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You are here: HomeLab ReportIT & Computer Science
Pages:
19 pages/≈5225 words
Sources:
20 Sources
Level:
Harvard
Subject:
IT & Computer Science
Type:
Lab Report
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 39.95
Topic:

report for my final year undergraduate Harvard (Lab Report Sample)

Instructions:
I only need help with the sections I have commented on (Introduction, Background, Literature Review, and Holograms in the Design section). I need as many words as possible for this (at least 3000 in total because the entire report is supposed to be 8000 words). If you think you can assist with other sections like Requirements Analysis, help is welcome as well. If you think you can assist with other sections like Requirements Analysis, help is welcome as well. I have specified in the comments some information I would like to include and attached is a poster for the project so you can understand it more. things needed 1. immersive learning experience using 3D spatial technology. A Mixed Reality (MR) application that allows interaction with Holograms and other 3D views of images source..
Content:
Abstract Over time, technology has advanced significantly, changing many processes in various fields, including health, engineering, and education. Advanced computer graphics and simulation technology, mixed reality (MR), augmented reality (AR), and virtual reality (VR), as well as other educational sectors, can be used to create immersive learning environments for students. This study aims to introduce "Skalpel," a mixed reality application concept for Microsoft's HoloLens 2 headgear that gives users access to human anatomical and physiological data compiled from reputable educational sources. It can also be used to study 3D lab models in real life by observing them in action. Eye-tracking capabilities allow collecting and analyzing user feedback regarding visual habits(Jahanshahi et al., 2020). Skalpel wants to provide consumers with an engaging, dynamic 3D learning environment. Figure1.Showcasing Skalpel Chapter 1 INTRODUCTION AND BACKGROUND OF THE STUDY Education is a continuous process of growth and learning. It is a systematic process of giving people the values, knowledge, and abilities that allow them to reach their full potential, think critically, and take part in their community. Through education, people can acquire knowledge, skills, and values that will help them develop into educated, responsible, and valuable citizens. By giving people the skills they need to succeed in life, education aims to create an accountable and knowledgeable society. Education enables people to learn new things, acquire new abilities, and live prosperous, independent lives. Giving people the tools and resources they need to make wise decisions and give back to their communities also lays a solid basis for the future(Why Using 3D Learning Is The Future Of Education - eLearning Industry,2022). Today's learning style does not rely on memorization or trivia. There has been a significant change in how pupils are taught and learn a topic. When different kinds of K-12 content providers and curriculum development firms began their investigation and discovered a fantastic technique to build eLearning content with a big focus on visualization and knowledge retention, this educational trend altered. (Why Using 3D Learning Is The Future Of Education - eLearning Industry, 2022). They focus on the fact that students should visualize, evaluate, and analyze a solution to a problem from all perspectives to comprehend numerous complicated mathematical theories, physics, and engineering and how they apply them in real-life situations. Teachers should encourage pupils to approach a complex subject from various perspectives to discover solutions. Since the perception of real-world multimodal stimuli (such as auditory, visual, tactile, and olfactory stimuli) has conditioned the human perceptual system, it is essential to use the exact perceptual mechanisms while attempting to mimic an immersive experience in Extended Reality (XR). Undertaking this approach, the students will opt to think widely and embark on a journey of constantly discovering knowledge that is touted to be scarce and developing a wide range of skills efficiently. This leads to introducing mixed reality with education. Combining the real with the virtual worlds enables more intuitive and natural 3D interactions between robots, people, and the environment. Connecting the real with the virtual worlds provides more natural and intuitive 3D interactions between people, devices, and the environment. (What is mixed reality? - Mixed Reality | Microsoft Learn,2022) .The cornerstone of this new universe is the advancement of computer vision, graphics processing, display technologies, input techniques, and cloud computing. In their article "Paul Milgram and Fumio Kishino's "A Taxonomy of Mixed Reality Visual Displays," published in 1994, first used the phrase "mixed reality." Their study looked at the taxonomy of visual displays and the idea of a continuum of virtuality. Since then, mixed reality has been used for various purposes beyond presentations, such as Environmental understanding through spatial mapping and anchors. Examples of human comprehension include vocal input, hand tracking, and eye tracking. Aural space. Positions and places, both in the physical world and online. Together, they are creating 3D assets for mixed reality settings. Figure2. Showcasing of the extended realities (XR) Enabling intuitive data