Seat No.:  
Enrolment No.  
GUJARAT TECHNOLOGICAL UNIVERSITY  
BE - SEMESTER–VII (NEW) EXAMINATION – WINTER 2021  
Subject Code:3171612  
Date:29/12/2021  
Subject Name: Virtual and Augment Reality  
Time: 10:30 AM TO 01:00 PM  
Total Marks: 70  
Marks  
Q.1 (a) Explain the features of virtual reality.  
03  
Virtual reality (VR) is a computer-generated simulated environment that can be  
experienced through sensory stimuli, such as sight, touch, hearing, and  
sometimes even smell. It is typically achieved using a headset, which is a  
device that a person wears on their head, with screens in front of their eyes,  
and sometimes with sensors on their body. Here are some features of VR:  
Immersion: VR can create a highly immersive experience, as it can  
simulate a wide range of environments, from realistic to fantastical, and  
can allow a person to interact with these environments in a natural way,  
using their own body movements.  
Interactivity: VR allows a person to interact with the simulated  
environment and objects within it in real-time, using devices such as  
controllers or handheld devices.  
Multisensory: VR can stimulate multiple senses, such as sight, sound,  
touch, and sometimes even smell, to create a more realistic and  
immersive experience.  
3D: VR environments are typically three-dimensional, allowing a person  
to move and look around in a natural way, as if they were physically  
present in the environment.  
High-quality graphics: VR technology has advanced significantly in  
recent years, allowing for high-quality graphics and smooth, realistic  
movements within the simulated environment.  
Customization: VR experiences can be customized and tailored to a  
person's preferences and needs, such as by allowing them to choose  
the environment they want to be in or the type of activities they want to  
do.  
(b) What do you understand by virtual reality? What are differences between  
04  
1
virtual reality applications and multimedia applications?  
Virtual reality (VR) is a computer-generated simulated environment that can be  
experienced through sensory stimuli, such as sight, touch, hearing, and  
sometimes even smell. It is typically achieved using a headset, which is a  
device that a person wears on their head, with screens in front of their eyes,  
and sometimes with sensors on their body. VR can create a highly immersive  
experience, as it can simulate a wide range of environments, from realistic to  
fantastical, and can allow a person to interact with these environments in a  
natural way, using their own body movements.  
Multimedia applications, on the other hand, are computer programs or  
systems that allow users to access and manipulate multiple types of media,  
such as text, audio, video, and graphics. Multimedia applications can be used  
for a variety of purposes, including entertainment, education, communication,  
and more.  
Feature  
Level of immersion  
Interactivity  
VR Applications  
High  
Multimedia Applications  
Low or variable  
Low or variable  
Variable  
High  
Sensory stimulation  
Dimensionality  
Multiple  
3D  
2D or 3D  
Graphics quality  
High  
Variable  
Customization  
High  
Variable  
Hardware requirements  
Range of experiences  
Industries and fields  
Specialized  
Wide  
Variable  
Variable  
Wide  
Variable  
(c) What is projection? Explain in detail with its type.  
07  
Projection is the process of displaying an image or video onto a surface or  
screen. Projection can be used to create a larger or more immersive visual  
experience, as it allows the image or video to be viewed on a larger scale than  
would be possible with a single screen or display.  
There are several different types of projection, which vary based on the  
technology used to create the projection and the characteristics of the  
projected image. Here are a few examples of common types of projection:  
2
1. Front projection  
2. Rear projection  
3. 3D projection  
4. Virtual reality projection  
5. Laser projection  
Front projection: Front projection involves projecting an image or video  
onto a screen or other surface from the front, such that the projector is  
placed between the viewer and the screen. This is the most common  
type of projection and is often used in movie theaters, classrooms, and  
other settings where the projector and the viewer are in the same room.  
Rear projection: Rear projection involves projecting an image or video  
onto a screen or other surface from behind, such that the projector is  
placed behind the screen and the viewer is in front of the screen. This  
type of projection is often used in situations where the projector needs  
to be hidden from view or where space is limited.  
3D projection: 3D projection involves projecting an image or video that  
appears to have depth and dimensionality, such that objects in the  
projection seem to pop out of the screen or surface. This is typically  
achieved using special glasses or other devices that filter the image in a  
way that creates the illusion of 3D.  
Virtual reality projection: Virtual reality projection involves projecting an  
image or video onto a special headset or device that a person wears on  
their head, such as a VR headset. This creates a highly immersive and  
interactive experience, as the user can move and look around within the  
projection as if they were physically present in the environment.  
Laser projection: Laser projection involves using lasers to create an  
image or video projection, rather than traditional projection  
technologies such as lamps or bulbs. Laser projection can offer  
improved image quality and brightness, as well as a longer lifespan for  
the projector.  
Q.2 (a) Explain Google Card Board in detail.  
03  
Google Cardboard is a virtual reality (VR) platform developed by Google. It is a  
low-cost, portable VR headset that is made of cardboard and uses a  
smartphone as the screen and processing power. Google Cardboard was  
designed to make VR more accessible and affordable, as it allows people to  
experience VR using a device that they already own, such as a smartphone.  
To use Google Cardboard, a person must first download the Google  
3
Cardboard app and follow the instructions to set up the headset. Once the  
headset is set up, the person can insert their smartphone into the headset and  
use it to view VR content. Google Cardboard supports a wide range of VR apps  
and experiences, including games, movies, educational content, and more.  
Google Cardboard has a number of features that make it an appealing VR  
platform. It is relatively inexpensive compared to other VR headsets, it is  
portable and easy to use, and it supports a wide range of content. Additionally,  
Google Cardboard has a user-friendly interface and is compatible with a wide  
range of smartphones, making it accessible to a wide audience.  
Overall, Google Cardboard is a popular and affordable VR platform that has  
helped to make VR more accessible to a wider audience. It is a simple and  
effective way for people to experience VR using their own smartphone.  
(b) What is the current trends and state of the art in immersive technologies?  
04  
Immersive technologies, such as virtual reality (VR), augmented reality (AR),  
and mixed reality (MR), have made significant strides in recent years and are  
continuing to evolve and advance. Here are a few current trends and state-of-  
the-art developments in immersive technologies:  
Improved hardware: VR, AR, and MR hardware has become more  
advanced and sophisticated in recent years, with improved displays,  
sensors, and tracking capabilities. This has led to a higher level of  
immersion and more realistic experiences.  
Enhanced graphics: Graphics in immersive technologies have become  
more realistic and detailed, with high-resolution displays and advanced  
rendering techniques.  
Increased adoption: Immersive technologies have gained wider  
adoption in a variety of industries and fields, including gaming,  
entertainment, education, training, healthcare, and more.  
Growing content ecosystem: The content ecosystem for immersive  
technologies has grown significantly, with a wide range of VR, AR, and  
MR apps, games, and experiences available.  
Greater accessibility: Immersive technologies have become more  
accessible to a wider audience, with the development of lower-cost  
hardware and the availability of content on a range of devices, including  
smartphones and tablets.  
Increased use of AI: Artificial intelligence (AI) is being increasingly used  
in immersive technologies to enhance the realism and interactivity of  
VR, AR, and MR experiences.  
Development of social VR: Social VR, which allows people to interact  
with each other in virtual environments, is an area of active  
4
development and growth.  
Some VR systems may also include additional components, such as haptic  
feedback devices, which provide touch-based sensations, or scent generators,  
which can add an olfactory dimension to the VR experience.  
Overall, VR systems are complex systems that rely on a range of technologies  
and components to create immersive and interactive experiences. The specific  
components of a VR system can vary depending on the specific application  
and use case, but the core components, such as the HMD, sensors, controllers,  
and computer, are typically present in most VR systems.  
(c) Explain the various components of virtual reality systems with block diagram.  
