Virtual Reality For Electrical Machine
Downloads
Virtual Reality (VR) is an innovation that enables a client to collaborate with a computer-mimicked climate, regardless of whether that climate is a recreation of this present reality or a conjured universe. It is the way to find, feel and contact with the past, the present and what is to come. It is the vehicle to make our own reality, our own altered reality. It could go from making a computer game to taking a virtual tour of the universe, from wandering through our own fantasy house to finding a walk on a strange planet. With computer-generated reality, we can meet the most frightening and boring circumstances by playing safe and with a learning point of view.
Mechanical maintenance preparation requires significant investment. Must be legitimate public information personnel before playing out any support on apparent devices and must have an appropriate maintenance and security setting applicable to the specific device support is performed on. Two organizations and scientific institutions face preparing limits when ordering maintenance for replacers or workers.
Virtual Reality situations deal with the issue of access, cost, support, firm plan, and well-being. Virtual reality situations using Game-Engine phases (for this mode, Unity), Computer-Aided-Design display and C# programming to execute what is needed in a VR reality head where a student is perfectly suited to speak with environmental factors through kidnapping, contact, holding, dropping, tossing and more through existing virtual reality controllers.
Downloads
D. Talaba and A. Amditis, Product engineering: tools and methods based on virtual reality. Springer Science & Business Media, 2008.
A. Alaraj et al., “Virtual reality training in neurosurgery: Review of current status and future applications,” Surgical Neurology International, vol. 2, no. 1, 2011, DOI: 10.4103/2152-7806.80117.
D. A. Bowman and R. P. McMahan, “Virtual Reality: How Much Immersion Is Enough?” Computer, vol. 40, no. 7, pp. 36–43, 2007, DOI: 10.1109/MC.2007.257.
W. Greenwald, “Oculus Go Review,” PCMag, Jun. 23, 2020. .
Brown and Tim, “How Design Thinking Transforms Organizations and Inspires Innovation,” 2009. Accessed: Mar. 06, 2021. [Online]. Available: https://www.goodreads.com/book/show/6671664-change-by-design.
J. W. Krakauer and R. Shadmehr, “Consolidation of motor memory,” Trends in Neurosciences, vol. 29, no. 1, Jan. 2006, DOI: 10.1016/j.tins.2005.10.003.
Y. M. Tang, A. Zhou, and K.-C. Hui, “Comparison of FEM and BEM for interactive object simulation,” Computer-Aided Design, vol. 38, pp. 874–886, Aug. 2006, DOI: 10.1016/j.cad.2006.04.014.
S. Stadler and M. Hirz, “A knowledge-based framework for integration of computer aided styling and computer aided engineering,” Computer-Aided Design and Applications, vol. 13, no. 4, pp. 558–569, Jul. 2016, DOI: 10.1080/16864360.2015.1131552.
R. F. Tobler and S. Maierhofer, “A Mesh Data Structure for Rendering and Subdivision,” 2006.
J. W. Murray, “C# Game Programming Cookbook for Unity 3D,” 2014.
Jeff W. Murray, “Building Virtual Reality with Unity and SteamVR,” 2020.
Copyright (c) 2021 International Journal of Scientific Research and Management
This work is licensed under a Creative Commons Attribution 4.0 International License.