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VISVESVARAYA TECHNOLOGICAL UNIVERSITY

"Jnana Sangama", Belgaum: 590 018

H.K.E. SOCIETY'S S.L.N. COLLEGE OF ENGINEERING


RAICHUR - 584 135

A TECHNICAL SEMINAR SYNOPSIS ON


EXTENDED REALITY

Submitted By:
CHEBROLU RAMYA (3SL19CS014)

Under the Guidance of


PROF.RENUKA.DEVI

Head of the Department


PROF.SUMANGALA. I

Department of Computer Science & Engineering


(Affiliated to VTU - Belagavi, Affiliated to AICTE, Accredited by NAAC)
Yeramarus Camp, Raichur-584135, Karnataka

2022-2023
VISVESVARAYA TECHNOLOGICAL UNIVERSITY
"Jnana Sangama", Belgaum: 590 018

H.K.E. SOCIETY'S S.L.N. COLLEGE OF ENGINEERING


RAICHUR - 584 135

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING

APPROVAL CERTIFICATE

Certified that the Seminar Synopsis on topic “EXTENDED REALITY” has been successfully
presented at H.K.E. Society’s S.L.N. COLLEGE OF ENGINEERING by CHEBROLU RAMYA
(3SL19CS014), for the VIII Semester of Bachelor of Engineering in Computer Science &
Engineering of Visvesvaraya Technological University, 2022-2023. It is certified that all
corrections/suggestions indicate for Internal Assessment have been incorporated in the report
deposited in the department. The technical seminar synopsis has been approved as it satisfies the
academic requirements in respect of work for the said degree.

Signature of Guide Signature of Coordinator Signature of HOD

Prof. Renukadevi Prof. Jyothi N Prof. Sumangala I


ACKNOWLEDGEMENT

This satisfaction and euphoria that accompany the successful completion of any task
would be but incomplete without the mention of the people who made it with constant
guidance and encouragement and crowned our effort with success.

We would like to express our gratitude to our principal DR. R. BASAWARAJA S.L.N.
COLLEGE OF ENGINEERING, for providing congenial environment and surroundings to
work in.
A heartily thanks to our beloved HOD. Prof. SUMANGALA I, for her encouragement and
support.

We express our sincere thanks to seminar guide Prof. RENUKADEVI Dept. Of COMPUTER
SCIENCE AND ENGINEERING, for her constant encouragement and support throughout
our course, especially for the useful suggestions given during the course of the seminar
period.

We also thank all the staff members of department of Computer Science and Engineering and
all those who have directly or helped us with valuable suggestions in the successful
completion of this seminar.

Last but not the least we would like to thank our beloved parents for their blessing, love, and
encouragement to successfully complete the task by meeting all the requirements.

CHEBROLU RAMYA (3SL19CS014)


Abstract

Extended reality (XR), here jointly referring to virtual, augmented, and mixed (VR, AR, MR)
reality, is becoming more common in everyday working life. This paper presents a systematic
literature review of academic publications on XR indicating changes in practical organization
of work. We analyse both application areas of XR and theoretical and methodological
approaches of XR research. The review process followed the PRISMA statement. Design,
remote collaboration, and training were the main application areas of XR. XR enabled
overcoming of obstacles set by time and space, safety, and resources by mediating experience
of space. Research on XR applications in actual working life settings is yet relatively rare
and covers primarily three areas: collaboration, evaluation of knowledge transfer, and work
practices. Virtual reality was the most common form of applied XR, although the hardware
used varied case by case. We identified four research areas regarding XR: collaboration, work
practices, and evaluation of knowledge transfer, which somewhat followed the application
areas. We did not find XR-specific methodologies in the reviewed articles, only few recent
studies used novel ways of collecting research material, such as recording the movement in
virtual reality. For now, XR still holds significant potential rather than clearly confirmed
general advantages in working life.
INTRODUTION