07  
Virtual reality (VR) systems consist of a range of components that work  
together to create a simulated environment that can be experienced through  
sensory stimuli, such as sight, touch, hearing, and sometimes even smell. Here  
is a block diagram that illustrates the various components of a VR system:  
Head-mounted display (HMD): This is the device that a person wears on  
their head to view the VR environment. It typically consists of a headset  
with screens in front of the eyes, and sometimes also includes sensors  
or cameras to track the person's movements.  
Sensors: VR systems often use sensors to track the movements and  
position of the user's head and body. This allows the VR environment to  
respond to the user's movements in real-time.  
Controllers: VR systems often include controllers, which are handheld  
devices that allow the user to interact with the VR environment. These  
controllers may include buttons, touchpads, or other types of input  
devices.  
Audio: VR systems may include audio components, such as headphones  
or speakers, to create a more immersive experience.  
Computer: A VR system typically requires a computer to generate and  
render the VR environment and to process the user's movements and  
inputs.  
5
Software: VR systems use specialized software to create and manage  
the VR environment and to process the user's movements and inputs.  
This software may be proprietary to the VR system or may be a third-  
party application.  
OR  
(c) What is reflection? Explain its models in detail.  
07  
Reflection is the process of thinking about and reviewing one's own thoughts,  
feelings, and experiences. It can involve examining one's own beliefs and  
values, as well as considering how these might have changed or developed  
over time. Reflection is often considered an important part of personal  
development and learning, as it can help people to understand and learn from  
their own experiences.  
In the context of virtual reality (VR), reflection can refer to the process of  
thinking about and reviewing one's own VR experiences. This can involve  
considering the impact of the VR experience on one's own beliefs, values, and  
behaviors, as well as considering how the VR experience might have influenced  
one's perception of the real world.  
There are several models that have been developed to help guide reflection in  
the context of VR. These models can provide a framework for thinking about  
and reviewing one's own VR experiences and can help to facilitate learning  
and personal development. Here are a few examples of reflection models in  
the context of VR:  
The Gibbs' Reflective Cycle: This model, developed by Graham Gibbs,  
consists of six stages: description, feelings, evaluation, analysis,  
conclusion, and action plan. It can be used to help people think through  
their VR experiences in a structured way, considering their own  
thoughts, feelings, and actions in relation to the VR experience.  
The Four-Component Instructional Design Model: This model,  
developed by Robert Gagne, consists of four components: gain  
attention, inform learning objectives, stimulate recall of prior learning,  
and provide learning guidance. It can be used to help people reflect on  
their VR experiences in terms of the learning objectives and goals of the  
VR experience.  
The Repertory Grid Technique: This technique, developed by George  
Kelly, involves creating a grid of three elements (e.g., VR experiences)  
and using the grid to reflect on one's own experiences and how they  
relate to each other. This can help people to identify patterns and  
themes in their VR experiences and to think more deeply about their  
own perspectives and beliefs.  
The Kolb Learning Cycle: This model, developed by David Kolb, consists  
6
of four stages: concrete experience, reflective observation, abstract  
conceptualization, and active experimentation. It can be used to help  
people reflect on their VR experiences in terms of the new experiences  
and insights they gained and how they can apply these to the real  
world.  
Q.3 (a) What are the benefits/advantages of virtual reality?  
03  
Virtual reality (VR) can offer a wide range of benefits, depending on the  
specific application and use case. Here are some potential benefits of VR:  
Immersion: VR can create a highly immersive experience, as it can  
simulate a wide range of environments, from realistic to fantastical, and  
can allow a person to interact with these environments in a natural way,  
using their own body movements.  
Interactivity: VR allows a person to interact with the simulated  
environment and objects within it in real-time, using devices such as  
controllers or handheld devices. This can make the experience more  
engaging and interactive.  
Multisensory: VR can stimulate multiple senses, such as sight, sound,  
touch, and sometimes even smell, to create a more realistic and  
immersive experience.  
3D: VR environments are typically three-dimensional, allowing a person  
to move and look around in a natural way, as if they were physically  
present in the environment. This can make the experience more realistic  
and lifelike.  
Customization: VR experiences can be customized and tailored to a  
person's preferences and needs, such as by allowing them to choose  
the environment they want to be in or the type of activities they want to  
do.  
Accessibility: VR can make it possible for people to access and  
experience a wide range of environments and activities that may not be  
possible in the real world due to physical or logistical constraints.  
Training and simulation: VR can be used for training and simulation  
purposes, allowing people to practice skills and techniques in a safe and  
controlled environment.  
Therapy and rehabilitation: VR can be used in therapy and rehabilitation  
to help people overcome physical or psychological challenges.  
Education: VR can be used as an educational tool, allowing people to  
learn in a more interactive and immersive way.  
Entertainment: VR can be used for entertainment purposes, such as  
7
games and experiences.  
There are many different types of VR experiences, and the benefits of VR can  
vary depending on the specific application and use case.  
(b) What is 3D computer graphics and also discuss rendering process.  
04  
3D computer graphics are computer-generated three-dimensional images and  
animations. They are created using specialized software and hardware and are  
used in a wide range of applications, including movies, video games,  
architectural visualization, product design, and more.  
The rendering process is the process of creating a final image or animation  
from a 3D computer graphics model. The rendering process involves a number  
of steps, including:  
1. Modeling: This involves creating the 3D objects and scenes that will be  
included in the final image or animation. This can be done using  
specialized 3D modeling software and may involve creating the shapes,  
textures, and materials of the objects and scenes.  
2. Lighting: This involves setting up the lighting for the scene, including  
the direction and intensity of the light sources. This can be done using  
specialized lighting software or tools.  
3. Animation: This involves creating the movement and behavior of the  
objects and characters in the scene. This can be done using animation  
software or tools and may involve setting keyframes, specifying motion  
paths, and adjusting timing and other parameters.  
4. Rendering: This is the final step of the process, in which the 3D model is  
processed and transformed into a final image or animation. This  
typically involves using specialized rendering software or hardware to  
calculate the final image, taking into account the lighting, materials, and  
other properties of the objects and scenes in the model.  
The rendering process can be computationally intensive and may take a  
significant amount of time, depending on the complexity of the model and the  
desired level of detail in the final image or animation. However, advances in  
technology have made it possible to create high-quality 3D graphics and  
animations in a relatively short amount of time.  
(c) What is Shading? Explain the various algorithms of it.  
07  
Shading is the process of adding realism and depth to 3D computer graphics  
by simulating the way that light interacts with surfaces and objects. Shading is  
an important aspect of 3D computer graphics, as it helps to create the illusion  
of three-dimensionality and can make the graphics more lifelike and realistic.  
8
There are various algorithms and techniques that can be used to implement  
shading in 3D graphics. Here are a few examples:  
Flat shading: Flat shading involves assigning a single color to each face  
of an object, regardless of the angle at which the face is viewed. This  
can give the object a "blocky" or faceted appearance.  
Gouraud shading: Gouraud shading involves interpolating the colors of  
an object's vertices across the surface of the object. This can create a  
more smooth and continuous shading effect, but may not be as  
accurate as other techniques.  
Phong shading: Phong shading is a technique that involves calculating  
the specular highlight, diffuse color, and ambient color at each point on  
the surface of an object. This can create a more realistic and detailed  
shading effect, but may require more computational resources.  
Normal mapping: Normal mapping is a technique that involves using a  
texture map to specify the surface normals of an object, rather than  
calculating the normals based on the geometry of the object. This can  
create the appearance of detailed and complex surface shading without  
requiring additional geometry.  
Ambient occlusion: Ambient occlusion is a technique that simulates the  
way that light is occluded or blocked by objects and surfaces in a scene.  
This can create a more realistic and accurate shading effect, but may  
require additional computational resources.  
