
Example: Flight simulators for pilot training.
3. Fully Immersive VR
Provides a highly interactive and realistic experience using VR headsets, motion tracking, and
haptic feedback.
Example: Games like Half-Life: Alyx or training simulations in medicine.
Overlays digital elements onto the real world using devices like smartphones or AR glasses.
Example: Pokémon GO, Microsoft HoloLens.
Merges real and virtual environments, allowing interaction between digital and physical objects.
Example: Microsoft's HoloLens 2, Magic Leap.
Creates realistic and interactive experiences for gaming, movies, and virtual tourism.
Increases user engagement compared to traditional media.
Allows users to practice skills (e.g., surgeries, firefighting) without real-world risks.
Reduces training costs for industries like aviation and healthcare.
Engineers and designers can create and test virtual prototypes before physical production.
Saves time and reduces costs in product development.
7. Increased Accessibility :
Helps people with disabilities experience virtual travel, education, and social interaction.
Assistive VR tools support mobility and communication.
Immersive Experiences: VR has revolutionized gaming by placing players directly inside the
game world, enhancing interactivity and realism.
Interactive Storytelling: Beyond gaming, VR is used in immersive films, virtual concerts, and
interactive narratives, providing audiences with engaging, sensory-rich experiences.
3. Healthcare :
Design and Visualization: Architects and engineers use VR to create virtual models of
buildings and infrastructure projects, enabling a detailed review of designs before
construction.
Virtual Tours: Real estate professionals offer virtual property tours, allowing potential buyers
to explore homes and commercial spaces remotely.
Conclusion:
Virtual reality stands as a transformative technology that bridges the gap between the digital and
physical worlds. By creating immersive, interactive environments through advanced visual,
auditory, and haptic feedback, VR enhances learning, training, and collaboration while reducing
real-world risks and costs. Its versatile applications across education, healthcare, engineering,
gaming, and business underscore its potential to drive innovation and redefine our experiences in
both professional and everyday contexts.ain. As the technology continues to evolve, new models
and innovations such as edge computing and AI integration will further shape the cloud computing
landscape. Future research should focus on addressing the challenges of cloud computing and
optimizing its capabilities for diverse industries.
References:
• https://www.geeksforgeeks.org/cloud-computing/
• https://www.techtarget.com/searchcloudcomputing/definition/cloud-computing
• https://www.techtarget.com/searchcloudcomputing/definition/cloud-computing
• https://www.researchgate.net/publication/220726875_A_Taxonomy_and_Survey_of_Cloud
_ Computing_Systems
• https://ieeexplore.ieee.org/document/7322298
• https://cloud.google.com/learn/advantages-of-cloud-computing
• https://www.ibm.com/think/topics/cloud-computing-benefits