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Centre for AR VR & Hologram Overview

The Centre for AR VR & Hologram, established in 2020, focuses on Augmented Reality (AR), Virtual Reality (VR), and hologram technologies, providing a platform for research and development in these fields. It has completed seven projects, including a virtual campus tour and AR applications for medicinal plants, and aims to foster entrepreneurship among students. The Centre is equipped with advanced VR equipment and collaborates with industry mentors to enhance learning and innovation.

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0% found this document useful (0 votes)
4 views19 pages

Centre for AR VR & Hologram Overview

The Centre for AR VR & Hologram, established in 2020, focuses on Augmented Reality (AR), Virtual Reality (VR), and hologram technologies, providing a platform for research and development in these fields. It has completed seven projects, including a virtual campus tour and AR applications for medicinal plants, and aims to foster entrepreneurship among students. The Centre is equipped with advanced VR equipment and collaborates with industry mentors to enhance learning and innovation.

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amanjangid7847
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© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

CENTRE FOR AR VR & HOLOGRAM

About the Centre

The Centre for AR VR & Hologram has been established in the year of 2020 to
provide a platform to learn, apply, design, develop and realize the realities of
Augmented Reality (AR), Virtual Reality (VR) and hologram in inter-disciplinary
domains. This Centre provides a platform to explore more research areas and
nurture the learning skills among faculty and students of our college. This
research Centre is sponsored by AICTE-MODROB. Seven projects that are
related to AR, VR and gaming Technologies are completed through this Centre.
Several industry resource people from various organizations, including Crion
Technology, Aatral Creation, and Arena Training, led the workshop. Research
proposals related to AR, VR and Gaming Technologies were submitted to the
funding agencies SERB and DST and they are under evaluation.

Objectives of the Centre

The objective is to provide a roadmap to budding engineers to become


entrepreneurs and incubators in the future Technology and to support inter-
disciplinary research and product development in collaboration with industries.

Facilities Available

The Centre is modernized with the highly configured computer systems and
the VR equipments are listed below,

▪ Microsoft Holo Lens industrial Edition 2


▪ Oculus Quest 2 Advanced All-in one Virtual Reality Headset,
▪ VR Cardboard
▪ Domo nHance VRF1 VR headset for android mobile phone
▪ DomonHance VRF3 VR headset with headstrap
▪ Google Cardboard VR headset 3D glasses
▪ Colourful virtual reality 3D box VR headset and Simulation Centre
Handheld Mini VRHeadset.
Faculty Members

Name of the Faculty Specialization

Dr. E. Bhuvaneshwari, Associate Professor (Centre Image processing,


Incharge) Machine learning

Natural language
Ms. B. Maheswari, Assistant Professor (Centre Incharge) Processing, Artificial
Intelligence

Dr. B. Janani, Assistant professor Queuing Theory

Ms. R. Vijayalakshmi, Assistant Professor Machine Learning

Details of Industry/Academic Mentors

[Link]. Industry/Academic Name of the Expertise


Mentors Industry/Institution

1. [Link], Crion Technologies AR/VR


(Designation)
(Logo)