OR  
Q.3 (a) Explain 3 ‘I’ of virtual reality.  
03  
The three "I's" of virtual reality (VR) are immersion, interactivity, and  
Imagination. These three elements are often seen as key factors that  
contribute to the overall effectiveness and appeal of a VR experience. Here is a  
brief explanation of each of the three "I's" of VR:  
Immersion: Immersion refers to the degree to which a person feels  
"inside" the VR environment and is able to suspend disbelief and  
believe that they are actually present in the virtual world. High levels of  
immersion can be achieved through a combination of realistic graphics,  
sound, and haptic feedback, as well as a well-designed and believable  
virtual environment.  
Interactivity: Interactivity refers to the extent to which a person is able  
to interact with the VR environment and objects within it. This can be  
achieved through the use of controllers, handheld devices, or other  
types of input devices, as well as through the use of natural body  
movements, such as gestures or eye movements.  
9
Imagination: Imagination or presence refers to the sense of being  
"there" in the VR environment, as if the person is physically present in  
the virtual world. This can be influenced by factors such as the level of  
immersion, the level of interactivity, and the overall believability of the  
VR environment.  
(b) Explain the various display technologies of Augmented Reality with neat  
04  
diagram.  
Augmented reality (AR) is a technology that superimposes digital content onto  
the real world, creating a composite view of the physical and virtual worlds.  
There are a number of different display technologies that are used to  
implement AR, each with its own set of features and characteristics.  
Here is a brief overview of each of the AR display technologies shown in the  
diagram:  
Head-mounted displays (HMDs): HMDs are wearable devices that are  
worn on the head, such as VR headsets or AR glasses. They typically  
include screens or displays in front of the eyes, as well as sensors and  
cameras that track the user's movements and position.  
Handheld displays: Handheld displays are portable devices, such as  
smartphones or tablets, that are held in the hand and used to view AR  
content. They typically include screens, cameras, and sensors that allow  
the user to interact with the AR content.  
Projection-based displays: Projection-based displays use projection  
technology to display AR content onto surfaces or screens. This can be  
done using static or dynamic projections, depending on the specific  
implementation.  
Spatial displays: Spatial displays are displays that are embedded in the  
physical environment and that create the illusion of three-dimensional  
(3D) objects or content. This can be achieved using techniques such as  
holography or volumetric displays.  
Contact lenses: Contact lenses are wearable devices that are placed  
directly on the eye and that can be used to display AR content. These  
are still in the early stages of development and are not yet widely  
available.  
(c) List and explain the various challenges with Augmented Reality.  
07  
Integration with the real world: AR systems must be able to accurately  
track and align the virtual content with the real-world environment,  
which can be a challenging task due to the complexity and variability of  
the real world.  
Privacy and security: AR systems may capture and transmit data about  
10  
the user's physical environment, which can raise concerns about privacy  
and security.  
Legal and regulatory issues: AR systems may raise legal and regulatory  
issues, such as intellectual property, liability, and safety concerns.  
User acceptance: The adoption and acceptance of AR may be limited by  
factors such as user perceptions, cultural differences, and the availability  
of content and applications.  
Overall, while AR has the potential to offer many benefits and has a wide  
range of potential applications, it also faces a number of challenges and  
limitations. These challenges will need to be addressed in order for AR to  
reach its full potential and become widely adopted.  
Q.4 (a) Define: i) Flicker ii) Touch Receptors iii) Optical Distortions  
03  
i) Flicker: Flicker is the perception of rapid changes in brightness or color that  
can occur when a light source or display is not stable. Flicker can be caused by  
a variety of factors, including electrical interference, changes in the power  
supply, or the refresh rate of a display.  
ii) Touch receptors: Touch receptors are specialized cells in the skin that are  
responsible for detecting touch, pressure, temperature, and other tactile  
sensations. These receptors are located in the epidermis and dermis layers of  
the skin and are activated when they are stimulated by physical contact or  
pressure.  
iii) Optical distortions: Optical distortions are distortions or aberrations in the  
way that light is transmitted or reflected, which can affect the way that an  
image or object appears. Optical distortions can be caused by a variety of  
factors, including the shape and curvature of lenses, the refractive index of  
materials, and the presence of aberrations or imperfections in the optical  
system.  
(b) Explain the following transformations with the help of suitable example:  
04  
Rotation and Scaling.  
Rotation: Rotation is a transformation that involves rotating an object or image  
around a fixed point, called the pivot point. Rotation can be used to change  
the orientation of an object or image, or to create the illusion of movement.  
For example, a person could rotate a 3D model of a car in a graphics program  
to view it from different angles, or a video game could use rotation to simulate  
the movement of a character.  
Scaling: Scaling is a transformation that involves changing the size of an object  
or image by a specified factor. Scaling can be used to make an object or image  
larger or smaller, or to adjust the size of an object or image to fit a particular  
11  
space or requirement. For example, a person could use scaling to resize a  
digital image to fit a specific dimension or to change the size of a 3D model to  
match the size of a physical object.  
(c) Discuss the use of virtual reality in Automation field.  
07  
Virtual reality (VR) has the potential to be used in a variety of applications in  
the automation field. Here are a few examples of how VR could be used in  
automation:  
Training and simulation: VR can be used to create realistic training and  
simulation environments for automation systems, allowing operators  
and maintenance personnel to practice and test procedures in a safe  
and controlled setting.  
Design and prototyping: VR can be used to design and prototype  
automation systems and processes, allowing engineers and designers  
to visualize and test different configurations and layouts.  
Maintenance and repair: VR can be used to create virtual models of  
automation systems that can be used for maintenance and repair  
purposes. This can allow maintenance personnel to diagnose and  
troubleshoot issues without having to physically access the systems.  
Quality control: VR can be used to create virtual inspection and quality  
control environments for automation systems, allowing personnel to  
test and verify the quality of products and components without the  
need for physical inspection.  
Process visualization: VR can be used to create visualizations of  
automation processes, allowing personnel to understand and monitor  
the operation of the systems in real-time.  
Overall, VR has the potential to be used in a variety of applications in the  
automation field, providing a range of benefits such as improved training,  
prototyping, maintenance, quality control, and process visualization.  
OR  
Q.4 (a) Define: i) Visual Acuity ii) The blind spot iii) Motion parallax cues  
03  
i) Visual acuity: Visual acuity is a measure of a person's ability to see fine  
details and distinguish small differences in the size, shape, and position of  
objects. Visual acuity is typically measured using an eye chart, which consists  
of rows of letters, numbers, or symbols of progressively smaller sizes.  
ii) The blind spot: The blind spot is an area in the visual field where the optic  
nerve and blood vessels pass through the retina, creating a gap in the  
12  
distribution of photoreceptor cells. As a result, there are no photoreceptors in  
this area, and a person is unable to see objects that are located in the blind  
spot.  
iii) Motion parallax cues: Motion parallax cues are visual cues that are created  
when an object moves in relation to the viewer. These cues can provide  
information about the distance and depth of the object and can help a person  
to perceive the 3D structure of the environment. Motion parallax cues can be  
created by the movement of the viewer, the movement of the object, or a  
combination of both.  
(b) Explain Virtual World Space with suitable example.  
04  
Virtual world space refers to the virtual environment or "world" in which a  
virtual reality (VR) or augmented reality (AR) experience takes place. This space  
can be created using computer graphics and can simulate a wide range of  
environments, from realistic to fantastical, and can include objects, characters,  
and other elements.  
One example of a virtual world space is a VR game or experience that takes  
place in a virtual environment, such as a fantasy world or a futuristic city. In  
this type of virtual world space, the player can interact with the environment  
and other elements within the world, such as by picking up objects, interacting  
with characters, or completing tasks.  
