Friday 30 September 2016

VR Technology

WISHING TO MAKE SOCIAL LIFE MORE REALISTIC BY BRIDGING THE GAP BETWEEN THE REAL WORLD AND THE VIRTUAL WORLD BY USING VR TECHNOLOGY

-Blog By Saurabh Tumane (Final Year Student, Dept. of ETC, ACET, Nagpur)

Virtual reality is an artificial environment created with computer hardware and software and presented to the user in such a way that it appears and feels like a real environment. This technology has been applied in all walks of life especially in education where it is used to simulate learning environments. So many universities and military establishments had adopted this technology and this had improved the learning capability of users. This paper presented lack of laboratory experience as the major problem and the way to overcome the problem through the use of virtual reality technology to simulate virtual reality laboratories.



OUTLINE: Imagine you are inside a car driving without actually being inside that car; you as a pilot is undergoing training, flying, landing and crashing a plane without actually being inside that plane; you as a computer engineer, diagnoses faults and assembles computer systems without actually working with the real physical components. Imagine yourself as a surgeon, walks into an operating theatre, cut open the heart of a patient to change a defective valve. The scenarios described have been made possible through a technology known as virtual reality (VR).

Virtual Reality Laboratories:
 In recent times, VR technology has been hyped. It is steadily finding its way in all areas of human endeavours most especially in education.
1. One application and use of VR in education is in the development of Second Life. Second Life is a Web-based multi-user 3D virtual world developed by Linden Lab, a San Francisco-based company. Second Life is one of the most popular virtual reality tools, attracting educators from all over the world by offering a variety of opportunities for interaction, sense of community, and users’ self-building capabilities.
 Recent statistics showed that there are over 100 educational institutes (Harvard University taking the lead) that had established their virtual campus in Second Life and are actively working in the virtual world.  There are a lot of success stories as regards the application and use of simulated environment using VR technology. VR has extremely wide applications across a whole range of disciplines.
2. Vicher (Virtual Chemical Reactors) was developed at the University of Michigan in the department of Chemical Engineering to teach students catalyst decay, non-isothermal effects in kinetics, reactor design and chemical plant safety.
3. At the Kongju National University in Korea, a computer-based virtual reality simulation that helps students to learn physics concepts was developed. This virtual laboratory has helped students gain laboratory experience and thus improved their performance.  In training and simulation, battlefield simulations have been developed using real data from Desert Storm. The US Navy uses flight simulators to help train pilots for general navigation as well as special assignments. 


I.On-Line Interactive Virtual Environment (OLIVE) This is a product of Forterra Systems Inc. Forterra Systems Inc. builds distributed virtual world technology and turnkey applications for defense, homeland security, medical, corporate training, and entertainment industries. Using the On-Line Interactive Virtual Environment (OLIVE) technology platform, Forterra’s technology and services enable organizations to train, plan, rehearse, and collaborate in ways previously considered impossible or impractical. 
II.Open Simulator (OpenSim) Open Simulator is a 3D application server. Open Simulator allows you to develop your environment using technologies you feel work best. Open Simulator has numerous advantages which among other things are
1.  It has many tools for developers to build various applications (chat application, buildings, and avatars among others
2. It is a world building tools for creating content real time in the environment. 
Ogoglio is very different from the other virtual reality world development platforms because it uses Windows, Linux, Solaris operating system platforms and runs on web browsers such as Internet Explorer, Firefox, and Safari

THE NEED FOR THE DEVELOPMENT AND USE OF VIRTUAL REALITY LABORATORY: 
The development and use of VR laboratories will increase student engagement, add realism to instructions. Thus, VR offers to bring exciting possibilities, which were once considered science fiction.it has shown that we only remember 10% of what we read, and 20% of what we hear, but that we retain up to 90% of what we learn through active participation.
At NASA Johnson Space Center in Texas a virtual physics laboratory was developed which enables students to explore such concepts as gravity, friction, and drag in an interactive, virtual environment. Students have several balls and a pendulum with which to work. Since, one of the major restrictions for learning in science and engineering education is the absence of equipped laboratories, VR laboratories will overcome this problem and other problems associated with laboratory management most especially in developing countries.   

Tuesday 20 September 2016

Hollow Flashlight

HOLLOW FLASHLIGHT
-Blog By Aafiya Hanafi (Final Year Student, Dept. of ETC, ACET, Nagpur)

image of Ann MakosinskiAnn Makosinski is a 16-year-old student who competed against thousands of other young inventors from around the world to win first prize and a $25,000 scholarship at Google's International Science Fair. She invented a battery-free flashlight. A free energy device that is powered by the heat in your hand. While visiting the Philippines, Ann found that many students couldn't study at home because they didn't have electricity for lighting. Unfortunately, this is a common problem for developing regions where people don't have access to power grids or can't afford the cost of electricity.
Ann recalled reading how the human body had enough energy to power a 100-watt light bulb. This inspired her to think of how she could convert body heat directly into electricity to power a flashlight. She knew that heated conductive material causes electrons to spread outwards and that cold conductive material causes electrons to condense inwards. So, if a ceramic tile is heated, and it's pressed against a ceramic tile that is cool, then electrons will move from the hot tile towards the cool tile producing a current. This phenomenon is known as the thermoelectric effect.
Ann started using ceramic tiles placed on top of each other with a conductive circuit between them (known as Peltier tiles) to create the amount of electricity she needed for her flashlight. Her idea was to design her flashlight so that when it was gripped in your hand, your palm would come in contact with the topside of the tiles and start heating them.
To ensure the underside of the tiles would be cooler, she had the tiles mounted into a cut-out area of a hollow aluminium tube. This meant that air in the tube would keep the underside of her tiles cooler than the heated topside of the tiles. This would then generate a current from the hot side to the cold side so that light emitting diodes (LEDS) connected to the tiles would light-up. But although the tiles generated the necessary wattage (5.7 milliwatts), Ann discovered that the voltage wasn't enough. So she added a transformer to boost the voltage to 5V, which was more than enough to make her flashlight work.
Ann successfully created the first flashlight that didn't use batteries, toxic chemicals, kinetic or solar energy, and that always works when you picked it up. She credits her family for encouraging her interest in electronics and derives her inspiration from reading about inventors such as Nikola Tesla and Marie Curie. She told judges at the Google competition that her first toy was a box of transistors. Time Magazine listed Ann as one of the 30 people under 30 who are changing the world. She is working on bringing her flashlight to market and is also developing a headlamp based on the same technology.