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This Report Presented in Partial Fulfillment of the Requirements for the Degree of Bachelor of Science in Computer Science and Engineering

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We hereby declare that this thesis has been carried out by us under the guidance of Dr. Deep Knowledge & great interest from our supervisor in the field of "Virtual Reality-Based Engineering Education" to do this thesis. We would like to express our deepest gratitude to Syed Akhter Hossain, Professor and Head, Department of CSE, for his kind help in completing our project and also to other faculty members and staff of CSE Department of Daffodil International University.

The use of virtual reality is increasing day by day in the age of science and technology. Many areas of engineering education, training, presentations, automotive, retail, real estate, tourism, architecture, healthcare, gaming, employment, entertainment, sports, design and art, events and conferences, wellness, social, charity, marketing , recreation, law enforcement, news and journalism, research and other sectors using virtual reality offer more innovative and challenging opportunities. In the field of virtual reality, the learner can improve his skills and knowledge by using different tools, techniques and processes and reduce costs.

After the improvement of software and hardware, tools and instruments from virtual reality, all sectors and mainly the education sector are now in an easier, sophisticated, attractive and cheaper way. Virtual Reality (VR) refers to computer-generated reproduction in which a person can connect to a fake three-dimensional environment using a special electronic machine, for example, a special google with a screen or hand sensors. In the beginning, when we normally think about Virtual Reality, the first idea is to go to a modern VR headset, as well as to the various Computer application, which are starting to include support for Virtual Reality.

Virtual reality (VR) has a broad history with an idea dating back to the 1930s.

Fig. 1.1: VR Technology
Fig. 1.1: VR Technology

Motivation

It is possible for some displays for each eye to receive two feeds, as well as autofocus lenses that are positioned between the headset display and your eyes. Some VR headsets have a basic 100 or 110 degree field of view for a more immersive VR experience.

Rationale of the Study

Another is also that you can connect other devices like head and hand tracking, controllers and voice input - to your VR headset. For the image produced by these devices, a minimum frame rate of 60 fps is required to make it convincing without making the user feel sick. So, for the variety of virtual reality work, we decided to work with virtual reality.

Research Questions

Expected Output

Report Layout

It has four sections where we mentioned the experimental result and discussion of that result. Sections are and 05 title Introduction, Background, Research Methodology, Experimental Result and Conclusion and future works, Research.

Background

  • Introduction
  • Review works
  • Military: The military in the UK and USA have both received the utilization of VR in their training as it accommodates to embrace a tremendous scope of
  • Education: VR has been adopted in education for learning and teaching position
    • Scope of the problems
    • Challenges

In this paper, an engineering education class is designed and developed with VR equipment for some students and implemented to teach in VR environments. In the classroom, students connect VR devices and experience the thrill of using a VR classroom. Military: Both the UK and US military have seen the use of VR in their training as it adapts to the high volume of their training as it adapts to the high volume of repetition.

VR can put a trainee in a variety of situations such as battlefield simulation, war sports and conditions, so the military uses combat simulations, surgeon training, vehicle simulation and virtual training camp etc. Sports: In sports sectors, VR is changing the sports industry for both players and viewers. It is used as a preparation aid for many competitions and to help measure athletic performance and analysis system.

Mental Health: Virtual Reality (VR) has become an essential strategy for treating post-traumatic stress. VR technology can provide a protected environment for patient to come in contact with the things they fear. Research has discovered that VR can be a propulsion stage for safely rehearsing social skills for children.

The VR headset enables students to immerse themselves in the FDM office and experience the association in the computerized world. VR is still in its infancy; it will be interesting to see how it develops in the coming years as the innovation turns out to be expensive and increasingly across the board. Medical training: Medical and dental students use VR technologies for patient surgeries and procedures considering an outcome-free learning mode.

A virtual patient is used to allow subcontractors to create skills that can later be used in real life. When we think about education based on virtual reality, this is a completely new topic for us and others. But with the use of virtual reality technology, we can make these topics easier and give them an interesting subject.

Fig. 2.1: VR Military Training
Fig. 2.1: VR Military Training

Research Methodology

  • Introduction
  • Research Subject and Instrumentation
  • Comparative Analysis
  • Implementation Requirements
  • Introduction
  • Experimental Result
  • Benefits
  • Summary

Among all the students, a combination of the two methods works with the proposed method and the comparative output is presented in the following table. To implement the virtual reality enabled classroom environment, we need a tool a) Android device with at least 2 GB RAM. The laboratory operator handles the engineering method of the classroom of different virtual environments through the controlled device.

Many areas of engineering education, training, demonstration, research and higher education using virtual reality offers more innovative and challenging opportunities. In this field, the learner improves his skills and knowledge using different tools, techniques and processes and reduces the cost. After the improvement of software and hardware, tools and instruments by means of virtual reality, engineering education is now in an easier, sophisticated, attractive and cheaper way.

Simulation-based VR, Project-based VR, Desktop-based VR, Head-mounted display VR, Avatar Image-based VR, etc. To implement the virtual reality enabled classroom environment 2 GB RAM, VR headset, Screen display at least 5.0 inches , Android 5.0 higher (For iPhone is iOS 8 VR technology in a classroom in the Computer Science and Engineering Department of the Faculty of Natural Sciences and Information Technology of Daffodil International University (DIU), Bangladesh implemented as a test case VR device was installed and set for the students of the class Without the VR device the class was conducted and enjoyed for some engineering topics on a class of students .

The classroom with VR devices was also taken and measured in the same group of students and the same topic. The implemented classroom environment with the use of VR devices is shown in Fig. 4.1: Students connect the VR device. Virtual reality in education helps students learn new things by immersing them in a world, supplementing their learning with alternative ways to view their content.

We are very inspired from there and in the future we try to experiment more in virtual reality education and try to research the best with this engineering education based on virtual reality.

Table 1: A Comparative Analysis with the Proposed System
Table 1: A Comparative Analysis with the Proposed System

Conclusion, future works and Research

Summary of the Study

Conclusion

Future work

In the future, we hope to improve the virtual reality-based engineering education approach and try to minimize the virtual reality equipment. If we do that, it's a huge achievement for us and all the people who want to learn from virtual reality based education.

APPENDIX

No. Titles Year Journal/ Conference

  • Published Publication Some Images
  • Research Materials used in this study

Gambar

Fig. 1.1: VR Technology
Fig. 1.2: VR Wearing Students
Fig. 2.1: VR Military Training
Fig. 2.2: VR Sports Time
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Referensi

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