Another example of a virtual world space is an AR application that overlays  
digital content onto the real world, creating a composite view of the physical  
and virtual worlds. In this type of virtual world space, the user can see the real  
world through their device's camera and can interact with the virtual content  
that is displayed on top of the real world.  
Overall, virtual world space refers to the virtual environment in which a VR or  
AR experience takes place and can include a wide range of environments and  
elements.  
(c)  
07  
Discuss the use of virtual reality in medical field.  
Virtual reality (VR) has the potential to be used in a variety of applications in  
the medical field. Here are a few examples of how VR could be used in  
medicine:  
Training and simulation: VR can be used to create realistic training and  
simulation environments for medical professionals, allowing them to  
practice and test procedures in a safe and controlled setting. This can  
include simulations of surgeries, emergency procedures, and other  
medical procedures.  
Therapy and rehabilitation: VR can be used to create immersive therapy  
13  
and rehabilitation environments for patients, allowing them to engage  
in therapeutic activities in a virtual setting. This can include VR-based  
physical therapy, occupational therapy, and other types of  
rehabilitation.  
Mental health treatment: VR can be used to create immersive  
environments for mental health treatment, such as exposure therapy for  
phobias or virtual reality cognitive behavior therapy (VR-CBT) for  
anxiety and other mental health conditions.  
Education and patient engagement: VR can be used to educate patients  
about their health and treatment options and to engage them in their  
own care. This can include VR-based patient education programs and  
VR-based tools for monitoring and managing health conditions.  
Overall, VR has the potential to be used in a variety of applications in the  
medical field, providing a range of benefits such as improved training, therapy,  
rehabilitation, mental health treatment, education, and patient engagement.  
Q.5 (a) Explain visual computation in virtual reality.  
03  
Visual computation in virtual reality (VR) refers to the process of  
generating and rendering 3D graphics and visual content in real-time, in  
order to create immersive and interactive VR experiences. This process  
involves a number of different steps, including:  
Modeling: Modeling involves creating a digital representation of an  
object or environment using computer graphics software. This can  
include creating the geometry, surface texture, and other details of  
the object or environment.  
Animating: Animating involves adding movement and behavior to  
the digital models, in order to create the illusion of life and  
interactivity. This can include adding physics simulations, particle  
effects, and other types of animation.  
Lighting: Lighting involves adding lighting effects to the digital  
models and environments, in order to create the illusion of three-  
dimensionality and to simulate the way that light interacts with  
surfaces and objects.  
Rendering: Rendering involves generating a final image or video  
frame from the digital models and environments, using algorithms  
and techniques such as shading, reflections, and shadows.  
Overall, visual computation in VR involves a range of steps and techniques  
that are used to create and render 3D graphics and visual content in real-  
time, in order to create immersive and interactive VR experiences.  
14  
(b) Describe the purpose of following nodes in VRML (Virtual Reality  
Modeling Language). Anchor node, Collision node, Group node, Shape  
node.  
04  
Virtual Reality Modeling Language (VRML) is a file format and  
programming language that is used to create 3D graphics and interactive  
virtual reality (VR) experiences. Here is a brief description of the purpose of  
four common VRML nodes:  
Anchor node: The anchor node is used to create hyperlinks within a  
VRML scene, allowing users to navigate between different VRML  
files or URLs by clicking on objects or elements within the scene.  
Collision node: The collision node is used to detect and respond to  
collisions between objects in a VRML scene. This can be used to  
create interactive and realistic simulations of physical interactions  
and collisions.  
Group node: The group node is used to group together multiple  
VRML nodes, allowing them to be treated as a single entity for  
purposes of transformations and other operations.  
Shape node: The shape node is used to define the visual appearance  
of an object or element in a VRML scene, including its geometry,  
surface texture, and other visual properties.  
(c) Discuss in detail the use of Augmented Reality in military.  
07  
Augmented reality (AR) has the potential to be used in a variety of  
applications in the military, offering a range of benefits such as improved  
training, situational awareness, and mission effectiveness. Here are a few  
examples of how AR could be used in the military:  
Training and simulation: AR can be used to create realistic training  
and simulation environments for military personnel, allowing them  
to practice and test procedures and tactics in a safe and controlled  
setting. This can include simulations of battlefield scenarios,  
emergency procedures, and other military operations.  
Situational awareness: AR can be used to enhance situational  
awareness by overlaying digital information onto the real-world  
environment, providing military personnel with real-time data and  
intelligence about their surroundings. This can include information  
about the location of enemy forces, the location of friendly forces,  
and other relevant data.  
Mission planning and execution: AR can be used to assist with  
mission planning and execution by providing military personnel with  
digital tools and information that can help them to navigate,  
15  
communicate, and coordinate their actions. This can include AR-  
based navigation aids, communication tools, and mission planning  
tools.  
Maintenance and repair: AR can be used to create virtual models of  
military equipment and systems that can be used for maintenance  
and repair purposes. This can allow maintenance personnel to  
diagnose and troubleshoot issues without having to physically  
access the equipment.  
Overall, AR has the potential to be used in a variety of applications in the  
military, providing a range of benefits such as improved training,  
situational awareness, and mission effectiveness.  
OR  
Q.5 (a) Differentiate virtual reality and augmented reality.  
03  
Virtual Reality (VR)  
Augmented Reality (AR)  
A fully immersive  
computer-generated  
environment that  
users can interact  
with  
A technology that  
superimposes digital content  
onto the real world, creating  
a composite view of the  
physical and virtual worlds  
Definition  
Experience  
Fully immersive, 3D  
environment  
Augments the real world with  
digital content  
Can be accessed using a wide  
range of devices, including  
smartphones, tablets, and AR  
glasses  
Specialized hardware  
such as VR headsets  
or gloves  
Hardware  
requirements  
High level of  
interactivity  
Limited interactivity, usually  
limited to the digital content  
Interactivity  
Examples  
VR games, VR  
training simulations,  
VR film and  
AR games, AR navigation and  
mapping apps, AR retail and  
marketing experiences  
entertainment  
(b) What is flight simulation? Explain in detail.  
04  
Flight simulation is a technology that is used to recreate the experience of  
flying an aircraft, using computer software and specialized hardware. Flight  
16  
simulators can be used for a variety of purposes, including training,  
research, and entertainment.  
There are several types of flight simulators, including:  
Full flight simulators: Full flight simulators are the most realistic and  
immersive type of flight simulators, and are used to train pilots and  
other aviation personnel. These simulators are typically highly  
specialized and expensive, and are designed to mimic the cockpit  
and controls of a specific aircraft as closely as possible. Full flight  
simulators are used to train pilots in a range of scenarios, including  
normal and emergency procedures, and are typically certified by  
aviation regulatory bodies for use in pilot training.  
Fixed-base simulators: Fixed-base simulators are less immersive  
than full flight simulators and do not include a full cockpit. These  
simulators are typically used for pilot training, maintenance training,  
and other purposes, and are typically less expensive than full flight  
simulators.  
Personal computer-based simulators: Personal computer-based  
simulators, also known as home flight simulators, are designed for  
use on a personal computer and are used for entertainment and  
hobbyist purposes. These simulators are typically less realistic than  
professional simulators and are used for recreational flying or to  
practice specific skills.  
OR  
Flight simulation is the use of computer-generated models to simulate  
the flight dynamics and systems of aircraft and other flying vehicles. The  
primary goal of flight simulation is to provide a realistic and accurate  
representation of the flight experience, with the ultimate goal of training  
pilots and other personnel, testing aircraft designs and equipment, and  
studying the effects of flight on aircraft and personnel.  
