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ETI Microproject (1)

The document outlines a micro-project on Virtual Reality (VR) submitted by students as part of their diploma in Computer Engineering. It explores VR's applications across various fields such as education, healthcare, and gaming, highlighting its potential to enhance learning and training experiences. The project includes a literature review, proposed methodology, and an action plan for implementation.

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akankshadeulkar1
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0% found this document useful (0 votes)
4 views11 pages

ETI Microproject (1)

The document outlines a micro-project on Virtual Reality (VR) submitted by students as part of their diploma in Computer Engineering. It explores VR's applications across various fields such as education, healthcare, and gaming, highlighting its potential to enhance learning and training experiences. The project includes a literature review, proposed methodology, and an action plan for implementation.

Uploaded by

akankshadeulkar1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Micro-Project on

“Virtual Reality ”

IN PARTIAL FULFILMENT OF DIPLOMA IN COMPUTER ENGINEERING

(Sixth semester)

In the subject of

Emerging Trends in Computer and Information Technology (22618)

Submitted by:

Sakshi Dongare(2201320218)
Vedika Dahake(2201320230)
Asawari Hinglaspure(2201320253)

Submitted to :

Maharashtra State Board of Technical Education Mumbai(M.S.)

Under the Guidance of

Mr.Pravin Malve

Lecturer In Computer Engineering

Government Polytechnic Arvi, Dist.- Wardha

(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.

Name Of Student Enrollment No Seat No

Sakshi Dongare 2201320218

Vedika Dahake 2201320230

Asawari Hinglaspure 2201320253

Mr. Pravin Malve Dr.M.A.Ali Dr.M.A.Ali

Subject Teacher Head of Department Principal

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 technology that immerses users in a computer-generated environment,


creating the sensation of being physically present in a different world. It uses head-mounted displays
(HMDs), motion tracking, and interactive elements to create an immersive experience.

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.

 Aim of the Micro-project

1.To explore the impact and applications of Virtual Reality (VR) in various fields, showcasing its
potential to transform user experiences and industries

 Intended Course Outcome

1) Understand the fundamental principles of distributed computing.

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.

4) Understand the concept of Cloud Security.


 Literature Review

Virtual Reality (VR) is a computer-generated immersive environment that allows users to


interact with digital spaces using specialized hardware such as VR headsets, motion controllers, and
haptic feedback devices. VR has been widely used in gaming, training, healthcare, and education,
offering an enhanced sense of presence and interaction (Slater & Sanchez-Vives, 2016).

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

• Understand the topic to given us.

• Discuss about the topic with group members.

• Divided the topic throughout each member of group.

• Collected information from members and verify from our mentor.

 Resources Required

S.No Name of Resources Specifications Qty Remarks


required/material

1 Computer/laptop Core i5 -3750 3.20 1 --------


GHz 8 GB Ram 64-
bit operating system

2 Software Microsoft word - --------


 Action Plan

Sr. Details of activity Planned Planned Name of Responsible


Finish Team Members
No. Start date date

1 To discuss and getting the topic of Micro All


Project

2 To start planning on our Topic of Micro All


project.

3 To collect Information about our Topic. All

4 To start with gathering information All


about various data about E -Learning
Platform.

5 To discuss about the E learning platform with All


our guide.

6 To start the main copy of our Micro All


project.

7 To present soft copy of our Micro project to the All


guide

8 To show the hard copy of our Micro project to All


our guide.

 Name of Responsible Team Members

Enrolment No. Name Of Members Signatures

2201320218 Sakshi Dongare

2201320230 Vedika Dahake

2201320253 Asawari Hinglaspure


PART B - MICRO-PROJECT REPORT

“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.

Actual Methodology Followed :

• Understand the topic to given us.

• Discuss about the topic with group members.

• Divided the topic throughout each member of group.

• Collected information from members and verify from our mentor.


Virtual Reality

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.

Types of Virtual Reality :

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.

4. Augmented Reality (AR)

 Overlays digital elements onto the real world using devices like smartphones or AR glasses.
 Example: Pokémon GO, Microsoft HoloLens.

5. Mixed Reality (MR)

 Merges real and virtual environments, allowing interaction between digital and physical objects.
 Example: Microsoft's HoloLens 2, Magic Leap.

6. Collaborative VR (Social VR)

 Allows multiple users to interact in a shared virtual space.


 Example: VRChat, Meta Horizon Worlds.

Advantages of cloud computing

1. Enhanced Learning & Training :

 Provides immersive, hands-on experiences for better understanding.


 Used in medical training, military simulations, and flight training.

2. Improved Engagement & Entertainment :

 Creates realistic and interactive experiences for gaming, movies, and virtual tourism.
 Increases user engagement compared to traditional media.

3. Safe & Controlled Environments :

 Allows users to practice skills (e.g., surgeries, firefighting) without real-world risks.
 Reduces training costs for industries like aviation and healthcare.

4. Remote Collaboration & Communication :

 Enables virtual meetings, training, and teamwork across different locations.


 Platforms like Meta Horizon Workrooms enhance remote work experiences.

5. Therapy & Mental Health Benefits :


 Used in exposure therapy for PTSD, anxiety, and phobias.
 Helps patients with rehabilitation exercises and cognitive therapies.

6. Product Design & Prototyping :

 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.

Applications of Cloud Computing


Virtual reality (VR) is a versatile technology with a broad range of applications that are
transforming numerous industries. Here’s an overview of some key areas where VR is making an
impact:

1. Gaming and Entertainment :

 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.

2. Education and Training :

 Simulated Learning Environments: VR enables students and professionals to practice skills in


realistic, risk-free simulations. This is particularly beneficial in fields such as aviation,
medicine, and military training.
 Enhanced Engagement: Interactive VR scenarios help learners retain information better by
allowing them to explore and experiment in controlled settings.

3. Healthcare :

 Surgical Training: VR simulations allow medical professionals to practice complex procedures


before performing them on patients, improving precision and reducing risks.
 Therapeutic Applications: VR is used in exposure therapy to treat conditions like PTSD,
anxiety, and phobias, as well as in physical rehabilitation to motivate patients and assist in
recovery.
 Pain Management: Some VR applications provide distraction therapy for patients undergoing
painful procedures, helping reduce perceived pain.

4. Architecture, Engineering, and Real Estate :

 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

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