Research Paper On Extended Reality
Research Paper On Extended Reality
“EXTENDED REALITY”
IN THE PARTIAL FULFILLMENT OF THE REQUIREMENT FOR DEGREE OF
SUBMITTED BY
Dinesh chandra
Seat No:-
SUBMITTED TO
PROJECT GUIDE
(Dr. Satyawan Hembade)
DECLARATION
Student Signature
(Dinesh chandra)
Date:
INDEX
SERIAL TOPIC
1. Abstract
2. Introduction
3. Methodology
4. Application
5. Conclusion
6. Reffrence
ABSTRACT
The fields of virtual reality and augmented reality are rapidly growing and
being applied in a wide range of areas such as entertainment, marketing,
real estate, training, and Remote Reality.
EXTENDED REALITY - BRIEF
DETERMINING NEEDS, EXPECTATIONS
AND THE FUTURE OF XR FOR THE ICRC
INTRODUCTION
METHODLOGY
Entertainment
In movie theatres, virtual reality has been used to provide audiences with 3D
experiences. In the acting world, real-time rendering and camera tracking
provide immersive experiences to actors, which makes them feel as if they
really within the scene.
Extended reality can help in the training of people that may work in high-risk
conditions. It could be dangerous to teach new aviation students to fly with
real planes.
Real Estate
References
Bellini, H. (2018, May 21). Episode 93: Beyond VR & AR: Extended
Reality to Transform Our Lives as Consumers. (J. Siewert,
Interviewer) New York, NY: Goldman Sachs Exchanges
Podcast. Retrieved May 21, 2018, from
https://www.goldmansachs.com/insights/podcasts/episodes
/05-18-2018-heather-bellini.html
Bradley, C. F. (2003). Virtual Worlds, Real Rules. New York: New York Law
School Review.
Forbes Inc. (2017). How Will Virtual Reality Change The Healthcare
Industry? Forbes Quora. Retrieved from
https://www.forbes.com/sites/quora/2017/02/06/how-will-
virtual-reality-change-the-healthcare-industry/#6ee8a3d429e9
Grand View Research Inc. (2017). Virtual Reality (VR) Market Analysis
by device, by technology, by component, by application
(aerospace & defense, commercial, consumer electronics,
industrial, and medical), by region and segment forecasts
2018-2025. San Francisco: Grand View Research Inc.
Hartmann, T. (2017, December). The Moral Disengagement in
Violent Video Games Model. Game Studies, pp. Vol 17, Iss 2.
Hartmann, T. B. (2009). Just a Game? Unjustified Vitual Violence
Produces Guilt in Empathetic Players. Amsterdam: Vrije
Universiteit.