There are different types of flight simulation, they can be broadly  
categorized into two types:  
Professional or Full flight simulation  
Consumer or Entertainment flight simulation  
Professional or full flight simulation is used for training pilots and other  
personnel, as well as for testing and certifying aircraft designs and  
equipment. These simulations are designed to closely match the flight  
characteristics of real aircraft and include a high level of accuracy and  
realism. They are typically used in military, commercial, and research  
settings.  
17  
The main components of a full flight simulator include:  
A cockpit replica or mockup that closely resembles the cockpit of a  
specific aircraft.  
A computer-generated visual system that displays a realistic  
representation of the outside world, including terrain, weather, and  
other environmental conditions.  
A motion system that simulates the movement and vibrations of the  
aircraft, including the effects of acceleration, turbulence, and other  
forces.  
A control loading system that simulates the forces required to move  
the aircraft's control surfaces, such as the ailerons, elevator, and  
rudder.  
A flight control system that simulates the flight dynamics of the  
aircraft and its systems, including the engines, avionics, and other  
equipment.  
A debriefing systems, allowing to record and review the simulation  
session.  
On the other hand, consumer or entertainment flight simulation is more  
focused on providing a realistic and engaging flight experience for the  
user, rather than training pilots or testing aircraft designs. These  
simulations are typically used by enthusiasts and hobbyists to experience  
the thrill of flying, to learn about aircraft and flight, and to practice their  
flight skills. The main features of this type of flight simulators are the  
realism of the visual and physical simulation, the accuracy of the flight  
models, and the possibility to interact with multiple other users in a  
shared virtual environment.  
In summary, flight simulation is the use of computer-generated models to  
simulate the flight dynamics and systems of aircraft, it can be used for  
training, testing and certifying aircraft designs, equipment, as well as for  
entertainment. It provides a realistic and accurate representation of the  
flight experience, simulating the movement, vibrations, and flight  
dynamics of the aircraft, and its systems and also include a representation  
of the outside world and weather conditions.  
(c)  
07  
Discuss in detail the use of Augmented Reality in entertainment field.  
Augmented reality (AR) has the potential to be used in a variety of  
applications in the entertainment field, offering a range of benefits such as  
enhanced immersion, interactivity, and personalization. Here are a few  
examples of how AR could be used in entertainment:  
Games and interactive experiences: AR can be used to create  
18  
immersive and interactive games and experiences, allowing users to  
engage with digital content in the real world. This can include AR-  
based puzzle games, adventure games, and other types of  
interactive experiences.  
Live events and performances: AR can be used to enhance live  
events and performances by adding digital content to the real-  
world environment. This can include visual effects, interactive  
elements, and other types of digital content that can enhance the  
audience's experience.  
Theme parks and attractions: AR can be used to create immersive  
and interactive experiences at theme parks and other attractions,  
allowing visitors to engage with digital content in the real world.  
This can include AR-based rides, games, and other types of  
experiences.  
Marketing and advertising: AR can be used to create interactive and  
engaging marketing and advertising campaigns, allowing  
companies to showcase their products and services in a novel and  
immersive way. This can include AR-based product demonstrations,  
virtual try-ons, and other types of interactive experiences.  
Overall, AR has the potential to be used in a variety of applications in the  
entertainment field, providing a range of benefits such as enhanced  
immersion, interactivity, and personalization.  
*************  
19  
Seat No.:  
Enrolment No.  
GUJARAT TECHNOLOGICAL UNIVERSITY  
BE - SEMESTER–VII (NEW) EXAMINATION – SUMMER 2022  
Subject Code:3171612  
Date:10/06/2022  
Subject Name: Virtual and Augment Reality  
Time: 02:30 PM TO 05:00 PM  
Total Marks: 70  
Q.1 (a) Explain the Components of Virtual Reality.  
03  
There are several components that make up a virtual reality (VR) system. These  
components work together to create a simulated environment that can be  
experienced through sensory stimuli, such as sight, touch, hearing, and  
sometimes even smell. Here are the main components of VR:  
Head-mounted display (HMD): This is the device that a person wears on  
their head to view the VR environment. It typically consists of a headset  
with screens in front of the eyes, and sometimes also includes sensors or  
cameras to track the person's movements.  
Sensors: VR systems often use sensors to track the movements and  
position of the user's head and body. This allows the VR environment to  
respond to the user's movements in real-time.  
Controllers: VR systems often include controllers, which are handheld  
devices that allow the user to interact with the VR environment. These  
controllers may include buttons, touchpads, or other types of input devices.  
Audio: VR systems may include audio components, such as headphones or  
speakers, to create a more immersive experience.  
Computer: A VR system typically requires a computer to generate and  
render the VR environment and to process the user's movements and  
inputs.  
Software: VR systems use specialized software to create and manage the  
VR environment and to process the user's movements and inputs. This  
software may be proprietary to the VR system or may be a third-party  
application.  
(b) Discuss benefits of virtual reality.  
04  
Virtual reality (VR) can offer a wide range of benefits, depending on the specific  
application and use case. Here are some potential benefits of VR:  
Immersion: VR can create a highly immersive experience, as it can simulate  
a wide range of environments, from realistic to fantastical, and can allow a  
person to interact with these environments in a natural way, using their  
own body movements.  
20  
Interactivity: VR allows a person to interact with the simulated environment  
and objects within it in real-time, using devices such as controllers or  
handheld devices. This can make the experience more engaging and  
interactive.  
Multisensory: VR can stimulate multiple senses, such as sight, sound, touch,  
and sometimes even smell, to create a more realistic and immersive  
experience.  
3D: VR environments are typically three-dimensional, allowing a person to  
move and look around in a natural way, as if they were physically present in  
the environment. This can make the experience more realistic and lifelike.  
Customization: VR experiences can be customized and tailored to a  
person's preferences and needs, such as by allowing them to choose the  
environment they want to be in or the type of activities they want to do.  
Accessibility: VR can make it possible for people to access and experience a  
wide range of environments and activities that may not be possible in the  
real world due to physical or logistical constraints.  
Training and simulation: VR can be used for training and simulation  
purposes, allowing people to practice skills and techniques in a safe and  
controlled environment.  
Therapy and rehabilitation: VR can be used in therapy and rehabilitation to  
help people overcome physical or psychological challenges.  
Education: VR can be used as an educational tool, allowing people to learn  
in a more interactive and immersive way.  
Entertainment: VR can be used for entertainment purposes, such as games  
and experiences.  
What is reflection? Explain its models in detail.  
(c)  
07  
Reflection is the process of thinking about and reviewing one's own thoughts,  
feelings, and experiences. It can involve examining one's own beliefs and values,  
as well as considering how these might have changed or developed over time.  
Reflection is often considered an important part of personal development and  
learning, as it can help people to understand and learn from their own  
experiences.  
In the context of virtual reality (VR), reflection can refer to the process of thinking  
about and reviewing one's own VR experiences. This can involve considering the  
impact of the VR experience on one's own beliefs, values, and behaviors, as well as  
considering how the VR experience might have influenced one's perception of the  
real world.  
There are several models that have been developed to help guide reflection in the  
context of VR. These models can provide a framework for thinking about and  
21  
reviewing one's own VR experiences and can help to facilitate learning and  
personal development. Here are a few examples of reflection models in the  
context of VR:  
The Gibbs' Reflective Cycle: This model, developed by Graham Gibbs,  
consists of six stages: description, feelings, evaluation, analysis, conclusion,  
and action plan. It can be used to help people think through their VR  
experiences in a structured way, considering their own thoughts, feelings,  
and actions in relation to the VR experience.  
The Four-Component Instructional Design Model: This model, developed  
by Robert Gagne, consists of four components: gain attention, inform  
learning objectives, stimulate recall of prior learning, and provide learning  
guidance. It can be used to help people reflect on their VR experiences in  
terms of the learning objectives and goals of the VR experience.  
