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AVR QB Answers
AVR QB Answers
AVR QB Answers
6. What is authoring?
• Augmented reality concerns visualising relevant information on site. Application needs to
know what, where and when to augment, and sometimes how to augment it as well. The
process of defining these relations for the application is called authoring. Good authoring
tools are essential for wide use of AR in assembly, maintenance and repair. In addition,
content needs to be easily available for authoring.
• Augmented reality systems for assembly instructions usually have a database with 3D
models of the parts, their interaction (e.g. animation paths), their relative locations, the
assembly order, etc.
• Using authoring tools The user can build AR applications without a deeper knowledge of
theoretical background or programming experience, For example BuildAR
10. Explain velocities, accelerations, and the movement of rigid bodies in 3D World.
– the motion of a point in a 3D world R3 causes each point (x, y, z) on the 3D model to
move, resulting a function of time for each coordinate of each point: (x(t), y(t), z(t)).
– The velocity v is replaced by (vx, vy, vz) to indicate velocity with respect to the x, y, and z
coordinates, respectively.
– The magnitude of |v| is called the speed:
– Continuing further, the acceleration also expands to
include three components:(ax, ay, az).
12. For the virtual world that contains many moving rigid bodies, what do you mean by its
degree of Freedom (DOF)? Explain with suitable examples.
• The cochlea handles hearing, and the remaining parts belong to the vestibular system.
• The utricle and saccule measure linear acceleration; together they form the otolith system.
• The semicircular canals measure angular acceleration.
• The particular canal names are anterior canal, posterior canal, and lateral canal.
17. How does the vestibular system sense linear and angular acceleration?
• The otolith system senses acceleration.
• Each hair cell has cilia that are embedded in a gelatinous matrix.
• Heavy weights lie on top of the matrix so that when acceleration occurs laterally, the
shifting weight applies a shearing force that causes the cilia to bend.
• In the semicircular canal, the moving fluid applies pressure to the cupula, causing it to
deform and bend the cilia on hair cells inside of it
• For example, when a a liquid-filled tube around the periphery of the merry-go-round is
applied angular acceleration due to friction
• Standard laws of motion from physics or engineering usually do not take into account
such interactions. Therefore, specialized algorithms are used to detect when such collisions
occur and respond appropriately.
• Solid or boundary model
20. Explain the term Form and genre. Explain Form and Genre in VR
• Form and genre are two terms often used to evaluate and discuss the content of media.
• The form of an experience is manifested in the style of interface chosen for the
experience; thus, in VR the form is for the most part the interface.
• In VR we typically associate genre with the class of problem being addressed and form
with the method of interaction and presentation.
• One form of interaction is the walkthrough and a common genre that makes use of this()
form is the architectural or site walkthrough, often based on a real-world location
• The choice of genre and form is orthogonal; that is, the selection of a particular genre does
not (necessarily) put limitations on what form may be used
22. Write down the four classification of “Genres” of VR applications/ Explain Promising
application fields ( Virtual prototyping, Architectural walkthroughs,Visualization,Training,
Entertainment etc.)
A] Virtual prototyping -
A virtual prototype might be used to evaluate a product from a variety of
perspectives: ergonomics, constructability, and aesthetics.
Some product designs are also tested for how easy it will be to construct them, and
for mechanical products how easy to maintain them
B] Architectural walkthroughs -
Models can also be presented using traditional computer animation renderings,
which can be used to show lighting and visual aesthetics of the space. However, by being
immersed, the participant can also evaluate the scale, accessibility, and usability of the
space.
C] Visualization -
Computer simulations and detailed sensor inputs both can provide an
overabundance of data, making it hard for researchers to perform a useful analysis.
This trend previously led to the use of computer animations and then to interactive
tools to aid this process and to the use of virtual reality, researchers can be provided a more
natural way to navigate through the space into which the data has been mapped.
D] Training
Training is also an application genre that is a rather obvious fit for VR. In fact, the
oldest example of virtual reality, flight simulation, is of this genre.
Specifically, the simulation operator has more control over what scenarios can be
presented to the trainee, and can change the scenario in response to performance.
23. Give any four benefits of VR. Explain any 2 uses cases for VR