Professional Documents
Culture Documents
SANGAMNER
DEPARTMENT OF COMPUTER ENGINEERING
2020-2021
Project Synopsis
on
“Virtual Reality for Workforce Training”
BE Computer Engineering
BY
Prof. R. L. Paikrao
H.O.D
Dept. of Computer Engineering
• Title:
• Objectives:
• Abstract:
The advent of inexpensive consumer virtual reality display technology has made
new possibilities for delivering training in immersive and engaging ways widely
available.Industries are now moving rapidly to adopt virtual reality as a key
training tool. Virtual learning environments have been very successful in gener-
ating positive learning outcomes in a variety of domains. The powerful sense of
presence and effective immersion created by virtual reality applications promise
to provide on-site training in a safe and controlled environment. Virtual learn-
ing environments can provide trainees with access to cost-prohibitive equipment
in impossible locations. It can provide a space for Workers to explore problem
spaces and test solutions without risk.The process for developing effective train-
ing virtual environments begins with understanding the learning objectives, re-
creation of the real-world task(s), and assessing user performance and learning.
1
Each stage of the process presents unique challenges and opportunities.
• Keywords:
• Problem Definition:
Virtual Reality for Workforce Traning uses virtual reality to train the employess
as well as to monitor the progress by creating virtual environmet without loss
of productivity, damage to material, and injury.
• List of Modules:
1. Android Application
2. VR Box
3. Remote Control
Virtual reality hasn’t exactly revolutionized the video game industry, like many
predicted it would. VR has found a new growth area, one that’s expanding
faster than anyone imagined in corporate training facilities. Several Fortune
500 companies, such as Boeing, UPS and Walmart, are folding VR into worker-
education programs on a wide scale. And some have been happily impressed
with the results. This upcoming technology has resulted in boosting the pro-
ductivity.
2
• Scope of The Project:
Providing Hands-on real-world training for future workers requires access to real
equipment or physical mock-ups which can present significant challenges. so,
Virtual reality may provide solutions to many of these challenges for training.It
uses tools like blender, maya to create models. These models create virtual
enviroment to train the workers. Also progress monitoring of the workers can
be done. Cost required to this training can also be low as well as it can save a
time of trainer and trainees too.
• Literature Survey
3
ing virtual reality applications for education and training, the technology
has had limited use until recently. Modern consumer hardware and soft-
ware has made low latency, high resolution, and low cost systems available
not only to consumers focused on gaming but also to schools and corpo-
rate training teams. Virtual reality hardware platforms are now widely
available in two general categories: tethered PC or gaming console head-
mounted displays and mobile smartphone-based head-mounted displays.
1. Hardware
1. RAM – 8 GB or greater
2. Processor – Intel i3-6100/AMD Ryzen 3 1200, FX4350 or greater
2. Software
1. Blender
2. Maya
3. SimLab
• Contribution To Society:
This project can help create new social experiences to uplift the human expe-
rience and bring back a feeling of personal connectedness. Virtual Reality also
has the bility to create social change through understanding the world through
the eyes of those who see it.
February 2021
• Expected outcomes:
4
References