The Repertory Grid Technique: This technique, developed by George Kelly,  
involves creating a grid of three elements (e.g., VR experiences) and using  
the grid to reflect on one's own experiences and how they relate to each  
other. This can help people to identify patterns and themes in their VR  
experiences and to think more deeply about their own perspectives and  
beliefs.  
The Kolb Learning Cycle: This model, developed by David Kolb, consists of  
four stages: concrete experience, reflective observation, abstract  
conceptualization, and active experimentation. It can be used to help  
people reflect on their VR experiences in terms of the new experiences and  
insights they gained and how they can apply these to the real world.  
Q.2 (a)  
03  
Briefly Explain 3D clipping with suitable examples.  
3D clipping is a process that is used in computer graphics to remove parts of an  
image or scene that are not visible to the viewer. This can help to improve the  
performance of a computer system, as it reduces the amount of data that needs  
to be processed and rendered. In the context of virtual reality (VR), 3D clipping is  
used to ensure that the VR environment is rendered efficiently and smoothly,  
without causing delays or disruptions to the user's experience.  
Here is an example of how 3D clipping might be used in the context of VR:  
Imagine that you are using a VR headset to explore a virtual city. As you move  
through the city, your headset tracks your movements and updates the view  
accordingly. However, if the entire city were rendered at all times, it would likely  
be too much data for the computer to handle and the VR experience would be  
slow and choppy. To improve performance, the computer uses 3D clipping to  
remove parts of the city that are not currently visible to you, such as buildings that  
are behind you or too far away. This allows the computer to focus on rendering  
the parts of the city that are relevant to your current view, resulting in a smoother  
22  
and more efficient VR experience.  
Another example of 3D clipping in VR might be a VR game where you are playing  
as a character in a large, open-world environment. In this case, 3D clipping might  
be used to remove objects or terrain that are beyond a certain distance from the  
character, as they are not relevant to the gameplay and would only serve to slow  
down the computer.  
(b)  
04  
Explain in detail about scene illumination.  
Scene illumination refers to the way that light is distributed throughout a scene  
or environment. It can have a significant impact on the appearance and  
perception of objects and surfaces within the scene.  
There are several factors that can influence scene illumination, including the  
direction and intensity of the light source(s), the presence of reflective or  
refractive surfaces, and the properties of the objects and surfaces within the  
scene.  
The direction of the light source(s) can affect the way that shadows are cast,  
which can give depth and dimensionality to the scene. The intensity of the light  
source(s) can also have an impact on the overall brightness of the scene, as well  
as the visibility of details within the scene.  
Reflective surfaces can alter the distribution of light within a scene by reflecting  
light back into the environment. This can create bright highlights and reflections  
that can add visual interest to the scene.  
The properties of objects and surfaces within the scene can also affect the way  
that light is distributed. For example, a matte surface will diffuse light more  
evenly than a highly reflective surface, which can create a softer, more diffuse  
illumination.  
(c) Explain the difference between Virtual Reality and Augmented Reality.  
07  
Virtual Reality (VR) and Augmented Reality (AR) are two related but distinct  
technologies that are used to create immersive digital experiences. Here is a  
comparison of the main differences between VR and AR:  
Virtual Reality (VR)  
Augmented Reality (AR)  
VR creates a completely  
immersive digital  
AR overlays digital content on top  
of the real world, allowing users to  
interact with the real world and  
digital content at the same time.  
environment that users  
can interact with.  
VR requires specialized  
hardware, such as VR  
headsets or gloves, to be  
fully immersive.  
AR can be accessed using a variety  
of devices, such as smartphones,  
tablets, or specialized AR headsets.  
VR is often used for  
AR is used for a variety of  
gaming, entertainment,  
applications, including advertising,  
23  
and training applications.  
education, and retail.  
VR can be used to create  
completely fictional  
environments or  
AR is typically used to augment the  
real world with additional  
information or digital content.  
simulations of real-world  
environments.  
OR  
(c)  
07  
Describe the purpose of following nodes in VRML (Virtual Reality Modeling  
Language). Anchor node, Collision node, Group node, Shape node.  
In virtual reality modeling language (VRML), certain nodes are used to define  
different aspects of the virtual environment. Here is a description of the purpose  
of some common VRML nodes:  
1. Anchor node: The anchor node is used to specify a link or hyperlink within  
a VRML scene. When a user clicks on the anchor, they are taken to the  
specified URL or other location within the scene.  
2. Collision node: The collision node is used to define an object that can  
detect collisions with other objects in the VRML scene. This can be used to  
trigger certain actions or events when a collision occurs.  
3. Group node: The group node is used to group multiple objects or nodes  
together in the VRML scene. This allows the objects to be manipulated or  
transformed as a single unit.  
4. Shape node: The shape node is used to define the appearance and  
geometry of an object in the VRML scene. The shape node can include  
information about the object's color, texture, and other visual properties, as  
well as its geometric properties, such as its shape, size, and position.  
Q.3 (a)  
03  
Discuss Collision detection Generic VR system.  
Collision detection is a key aspect of virtual reality (VR) systems, as it allows users  
to interact with and navigate the virtual environment in a realistic and safe way.  
In a VR system, collision detection refers to the process of detecting when a  
virtual object or the user's virtual avatar comes into contact with another object  
in the virtual environment.  
There are several different approaches to collision detection, including:  
1. Bounding box collision detection: In this method, objects in the virtual  
environment are represented by simple geometric shapes, such as boxes or  
spheres. When two objects come into contact, their bounding boxes are  
compared to determine whether a collision has occurred.  
2. Ray casting: Ray casting involves shooting virtual rays from a specific point  
in the virtual environment and detecting when they intersect with an  
object. This method is often used to detect collisions between the user's  
24  
avatar and objects in the environment.  
3. Triangle-based collision detection: In this method, objects in the virtual  
environment are represented by collections of triangles, and collisions are  
detected by comparing the triangles of two objects.  
(b) Explain 3 ‘I’ of virtual reality.  
04  
Immersion  
Immersion is what makes VR feel real to the audience. Each time, whether it is  
product visualization or branded experience project, we adjust format and find  
exciting ways to take people into new worlds.  
Interaction  
In terms of functionality, VR is responsive to the user’s input – gestures, verbal  
commands, head movement tracking etc. Why does it matter for businesses?  
For example, every product in a virtual clothing store can be interacted and  
manipulated with using either controllers or by gazing at certain points in the  
created environment.  
Imagination  
VR is the newest medium to tell a story and experience it, which gives an infinite  
number of possibilities for marketing. The user’s mind capacity makes it possible  
to perceive non-existent things and create the illusion of them being real. Virtual  
experience can be designed to unfold a story, step inside a dream or a vision,  
enter a game or experience product from the inside  
(c) Discuss the Visual Computation in Virtual Reality.  
07  
03  
OR  
Q.3 (a) Define: i) Flicker ii) Touch Receptors iii) Optical Distortions  
i) Flicker: Flicker refers to the rapid changes in brightness that can occur when a  
display is refreshed at a high rate. Flicker can cause discomfort and eye strain for  
users and is generally considered a negative aspect of display technology.  
ii) Touch receptors: Touch receptors are sensors that are used to detect touch or  
pressure on a surface, such as a touchscreen or touchpad. These sensors allow  
users to interact with devices in a more intuitive and natural way.  
iii) Optical distortions: Optical distortions refer to changes in the shape or  
appearance of an image caused by the lens or other optical elements of a device.  
These distortions can cause images to appear distorted or distorted and can be a  
negative aspect of display technology.  
(b) Discuss wireless displays in educational augmented reality applications  
04  
Wireless displays are devices that can be used to display images, video, or other  
content wirelessly, without the need for a physical connection to a computer or  
other source. In the context of educational augmented reality (AR) applications,  
wireless displays can be used to project AR content onto a surface or screen,  
25  
allowing multiple users to view and interact with the content at the same time.  