SRM Institute of science and


2. Mr .R. Rajkumar Technology, AR/VR
Kattangulathur.

Arena Multimedia
3. [Link] AR/VR
Technologies
Details of MoUs

[Link]. Name of the Industry Date of Intend


MoU

Baala Aaatral Solutions Private Training &


1. 07.07.2021
Limited Consultancy in AR VR

Training and
2. Crion Technologies, Chennai 18.10.2021
Consultancy in AR VR

Enrolled Students list

[Link] ROLL NO. NAME WITH INITIAL Dept


1 202101002 ABHISHAI ANANDARAJ J CSE
2 202101003 ABISHEAK J CSE
3 202101006 ADHITYAVARMAN S S CSE
4 202101009 AISHWARYA S CSE
5 202101013 ANTO HARISH J CSE
6 202101022 ASHWATH M CSE
7 202101026 ATHITHYA T CSE
8 202101046 GOKUL S CSE
9 202101062 JERISH J CSE
10 202101069 KEERTHI A CSE
11 202101072 KIRAN KUMAR P CSE
12 202101102 PRAKASH T R CSE
13 202101110 RAHUL DHEEBECK R CSE
14 202101133 SANJAY V CSE
15 202101136 SANTHANA GANAPATHY S CSE
16 202101150 SIVAKUMAR S CSE
17 202102050 MUKESH KUMAR M ECE
18 202102055 NITHISH M ECE
19 202102059 PRADEEP R ECE
20 202102060 PRAGADEESWARAN S ECE
21 202102082 SATHYA SIVAM L ECE
22 202102102 SUKES T ECE
23 202102117 VISHAL R ECE
24 202104046 UMESH KANNA T MECH
25 202106005 BALAJI S CCE
26 202106018 KAVIYA R CCE
27 202106030 MOGANA VARSHINI M CCE
28 202106036 PRASANTHI B CCE
29 202106052 SRIKANTH S CCE
30 202106058 THIRUMALAI PRIYA D CCE
31 202107011 AKASH S AI&DS
32 202107014 AMIRTHAP P AI&DS
33 202107067 JAYA SHREE S AI&DS
34 202107073 JOTHI V AI&DS
35 202107092 LAKSHANA S AI&DS
36 202107097 LOKDEEP S AI&DS
37 202107099 LOKESHWARAN S AI&DS
38 202107102 MANIKANDAN K AI&DS
39 202107103 MANO K C AI&DS
40 202107106 MOHAMED SHAFEEQ I AI&DS
41 202107114 NARESH R AI&DS
42 202107117 NAVEEN R AI&DS
43 202107121 NEHA N A AI&DS
44 202107125 PERSIS FANNY ELOITE M AI&DS
45 202107126 PONNARASAN R K AI&DS
46 202107130 PRATHIPPA S AI&DS
47 202107134 PRIYA K AI&DS
48 202107138 RATISH J P AI&DS
49 202107143 ROSHNI K AI&DS
50 202107148 SAKTHI PRIYA S AI&DS
51 202107149 SAKTHI SADHANA M AI&DS
52 202107153 SANTHOSH D AI&DS
53 202107178 VELAVAN N AI&DS
54 202107179 VIDHYA BHARATHI K AI&DS
55 202107184 VISHAL J AI&DS
56 202107186 VISHNU S AI&DS
57 202107189 YUVARAJ P AI&DS
58 202108003 AJAY PRIYAN P CSBS
59 202108008 BALAJI U CSBS
60 202108038 RAHAVI S CSBS
61 202108044 SAKTHI KUMAR V CSBS
Centre for AR VR Hologram(Steve Jobs Gallery)
Details of Completed/Ongoing Project:

1) Virtual Campus Tour – MetaRIT v1.0 (VR)


2) Engine Assembly
3) AR Medicinal Plants (AR)
4) RIT Buildings (AR)
5) Scavenger Hunt (AR)

1) Virtual Campus Tour – MetaRIT v1.0 (VR)


Virtual reality (VR) is a powerful and interactive technology that changes our life unlike any
other. Virtual reality, which can also be termed as immersive multimedia, is the art of
simulating a physical presence for the audience in places both real and imaginary. The objective
is to make a virtual campus for RIT using a game engine (UNREAL Engine 5). The core of the
metaverse is to facilitate the digital transformation in every aspect of our physical lives. The
main goal is to make a digital copy of our RIT campus in virtual reality and The virtual world is
simulated in the Head-mounted display (HMD).
2) Engine Assembly:
The concept of the Engine assembly is completely a training based tutorial provided for
the freshers by the automobile companies. This VR Engine Assembly project is here
introduced to completely change the scenario of undertaking real time training. This
software will be an actual twin for the real time engine assembly concept. The freshers will
take up the training and assessment of assembling the engine virtually using the VR Engine
Assembly software. This will help in avoiding creating damage to some most expensive
engines and also the training time will be easily repeated until the fresher is clear in the
concept.
Engine Assembly
3) AR Medicinal Plants (AR):

MEDICINAL PLANTS AR is a mobile application built using AR technology. The motive of the
application is to make people learn more about medicinal plants and their properties using
augmented reality.

With the AR camera of this application which uses image processing, the user can scan the
generated QR code specifically made for each variety of medicinal plant. After the QR code is
successfully scanned, the information about the plant will be augmented. Various types of
information about the respective plant such as the Botanical name, English name, Tamil name, uses
and advantages, etcetera will be augmented by the application. The user can interact with the
augmented details about the respective plant. The instructions for “How to use the application” was
added in the home page of the application. The user can access the AR camera in the home page to
which a pleasant background music is also added.
PROJECT FLOW:

a. MEDICINAL PLANTS AR

This application is runnable on both Android and iOS platforms. The user can open the
application and directly land into the home landing page. Pleasant Background audio is added. And
the user can read the instructions given in the home page about “how to use the application”.

b. LANDING PAGE
After reading the user instruction set, the user can access the ARcamera mode by clicking on the
circular AR button.

c. ARCamera MODE

Once the user clicks the circular AR button, the application directs the user to ARcamera
mode in which the mobile camera will be accessed. The user needs to find and scan the image
targets (QR codes) with the ARcamera.

d. INTERACTABLE AUGMENTATION
The intractable augmented details about the medicinal plants will be displayed over the image
targets respectively. The user can interact with the hexagonal plates to learn about the medicinal
plants values.

4) RIT Buildings (AR):


Augmented Reality has its origin from the word “Augment” meaning to add or enhance. Augmented
Reality is a combination of a real and a computer-generated or virtual world. In the field of
architecture, understanding a plain 2D building plans is a complex task for inexperienced people.
With the developing technology like Augmented Reality, the difficulties faced by the various
architects and their clients can be reduced. The main motive of the application is to make the
complex 2D building plans and previous constructed buildings into an interactive 3D augmentation
of the building. This project plays a vital role in providing a mobile application which helps anyone
to visualise an interactive 3D augmented building model instead of carrying some building plan
sheets or an image collection.

