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Practise For Assignment Ar VR

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0% found this document useful (0 votes)
48 views7 pages

Practise For Assignment Ar VR

Uploaded by

Priyanka Rao
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Part 1: Multiple Choice Questions (20 Points)

Which of the following is a primary technology used in Augmented Reality (AR)?


a) Haptic feedback
b) GPS
c) VR headsets
d) Motion capture
(1 Point)

Which of these is a common application of Virtual Reality (VR)?


a) Live streaming events
b) Immersive gaming experiences
c) Document editing
d) Online shopping
(1 Point)

What does the term 'latency' refer to in AR/VR applications?


a) The time it takes to render graphics
b) The time delay between user action and system response
c) The frame rate of the application
d) The quality of the audio output
(1 Point)

Which of the following platforms is specifically designed for AR development?


a) OpenGL
b) ARKit
c) DirectX
d) HTML5
(1 Point)

What is the primary purpose of a head-mounted display (HMD) in VR?


a) To capture audio
b) To project 2D images
c) To immerse users in a 3D environment
d) To track user movements
(1 Point)
Which component is essential for gesture recognition in AR applications?
a) GPS sensor
b) Accelerometer
c) Depth camera
d) Microphone
(1 Point)

In which year was the first VR headset, the Sensorama, introduced?


a) 1962
b) 1970
c) 1984
d) 1992
(1 Point)

Which of the following best describes the term 'immersion' in the context of VR?
a) The realism of the environment
b) The user's emotional involvement
c) The sense of presence in a virtual space
d) The ability to interact with virtual objects
(1 Point)

Which technology uses markers for tracking and rendering virtual content in AR?
a) Markerless AR
b) Projection-based AR
c) Recognition-based AR
d) Location-based AR
(1 Point)

Which of the following is NOT a challenge in VR development?


a) Motion sickness
b) Battery life of devices
c) Color calibration
d) High-quality graphics rendering
(1 Point)

What is 'field of view' (FOV) in the context of VR headsets?


a) The distance between the user's eyes
b) The width and height of the visible area
c) The clarity of the display
d) The weight of the headset
(1 Point)

Which software development kit (SDK) is primarily used for VR development on Oculus devices?
a) Vuforia
b) ARCore
c) Oculus SDK
d) Unity SDK
(1 Point)

What is a major advantage of using AR in education?


a) Higher costs
b) Increased engagement and interactivity
c) Requires specialized hardware
d) Limited access to information
(1 Point)

Which of the following is a popular platform for developing AR applications?


a) Android Studio
b) Unreal Engine
c) Microsoft Word
d) Adobe Photoshop
(1 Point)

What is the main focus of UX design in AR/VR?


a) Visual aesthetics
b) User interaction and experience
c) Programming logic
d) Hardware compatibility
(1 Point)
In AR applications, which component is responsible for overlaying digital information on the real world?
a) Rendering engine
b) Database
c) Sensor
d) Interface
(1 Point)

Which of these is NOT a benefit of using VR for training simulations?


a) Realistic environments
b) High cost of development
c) Safe practice scenarios
d) Immediate feedback
(1 Point)

Which device is commonly used for motion tracking in VR?


a) Smartphone
b) VR gloves
c) VR headset
d) Smartwatch
(1 Point)

What is 'locomotion' in VR?


a) The act of navigating within a virtual environment
b) The tracking of user movements
c) The simulation of gravity
d) The rendering of objects
(1 Point)

Which of the following technologies enhances AR experiences by integrating real-time data?


a) Blockchain
b) Machine Learning
c) Cloud Computing
d) All of the above
(1 Point)

Part 2: Flowchart Questions (15 Points)


Draw a flowchart to represent the process of developing an AR application from concept to deployment. Include at least five key steps.
(15 Points)

Part 3: Theoretical Questions (25 Points)


Define Augmented Reality (AR) and Virtual Reality (VR). Discuss the main technological components that enable each technology.
(5 Points)
Trace the historical evolution of AR and VR, highlighting three significant milestones and their impact on the technology's development.
(6 Points)
Analyze a real-world application of AR in a specific industry (e.g., healthcare, education, or gaming). Discuss its benefits and potential
challenges.
(6 Points)
Compare and contrast the user experience in AR and VR environments. What are the unique considerations for each when designing
interactions?
(3 Points)
Discuss the ethical considerations in AR/VR design. Provide examples of potential ethical dilemmas.
(5 Points)

Part 4: Practical Exercise (25 Points)


Exercise: Setting Up AR/VR Development Environment and Initial Project (25 Points)Objective: Set up either Unity or Unreal Engine for AR/VR
development and create a simple "Hello World" project.
Requirements:Install Unity Hub/Unreal Engine and all necessary SDKs for AR/VR.
Create a new project focused on AR or VR.
Implement a basic scene that displays "Hello World" in 3D space when run.
Document your setup process in detail, including any challenges and how you resolved them, and explain the significance of each step in the
context of AR/VR development.
Evaluation Criteria:Successful project creation and functionality (10 Points)
Quality and depth of documentation (10 Points)
Understanding of AR/VR setup importance and challenges (5 Points)

Total Score: 100 Points


This enhanced test paper includes a variety of question types that challenge your theoretical understanding and pr

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