This project aims to evaluate the connection between virtual reality and human perception. It explores the use of virtual reality in the media sector and various industrial applications. The project analyzes the perception of virtual reality by different users and its future trends in the industry.
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Virtual reality and its connection to human perception Name Institution Professor Course Date
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1.0. Project scope 1.1. The fundamental objective of this project would be to evaluate the virtual reality connection with human being and how different users takes it. 1.2. The virtual reality invention and its use in the media sector, which began early in ‘90s would be evaluated. 1.3. Virtual reality application in various industrial use requires tools like computers with necessary graphics, simulator software, and human-computer interface. 1.4. The perception of virtual reality by different users would be based on personal experience. 1.5. Virtual reality environments would be used in the study to come up with different views on its use various industrial application (Adamset al. 2018, pp. 427). 1.6. Similarly, the project offers an opportunity to analyze use of virtual environment and its future industrial trends. 2.0. Project idea 2.1. The project rationale has been necessitated by the need to understand the relationship between human and virtual reality, which would be used to solve any problem that exists. 2.2. Despite the issue being a technology related, bringing the gap that exists between human being and virtual reality has been a challenge. 2.3. Additionally, the project would help different stakeholders analyze, understand and present issues faced during virtual reality actualization and its use in various industrial application. 2.4. Finally, the project would be used by virtual reality users to evaluate both benefits realized from the use of virtual reality (Cuervoet al. 2018, pp. 8).
3.0. Project implementation 3.1. Project actualization would be used to analyze the virtual reality industrial application and the benefits it has on human life. 3.2. Project study would draw information from different sources, both primary and secondary, to make it possible to understand already existing study gaps in the virtual reality market. 3.3. Experiments on the use of virtual reality in different industrial application such as gaming sector should offer an excellent experience on the use of virtual environments. 3.4. Project practical activities include taking part in different virtual reality sessions with various tools (Adamset al. 2018, pp. 427). 3.5. Tools such as laptops or smartphones, motion controllers, headsets, game streaming applications, and windows mixed reality would be required for the project. 3.6. Being a study project, tools and devices needed for experiment would be gotten for free. 3.7. At some instances, visits to facilities already installed with virtual reality tools for paid sessions would be important to reduce costs of the study. 3.8. Experiments would include all stakeholders in the industry making use of virtual reality for different reasons such as research, gaming and running business. 4.0. Project outcome 4.1. The project presents an opportunity to understand the virtual reality and its future trends in the industry. 4.2. Project outcome would put more emphasis on the virtual reality industrial application and untapped market gaps, which can be used to change human life.
5.0.Bibliography 5.1.Adams, D., Bah, A., Barwulor, C., Musaby, N., Pitkin, K. and Redmiles, E.M., 2018. Ethics emerging: the story of privacy and security perceptions in virtual reality. In Fourteenth Symposium on Usable Privacy and Security 1(1), pp. 427-442. 5.2.Cuervo, E., Chintalapudi, K. and Kotaru, M., 2018. Creating the perfect illusion: What will it take to create life-like virtual reality headsets?In Proceedings of the 19th International Workshop on Mobile Computing Systems & Applications1(1), pp. 7-12.