35106268-Virtual-Reality-Full-Version.pdf - Seminar on...

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Seminar on Virtual Reality For a next generation Guided By:- Prepared By: B. B. Prajapati Gajera Jimesh G. Department of IT (6020) 1
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Shantilal Shah Engineering College, Bhavnagar. CERTIFICATE This is to certify that Roll no. of B.E Semester 8 th I.T Class, has satisfactorily completed his Term work of the subject during the academic year 2010 and submitted on ________ Staff In Charge Head of Department Certified that this term work is accepted and assessed on _________ Examiner Convener 2
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ABSTRACT Virtual Reality (VR) has been claimed to provide a particularly facilitatory environment for people with Autistic Spectrum Disorders (ASD) in that it offers structure, opportunities for repetition, affective engagement and, control of the learning environment. Virtual reality shares the advantages of computer-based learning, and has the additional advantage of making it more likely that the results will generalise to real-word settings, in that it is a simulation of them. For concept development and imagination training, VR offers its exclusive advantage of making it possible to explicitly show imaginary/magic transformations of how an object can act as if it were a different one, which is useful for training in both abstract concepts and imagination understanding. This paper reviews the relevant issues that need to be addressed when designing and experimentally assessing a tool for this purpose, and concludes with the results of the more relevant research outcomes obtained in this field. INDEX 3
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NO. CHAPTER PAGE NO. 1 Introduction 5 2 Concept of Virtual Reality 13 3 History 14 4 Types of VR 19 5 Virtual Reality Environment 26 6 How Virtual Reality Works 29 7 Applications of Virtual Reality 32 8 Future 47 9 Impact of Virtual Reality 54 10 Drawback of Virtual Reality 64 11 Conclusion 68 12 Bibliography 69 1. INTRODUCTION What is Virtual Reality? 4
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Virtual reality (VR) is a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. Most current virtual reality environments are primarily visual experiences, displayed either on a screener through special or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, hectic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Users can interact with a virtual environment or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus boom arm, and omni directional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ 5
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significantly from reality, as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution and communication bandwidth.
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