There are several benefits to using wireless displays in educational AR  
applications:  
1. Mobility: Wireless displays can be easily moved and set up in different  
locations, making them ideal for use in classrooms or other educational  
settings where flexibility is important.  
2. Collaboration: Wireless displays allow multiple users to view and interact  
with AR content at the same time, promoting collaboration and group  
learning.  
3. Ease of use: Wireless displays are typically easy to set up and use, requiring  
only a wireless connection and a device capable of projecting the AR  
content.  
4. Cost-effective: Wireless displays are generally less expensive than other  
types of displays, making them a cost-effective option for educational  
settings.  
Explain the challenges of AR.  
1. Hardware issues  
(c)  
07  
Currently, every available AR headset is a bulky piece of hardware that may be  
too expensive for the masses. Also, a majority of AR headsets need to be  
tethered to a computer, making the entire experience limited and inconvenient.  
Alternatively, consumers can use their smartphones or tablets for AR  
applications.  
2. Limited content  
One of the major challenges with augmented reality is creating engaging  
content. The content created for augmented reality devices consists of games  
Currently, there are no regulations that help businesses and consumers  
understand which type of AR applications can be used and how data can be  
processed. Hence, the technology can be used with malicious intent. For  
instance, a cybercriminal can hijack personal accounts by mining data output and  
manipulating AR content. In such cases, consumers may have questions like who  
could be held accountable, which mitigation strategies can be used, and how to  
avoid such incidents in the future.  
4. Public skepticism  
Although augmented reality is a popular topic of discussion among tech experts,  
consumers are unaware of the benefits of the technology. Consumers have only  
used the most popular applications of augmented reality such as trying out  
glasses, wardrobe, and accessories.  
5. Physical safety risks  
Augmented reality applications can be immensely distracting and may lead to  
physical injuries. For instance, many people were injured while playing Pokemon  
they are used in potentially risky environments such as busy roads, construction  
26  
sites, and medical institutions.  
Q.4 (a)  
03  
List out the Real Time Application of AR and VR.  
Here is a list of some real-time applications of augmented reality (AR) and virtual  
reality (VR):  
AR Applications:  
Advertising  
Education  
Medicine  
Retail  
VR Applications:  
Gaming  
Entertainment  
Training  
Therapy  
(b) What is 3D computer graphics and also discuss rendering process  
04  
3D computer graphics are digital representations of three-dimensional objects or  
environments that are created using computer software. These graphics can be  
used for a variety of purposes, including animation, film, video games, and visual  
effects.  
The rendering process is the process of generating a 2D image from a 3D model  
or scene. The rendering process involves several steps, including:  
1. Modeling: 3D models are created using specialized software, such as 3D  
modeling or animation software. The models can be created from scratch  
or based on real-world objects or environments.  
2. Texturing: Textures, such as colors and patterns, are applied to the surface  
of the 3D model to give it a more realistic appearance.  
3. Lighting: Virtual lights are placed in the 3D scene to create the desired  
lighting effects.  
4. Shading: Shading algorithms are used to calculate the way light interacts  
with the 3D model, creating the appearance of shadows and highlights.  
5. Rasterization: The 3D model is transformed into a 2D image by projecting it  
onto a 2D surface, a process known as rasterization.  
6. Output: The final 2D image is output to a display device, such as a  
computer screen or printer.  
(c) Explain Augmented reality methods with suitable examples.  
07  
Augmented reality (AR) is a technology that allows users to interact with and  
experience digital content in the physical world. There are several different  
methods for implementing AR, including:  
27  
1. Marker-based AR: Marker-based AR uses visual markers, such as QR codes  
or images, to trigger the display of AR content. When a user points their  
device at the marker, the AR content is displayed on top of the marker in  
the device's camera view. An example of marker-based AR is the Pokémon  
Go mobile game, which uses GPS and camera technology to allow users to  
capture virtual creatures that appear in the real world.  
2. Markerless AR: Markerless AR uses computer vision and machine learning  
algorithms to recognize and track real-world objects and surfaces, allowing  
AR content to be displayed on top of them. An example of markerless AR is  
the IKEA Place app, which allows users to visualize how furniture will look in  
their home by placing virtual versions of the furniture in the room using  
their smartphone's camera.  
3. Projection-based AR: Projection-based AR uses projection technology to  
display AR content on a surface, such as a wall or table. An example of  
projection-based AR is the HoloLens 2 headset, which projects AR content  
onto a transparent display in front of the user's eyes.  
4. Superimposition-based AR: Superimposition-based AR uses a transparent  
display, such as a heads-up display (HUD) or a see-through smartphone  
screen, to overlay AR content on top of the real world. An example of  
superimposition-based AR is the Google Glass headset, which displays AR  
content on a transparent display in the user's field of view.  
OR  
Q.4 (a) Discuss Entertainment Applications of VR  
03  
Virtual reality (VR) technology has the potential to revolutionize the  
entertainment industry by providing a more immersive and interactive  
experience for users. Some examples of entertainment applications of VR include:  
1. Video games: VR technology can be used to create immersive and  
interactive gaming experiences that allow users to fully engage with the  
virtual environment. This can include action games, sports games, and  
other types of games that involve physical movement or interaction with  
the virtual environment.  
2. Virtual reality theme parks: VR technology can be used to create virtual  
reality theme parks, which are immersive and interactive environments that  
allow users to experience a wide range of activities and attractions. These  
might include roller coasters, water rides, and other theme park attractions  
that are designed specifically for VR.  
3. Virtual concerts: VR technology can be used to create virtual concerts,  
allowing users to attend and experience live performances from the  
comfort of their own home. These concerts can be streamed live or pre-  
recorded, and can include interactive features such as chat rooms or virtual  
meet-and-greets with the performers.  
4. Virtual reality movies: VR technology can be used to create interactive  
movies that allow users to experience the film in a more immersive way.  
This might include interactive elements that allow users to choose their  
own paths through the film or affect the outcome of the story.  
28  
(b) Explain Different types of AR.  
04  
Augmented reality (AR) is a technology that allows users to interact with and  
experience digital content in the physical world. There are several different types  
of AR technologies, each with its own unique characteristics and applications.  
Some common types of AR include:  
1. Marker-based AR: Marker-based AR uses visual markers, such as QR codes  
or images, to trigger the display of AR content. When a user points their  
device at the marker, the AR content is displayed on top of the marker in  
the device's camera view.  
2. Marker less AR: Marker less AR uses computer vision and machine learning  
algorithms to recognize and track real-world objects and surfaces, allowing  
AR content to be displayed on top of them.  
3. Projection-based AR: Projection-based AR uses projection technology to  
display AR content on a surface, such as a wall or table.  
4. Superimposition-based AR: Superimposition-based AR uses a transparent  
display, such as a heads-up display (HUD) or a see-through smartphone  
screen, to overlay AR content on top of the real world.  
5. Environmental AR: Environmental AR uses sensors and algorithms to create  
an AR experience that is tailored to the user's physical environment, such as  
by displaying information about nearby points of interest or changing the  
appearance of the environment based on the time of day.  
Explain wireless displays in educational augmented reality applications.  
(c)  
07  
Wireless displays are devices that can be used to display images, video, or other  
content wirelessly, without the need for a physical connection to a computer or  
other source. In the context of educational augmented reality (AR) applications,  
wireless displays can be used to project AR content onto a surface or screen,  
allowing multiple users to view and interact with the content at the same time.  
There are several benefits to using wireless displays in educational AR  
applications:  
1. Mobility: Wireless displays can be easily moved and set up in different  
locations, making them ideal for use in classrooms or other educational  
settings where flexibility is important.  