interactions in our living spaces and with our Friends liberates us from screen-only experiences. Countless millions of internet users have experienced mixed realities on their mobile devices. Mobile AR is the most popular mixed reality option available through social media. People might not even know about Instagram augmented reality filters. They use diverse reality experiences. With stunning holographic human representations, highly realistic 3D models, and their surrounding environment, Windows Mixed Reality has improved user experiences. Virtual reality (VR) and augmented reality (AR) technology remain critical to new digital holographic image technology, a new interdisciplinary frontier. MR has recently received much interest from clinicians as a new technology generation. Medical education, training, research, communication, and clinical care will all undergo a radical transformation as MR becomes more prevalent. MR technology has currently taken over as the preferred front-line information technology for medical applications. The potential for MR to develop is immeasurable, given the growing acceptance of digital technologies in the medical industry. This review article aims to describe how MR technology is used in the medical sector and predict its future trends. Extended Reality (XR) To produce a more immersive experience, Extended Reality (XR) technology integrates The three types of reality: mixed, virtual, and augmented. The delivery, access, and expertise of healthcare could all be revolutionized by XR technology in the healthcare industry. Healthcare practitioners can diagnose and treat patients more successfully with XR technology, which can also be used to deliver remote health services, create immersive and interactive learning experiences, and more. In-home healthcare may now be accessed by patients thanks to XR technology, which can also be utilized to deliver virtual patient care and remote consultations. Medical students can benefit from immersive, interactive training experiences using XR technology, which makes it easier for them to learn and comprehend complex medical ideas. By giving medical personnel data-driven insights into patient care, XR technology can also assist them in diagnosing and treating patients more effectively(Qian et al., 2021). Last, XR technology can improve patient experiences by allowing people to access healthcare services more fun and interactively. In augmented reality, digital elements are placed or overlaid in a physical environment. Users can engage with these computer-generated items through their phones, laptops, headphones, tablets, and other compatible devices in a 3D environment by fusing physical and virtual elements. Contrarily, using VR technology, these encounters take place in entirely different artificial or virtual worlds where real-life situations are mirrored utilizing 360-degree pre-recorded footage or entirely generated surroundings. Multisensory devices like immersion helmets, virtual reality headsets, and omnidirectional treadmills that let users see, feel, touch, and move in the virtual world just like they would in the real one further improve the experience. By fusing VR and AR, MR enables interaction and coexistence between virtual and real-world items. The usage of VR headsets and other multimodal devices is widespread in MR. A game where virtual characters can hide behind actual objects, a virtual bottle put on a real table, and different such situations could serve as examples of MR(Shaikh, Dar and Sofi, 2022). As a result, XR describes the hybridized actual and virtual environments when people interact with computer-generated stimuli.(Morimoto, et al., 2022). Users of XR technology can access an interactive environment created by processing these. Many industries, including engineering, architecture, health, gaming, and others, have use cases for XR. Metaverse users use XR technology to access the metaverse. Figure3. Showcasing of the XR multisensory interactions with extended reality Multisensory interactions are when two or more senses work together to form a single perception. To build a whole cuisine experience, people may use their visual, olfactory, aural, gustatory, and tactile senses. In regular activities like driving a car, where visual, auditory, and tactile cues are combined, multisensory interactions are also evident. Multisensory interactions are believed to be crucial for social, cognitive, and motor development. Multisensory interactions may enhance emotional states as well as learning, memory, and attention, according to research.When paired with XR, we can employ head-mounted displays to supplement or substitute synthetic items for the user's perspective (HMD). The term "XR" can refer to The three types of reality: mixed, virtual, and augmented.Light fields, holographic displays, virtual CAVE rooms, many sorts of 3D fog screens, and augmented spatial reality, which employ projectors and do not require wearing or mounting hardware on the head, are just a few ways to see XR settings. Our main emphasis in this scoping review was HMD-based XR. In the visual and aural domains, XR systems can now create synthetic experiences that are incredibly lifelike. The current low-cost HMD-based XR(Southworth, Silva and Silva, 2020) device stimulates other senses more. To understand extended reality, one must also examine MR, AR, VR, computational research, and, more specifically, the creation of works employing AR.In response to ocular-centrism, multimodal interactio...
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