Think of how it would feel like to exist and operate in our rapidly developing world a couple
of decades ahead in the future. Imagine how much the existing technologies would have
progressed by then, taking a deeper and more rooted place in our daily realities. Fantasize
being equipped enough to be able to shop for a new home at any location in the world and
feeling as if you were actually transported onsite or being able to head off to have dinner in
someplace miles away

While these possibilities may seem far-fetched for now, owing to the developments being
steadily made in Extended Reality (XR), a term that encompasses the immersive technologies
which bring together the physical and virtual realities, the chances of these fantasies
becoming a reality seems more and more probable. It has been predicted that by 2022, the
Extended Reality market is expected to reach $209 billion, growing eightfold from its state
in 2019.

From receiving directions for the closest coffee shop that is accessible by walking distance
through a pair of smart eyeglasses, or simulating a ski jump by putting on a headset, each
time we undertake such activities we are adopting what is called Extended Reality (XR).

I delve more into the technology itself in Part 1, but, for now, let’s take a brief look at what
XR means. XR is in fact an umbrella term for a range of immersive technologies, spanning
the ones we already have today – virtual reality, augmented reality and mixed reality – plus
those that are yet to be created. In terms of the current technology, we have:

Virtual reality (VR), which offers an experience that is fully immersive. Here, the user
effectively blanks out the real world and enters a computer-simulated environment – typically
using a special headset or glasses, like the Oculus Rift headset.

Augmented reality (AR), which blends the real world and the digital world by overlaying
digital objects or information onto the real world. (Think of the addictive Pokémon GO game,
where players could “see” Pokémon characters on the street, and you get the idea.) So, while
VR creates a simulated environment,
AR is very much rooted in the real world. And unlike VR, AR doesn’t require specialist
equipment – a simple smartphone with a camera will do.

Mixed reality (MR), which sits somewhere in between the two to create a hybrid reality,
where digital and real-life objects can interact with each other. So, for example, the user can
move or manipulate virtual elements as if they were right in front of them. This differs from
AR, where the user can’t interact with the objects or information being overlaid
Application of Extended Reality

XR technologies have numerous practical applications across different industries. Here are
some of the most notable applications of extended reality:

Gaming: XR technology has been widely used in gaming, creating immersive environments
and experiences for players. Games like Pokémon Go and Minecraft have utilized AR and
VR technologies, respectively, to offer players a unique gaming experience.

Education and Training: XR can be used for educational and training purposes, creating
simulated environments for medical training, firefighting, and military operations, among
others. It offers a safe and controlled environment for learners to practice and improve their
skills.

Healthcare: XR technology can be used for medical training and simulations, therapy, and
rehabilitation. It offers a safe and controlled environment for patients to recover from injuries,
and for doctors to practice complex surgical procedures.

Retail: XR technology can be used in retail, providing a more immersive shopping


experience for customers. AR can be used to show customers how furniture or clothes would
look in their homes before making a purchase, while VR can be used to simulate showrooms.

Tourism: XR technology can be used to provide virtual tours of tourist destinations, offering
an immersive experience for travellers. AR can be used to provide information on landmarks
and historical sites, while VR can be used to simulate travel experiences.

Real Estate: XR technology can be used in real estate to offer virtual property tours, allowing
buyers to view properties remotely. AR can be used to show customers how furniture would
look in a specific room, while VR can be used to simulate different property designs.

Work from Home for Remote Areas: The employees & staff can visualize a live
environment of their office or workplace & can attend meetings from their homes, and also
instruct others on how to work, from their homes. Especially, when the area is remote &
difficult to work, XR can be used so that the work can be done from home.

Manufacturing and Construction: XR technology can be used to simulate complex


manufacturing processes and construction projects. It offers a safe and controlled
environment for workers to practice and improve their skills, while also reducing the risk of
accidents and mistakes.

Overall, XR technology has a wide range of practical applications across different industries.
It offers unique opportunities to create immersive and interactive experiences for customers,
learners, and workers alike

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