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Virtual Reality Semester 8 (BE Fourth Year) BE Mechanical Engineering University of Mumbai Topics and Syllabus

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University of Mumbai Syllabus For Semester 8 (BE Fourth Year) Virtual Reality: Knowing the Syllabus is very important for the students of Semester 8 (BE Fourth Year). Shaalaa has also provided a list of topics that every student needs to understand.

The University of Mumbai Semester 8 (BE Fourth Year) Virtual Reality syllabus for the academic year 2021-2022 is based on the Board's guidelines. Students should read the Semester 8 (BE Fourth Year) Virtual Reality Syllabus to learn about the subject's subjects and subtopics.

Students will discover the unit names, chapters under each unit, and subtopics under each chapter in the University of Mumbai Semester 8 (BE Fourth Year) Virtual Reality Syllabus pdf 2021-2022. They will also receive a complete practical syllabus for Semester 8 (BE Fourth Year) Virtual Reality in addition to this.

CBCGS [2019 - current]
CBGS [2015 - 2018]
Old [2000 - 2014]

University of Mumbai Semester 8 (BE Fourth Year) Virtual Reality Revised Syllabus

University of Mumbai Semester 8 (BE Fourth Year) Virtual Reality and their Unit wise marks distribution

University of Mumbai Semester 8 (BE Fourth Year) Virtual Reality Course Structure 2021-2022 With Marking Scheme

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C Module 1
101 Introduction
  • A short history of early virtual reality, early commercial VR Technology, VR becomes an Industry, The five classical components of VR Systems.
  • Input Devices: Trackers, Navigations and Gesture Interfaces. Three Dimensional Position Trackers: Tracker performance parameters, Mechanical trackers, Magnetic trackers, Ultrasonic trackers, Optical Trackers and Hybrid Inertial Trackers Navigation and Manipulation Interfaces: Tracker based Navigation/Manipulation Interfaces, Trackballs, and three Dimensional Probes Gesture Interfaces: The Pinch Glove, the 5DT Data Glove, the Didjiglove, the Cyberglove
CC Module 2
201 Output Devices: Graphical, Three Dimensional Sound and Haptic Displays:
  • Graphical Display: The human visual system, personal graphics displays, large volume displays.
  • Sound displays: the human auditory system, the convolvotron, Speaker based three dimensional sound.
  • Haptic Feedback: The human haptic system, Tactile Feedback Interfaces, Force Feedback Interfaces.
CCC Module 3
301 Computing Architectures for Virtual Reality
  • The Rendering Pipeline: The graphical rendering pipeline, The haptics rendering pipeline.
  • PC Graphics Architectures: PC Graphics Accelerators, Graphics Benchmarks.
  • Work Station Based Architectures: the Sun Blade 1000 Architecture, The SGI Infinite Reality Architecture.
  • Distributed VR Architectures: Multipipeline Synchronization, Colocated rendering Pipelines, Distributed Virtual Environments.
CD Module 4
401 Modeling
  • Geometric Modeling: Virtual Object Shape, Object Visual Appearance.
  • Kinematics Modeling: Homogeneous Transformation Matrices, Object Position, Transformation Invariants, Object Hierarchies, viewing the three dimensional words.
  • Physical Modeling: Collision Detection, Surface Deformation, Force Computation, Force Smoothing and Mapping, Haptic Texturing.
  • Behavior Modeling and Model Management: Level of Detail Management, Cell Segmentation
D Module 5
501 Virtual Reality Programming
  • Toolkits and Scene Graphs.
  • World Toolkit: Model Geometry and Appearance, The WTK Scene Graph, Sensors and Action Functions, WTK Networking, JAVA 3D: Model Geometry and Appearance, Java 3D Scene graph, Sensors and Behaviors, Java 3D Networking, WTK and Java 3D Performance Comparison.
  • General Haptics Open Software Toolkit: GHOST Integration with the Graphics Pipeline, The GHOST Haptic Scene Graph, Collision Detection and response, Graphics and PHANToM Calibration.
502 Human Factors in Virtual Reality
  • Human Factors in Virtual Reality: Methodology and Terminology: Data Collection and Analysis, Usability Engineering Methodology.
  • User Performance Studies: Test bed Evaluation of universal VR Tasks, Influence of System Responsiveness on User Performance, Influence of Feedback Multimodality
DC Module 6
601 Traditional Virtual Reality Applications

Medical Application of VR: Virtual Anatomy, Triage and Diagnostic and Rehabilitation. Education, Arts and Entertainment: VR in Education, VR and, Surgery the Arts. Entertainment Application of VR. Military VR Application: Army use of VR, VR Application in Navy, Air Force use of VR

602 Emerging Application of VR
  • VR Application and Manufacturing: Virtual Prototyping, other VR Application in Manufacturing; Application of VR in Robotics: Robot Programming, Robot Tele operation.
  • Information Visualization: Oil Exploration and Well Management, Volumetric Data Visualization.
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