ARCamera Mode:
5)Scavenger Hunt (AR):

Scavenger Hunt is a game based mobile application built using AR technology with the
motive to create awareness of COVID-19. The theme of the game is similar to a treasure hunt,
where user has to find answers & clues for many riddles and questions, accomplish a set of
tasks/objectives in order to prevent the spread of the COVID-19.
PROJECT FLOW:

a. Home Page:

b. About (Game Description):

c. ARCamera Mode:
Projects Planned

1. FUNCTIONABLE CAMPUS - MetaRit v2.0 (VR):


The v1.0 MetaRit is a complete walk through simulation of virtual RIT campus. MetaRit v2.0 is a
upgradation of the virtual tour to a interact able world. This version will support multiplayer
functionality in which the two or more users can be in the same place. The extension of the project
is where users can interact with each other such as playing games (Football, chess, etc.), using the
virtual lab as such in real life, and many more interesting activities.

2. ENGINE ASSEMBLY (VR):


The concept of the Engine assembly is completely a training based tutorial provided for the
freshers by the automobile companies. This VR Engine Assembly project is here introduced to
completely change the scenario of undertaking real time training. This software will be an actual
twin for the real time engine assembly concept. The freshers will take up the training and
assessment of assembling the engine virtually using the VR Engine Assembly software. This will
help in avoiding creating damage to some most expensive engines and also the training time will be
easily repeated until the fresher is clear in the concept.

3. CAR LAUNCHING EVENT (VR):


One of the most expensive event that takes place in the globe is the car showcase/launching
event. Many automobile companies spend a lot of money (more that million dollars) for a launch
event. This VR Car Launch Event will reduce the cost immensely. The car launch event can be taken
place in any type of scenarios which is not possible in real time world (Eg. Outside the planet Earth,
In middle of an ocean, etc…) . There will be different styles used in this to showcase the cars
immensely in the reduction of the cost.

Events conducted by the Centre:

[Link] NAME OF THE EVENT VENUE NO OF


PARTICIPANTS

1 A Roadmap to AR/VR and Gaming Online Mode 150


Techniques

2 Exploring the opportunities of AR/VR RSB-Green 60


in industry 4.0 Building

3 Augmented reality and Virtual reality Steve Jobs 60


gaming technologies Gallery(Future
Tech Lab)
EVENT PHOTOS:

Augmented reality and Virtual reality gaming technologies

Exploring the opportunities of AR/VR in industry 4.0

External Participation:

[Link] on Virtual Tamil cultural Museum:


Students were attended & presented a workshop on Creating a ‘Virtual Tamil cultural
Museum’ at IITM, Chennai on 28th September 2022.

Students attended:

1. VenkataRamanan P(IV CSE)


2. Sree Aravind(III CCE)
3. Avinash.J(III CSE)
4. Tharun(III CCE)
2. Accenture Innovation challenge:

CAR LAUNCHING EVENT (VR):


In a real world car launch events, there are many challenges faced. Some of them are,
choosing the venue, whether condition, more expenditure, power outage, safety measures,
transportation mishap, etc... There are many other challenges too faced during a live launch event.
And expected style of showcasing the cars might be very difficult. Creating a suitable theme for a
suitable model is another most challenging task. The existing model is a real time launch event and
a beginning stage of VR car launch events. The VR car launching event which is present today is
constructed within a certain limits. And the real time launch event has many challenges to be faced.
There are many expenditure spent by the company for marketing and branding the car and all
those promotions are in very old classy methods.

Mahesh P - IV ECE
Avinash J - III CSE
Kiran Kumar - II CSE

ENGINE ASSEMBLY (VR):


In the world of vast development and technology, due to certain complexity, a single
mistake in implementation or a process could generate an unwanted or unexpected outcome
which may cause wastage of resources. Even in the field of industrial machine
assembly/automobile engine assembly/circuit designing, a single mistake by an inexperienced
trainee or professional due to a lack of concentration and various possibilities could result in
massive property damage. Any trainee must be able to practice and develop his skills without
the fear of making any irreversible property damage. Anything which seems impossible in real
life becomes possible when we enter virtual reality. A virtual reality-based application to
facilitate and provide a virtual training session to a trainee without the need of any human
being (trainer) and the need for a real-life engine model/parts to experience the simulation of
engine assembly virtually from any point of view is the best alternative.
Venkada Ramanan P - IV CSE
Tharun D - III CCE
Shree Aravindh SS - III CCE

STRESS RELIEF MANAGEMENT

Solution:
Many researchers are suggesting that increased aggression can only become even more
serious if people vent it by breaking or destroying things. So the answer to the question is that rage
rooms can be used for entertainment purposes. But whether they can be used to vent anger is a
huge question.

Many people try to vent out their anger by punching a punching bag. They think that
they can use it as a way to release their pent-up anger ,But studies show that they only get used to
releasing their anger in some way. They may even hit a bystander to vent their anger. So the ways
to release anger can also lead to dangerous situations. Even-though their anger may decrease for a
while; in the future, it is likely to increase even more.

When we destroy electronic such as computer monitors, CPU towers, laptops, keyboards,
printers, fax machines, TVs and any other electronics it produces electronic wastes which can be
prevented by VR rage room.

Sri Jai Akash - III CCE


Luckysan J - III CCE
Rajkamal M - III CCE

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