University Computing Project: Virtual Reality and Human Perception

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Added on  2022/12/27

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This project report delves into the intricate relationship between virtual reality (VR) and human perception, examining how different users experience and interact with VR environments. The project investigates VR's applications in various industries, including the media sector since the 1990s, and explores the necessary tools like computers, simulator software, and human-computer interfaces. The study uses personal experiences and virtual environments to analyze the impact of VR, focusing on its potential in diverse industrial applications, and future trends. The project's implementation involves gathering data from primary and secondary sources, conducting experiments in sectors such as gaming, and utilizing tools like laptops, smartphones, headsets, and motion controllers. The outcome aims to provide insights into VR's industrial applications, identify untapped market gaps, and understand how VR can change human life. The project also aims to address challenges and benefits associated with VR actualization and its use in different industrial applications, offering a comprehensive understanding of VR technology and its impact on users.
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Virtual reality and its connection to human perception
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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 (Adams et 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 (Cuervo et al. 2018, pp. 8).
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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 (Adams et 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.
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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 & Applications 1(1), pp. 7-12.
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