2. Collaboration: Wireless displays allow multiple users to view and interact  
with AR content at the same time, promoting collaboration and group  
learning.  
3. Ease of use: Wireless displays are typically easy to set up and use, requiring  
only a wireless connection and a device capable of projecting the AR  
content.  
4. Cost-effective: Wireless displays are generally less expensive than other  
types of displays, making them a cost-effective option for educational  
settings.  
There are several other ways in which wireless displays can be used in educational  
AR applications:  
1. Demonstrations: Wireless displays can be used to demonstrate AR content  
29  
to a group of students, allowing the teacher to easily explain and  
demonstrate concepts using interactive AR visualizations.  
2. Assessments: AR content can be used to create interactive assessments that  
allow students to demonstrate their understanding of a concept in a more  
engaging and interactive way.  
3. Interactive lessons: AR content can be used to create interactive lessons  
that allow students to explore and interact with digital environments in a  
way that is similar to real-world experiences.  
4. Virtual field trips: Wireless displays can be used to project AR content that  
simulates a field trip to a location that is difficult or impossible to visit in  
person, such as a historical site or a distant planet.  
5. Simulation: AR content can be used to create simulations that allow  
students to experience and explore real-world scenarios in a safe and  
controlled environment.  
Overall, wireless displays and AR technology have the potential to revolutionize  
education by providing a more immersive and interactive learning experience that  
can engage and motivate students.  
Q.5 (a) List Out VR Software and VR Hardware.  
03  
Virtual reality (VR) software is software that is used to create and run VR  
environments and experiences. VR software can be used to create and design VR  
environments, as well as to develop interactive VR applications and games. Some  
examples of VR software include game engines, 3D modeling software, and  
development platforms.  
VR hardware is the physical equipment that is used to create and experience VR  
environments. This hardware can include VR headsets, hand controllers, body  
tracking systems, and other specialized devices. VR hardware is designed to  
provide a high level of immersion and interactivity, and may include features  
such as high-resolution displays, audio systems, and haptic feedback devices.  
Here are some examples of VR software and hardware:  
VR Software:  
Unity  
Unreal Engine  
Blender  
SteamVR  
Oculus SDK  
VR Hardware:  
Oculus Quest  
HTC Vive  
30  
PlayStation VR  
Samsung Gear VR  
Google Cardboard  
(b) Explain Virtual World Space with suitable example.  
04  
A virtual world space is a digital environment that is created and maintained by  
computer systems. It is designed to simulate a real or imaginary environment,  
and can be accessed and interacted with by users through various types of  
electronic devices, such as computers, smartphones, or VR headsets.  
An example of a virtual world space is Second Life, a virtual world that was  
created in 2003 and is still active today. Second Life is a social platform that  
allows users to create and customize their own avatars, communicate with other  
users, and explore and interact with a virtual world that includes a wide range of  
user-generated content, such as buildings, landscapes, and other objects.  
Users of Second Life can participate in a variety of activities within the virtual  
world, including socializing, shopping, and even attending virtual events and  
meetings. They can also use the platform to create and sell virtual goods and  
services, such as clothing and accessories for their avatars or virtual real estate.  
Overall, virtual world spaces like Second Life provide a unique and immersive  
online experience that allows users to interact with and explore digital  
environments in a way that is similar to real-world interactions.  
(c) Explain VR Technology in Physical Exercises and Games.  
07  
Virtual reality (VR) technology has the potential to enhance physical exercises  
and games by providing a more immersive and interactive experience.  
In the context of physical exercise, VR technology can be used to create virtual  
environments that simulate real-world environments or scenarios, such as  
running through a city or climbing a mountain. This can make exercise more  
engaging and enjoyable for users, as well as provide a more realistic and varied  
workout. VR technology can also be used to track user movement and provide  
feedback on performance, helping users to monitor and improve their fitness.  
In the context of games, VR technology can be used to create immersive and  
interactive gaming experiences that allow users to interact with the virtual  
environment in a more natural and intuitive way. For example, VR technology can  
be used to create virtual sports games that allow users to experience the thrill of  
playing a sport as if they were physically present on the field or court. VR  
technology can also be used to create other types of games, such as adventure  
or puzzle games, that involve physical movement or interaction with the virtual  
environment.  
Overall, VR technology has the potential to revolutionize physical exercise and  
gaming by providing a more immersive and interactive experience that can help  
to motivate and engage users.  
OR  
31  
Q.5 (a) What is Tracker, Sensor and Digital Glove?  
03  
Tracker: A tracker is a device that is used to track the position and orientation of  
an object in space. In the context of virtual reality (VR), a tracker is often used to  
track the movement and orientation of a user's head, hands, or other body parts.  
This information is then used to update the VR environment in real-time,  
providing a more immersive and interactive experience.  
Sensor: A sensor is a device that is used to detect and measure physical  
phenomena, such as motion, temperature, or pressure. In VR, sensors are used to  
track the movement and orientation of users and objects in the virtual  
environment. This information is then used to update the VR environment in  
real-time and provide sensory feedback to the user.  
Digital Glove: A digital glove is a type of input device that is worn on the hand  
and equipped with sensors that track the movement and orientation of the hand  
and fingers. Digital gloves can be used in VR to allow users to interact with the  
virtual environment in a more natural and intuitive way, by using hand gestures  
and finger movements. Digital gloves can also provide haptic feedback, such as  
vibrations, to enhance the realism of the VR experience.  
(b) Discuss input and output interface in VR.  
04  
Input and output interfaces are the means by which users can interact with and  
receive feedback from a virtual reality (VR) system.  
Input interfaces are used to control the VR environment and provide input to the  
system. These interfaces can include a variety of devices, such as keyboards,  
mice, touchscreens, hand controllers, and body tracking systems. Some VR  
systems also use natural language processing to allow users to control the  
system using voice commands.  
Output interfaces are used to present the VR environment to the user and  
provide sensory feedback. These interfaces can include displays, such as headsets  
or projection systems, as well as haptic feedback devices, such as gloves or  
controllers that provide vibrations or other physical sensations.  
In order to create a fully immersive VR experience, input and output interfaces  
must be seamlessly integrated and provide a high level of accuracy and  
responsiveness. This requires the use of advanced sensors and algorithms to  
track user movements and provide realistic feedback.  
(c) Write a Short Note on ”VRML”.  
07  
Virtual Reality Modeling Language (VRML) is a file format used to represent 3D  
graphics in the World Wide Web. It was developed in the mid-1990s as a way to  
bring interactive 3D graphics to the web. VRML files contain descriptions of 3D  
models, as well as information about how the models should be rendered and  
how users can interact with them.  
One of the key features of VRML is that it allows for the creation of interactive 3D  
environments that can be explored by users. These environments can include  
objects that users can manipulate, as well as sounds, lights, and other sensory  
32  
effects. VRML files can be viewed using a VRML viewer, which is a software  
application that is capable of rendering the 3D graphics and interacting with the  
virtual environment.  
Although VRML was once a popular format for creating 3D graphics on the web, it  
has largely been replaced by more modern formats, such as X3D and WebGL.  
These newer formats offer improved performance and more advanced features,  
such as support for higher-quality graphics and real-time rendering.  
In addition to its use in creating 3D graphics for the web, VRML has also been  
used in a variety of other applications. For example, VRML has been used to create  
virtual reality training simulations, architectural visualizations, and scientific  
models.  
One of the main advantages of VRML is that it allows for the creation of complex  
3D environments that can be easily shared and accessed by users. This makes it an  
ideal format for creating interactive 3D content that can be accessed over the  
internet.  
Despite its popularity in the past, VRML has largely been replaced by newer and  
more advanced 3D graphics formats. However, VRML continues to be supported  
by some software applications and is still used by some developers for creating  
interactive 3D content for the web.  
*************  
1
33