Sadeed Internship Report
Sadeed Internship Report
Multan Campus,
Lahore
Department of Information Sciences
Internship Report
TECH STUDIO
Submitted By:
BSF-1804313
Muhammad Sadeed Ansar
SESSION 2018-2022
Submission 22-02-2022
University of Education
Multan Campus, Lahore
Department of Information Sciences
LETTER OF UNDERTAKING
Ansar Mehmood Roll No. Bsf1804313 for the partial fulfillment of the requirements for the
degree of
BS-IT
Session (2018-2022)
with specialization in
Software Engineering and Development
Internship Supervisor
HOD / Coordinator
External Examiner
Principal
Acknowledgement
All praise to Almighty Allah, the most merciful and compassionate, who give me skills and
abilities to complete this report successfully I am grateful to my parents who are always been a
source of encouragement for me throughout my life and from start to the end of this report I
am thankful to all my staff members so TECH STUDIO. I found every one very co-operative and
helpful for providing me the Theoretical as well as practical knowledge about the function and
operation of the TECH STUDIO.I like to express our gratitude to the whole TECH STUDIO Team
that helped me by providing all the needed information I needed to complete this report. I
express my greatest gratitude to my kindhearted Supervisor Dr. Sajid Ali, Who was the Person
who made me able to write this report, His enthusiasm shows the way forward to me to
achieve this success and who kept me in high spirit through his appreciation. He helped me a lot
each time I went up to him.
Executive Summary
In 1982 the foundation of the Internet of Things (IoT) started with the advent of “smart
devices.” Then around 2008, IoT was introduced for machine - machine communications.
Embedded computer companies quickly realized that to maximize the value they provide their
customers, they need to tightly integrate IoT with their embedded computer portfolios.
Additionally, they found mainstream consumer connectivity couldn’t simply be applied to the
embedded world as-is. IoT communications and capabilities require a number of specialized
technologies within embedded devices. These capabilities include over the air updates remote
device management predictive diagnostics through strategically implemented on-device
sensors environmentally sound enclosures. Moving machine learning, data processing and
decision making to the edge minimizes response times in critical applications and the amount of
data ultimately transmitted via the IoT. There is a business model benefit associated with TECH
STUDIO providing a complete IoT, AI and embedded solution.
Since TECH STUDIO realizes recurring revenue streams from its customers, it
doesn’t need to try and make all of its revenue and profit on the front-end engineering services.
This model means that a significant portion of TECH STUDIO’s financial success is
tied to the customer’s financial success – both parties are in complete alignment.
Knowing how critical all-in-one embedded, IoT and AI solutions are to our customer’s business,
TECH STUDIO has also made the necessary investments to ensure 24x7 coverage anywhere in
the world as part of its TECH STUDIO Care initiative.
Find out how TECH STUDIO can enable your business with a complete IoT/AI embedded
solution which minimizes development costs, quickens time to deployment, maximizes
reliability, and lowers total cost of ownership.
Table of Contents
1. Definitions
2. Introduction
3. Project Aims
4. Academic and Professional Contexts
5. Technical Workshops and Network
6. VR as an Emerging Creative Industry
7. Online Course and How-To Guides
8. VR-enhanced Seminars
9. Findings
10. Recommendations
11. Further Reading and Resources
12. VR & AR Technologies Compared
13. Walk With a Rhomaleosaurus in VR
14. Tour the Monash Science Precinct in 360°
15. Walk With Elephants in 360° VR
1) Definitions
Virtual Reality (VR):
A combination of video and audio, filling a single person’s field of sensation, that works
with their perceptual process to give the illusion of being in a computer generated, and yet
believable, reality. As the participant moves their head around the visuals (and sometimes the
audio) changes naturally to give the sense of being in a real world. VR may also provide physical
feedback through touch surfaces, tactile interfaces allowing objects in the virtual world to be
manipulated, and haptic feedback between manipulated objects and the body of the
participant. VR experiences are usually undertaken individually, however in the future social VR
will be more common, with people able to interact with each other.
Binaural Sound:
Audio recorded and played back in 3D, with responsiveness to the movements of the
participant. This achieves the deepest degrees of immersion. Sound design is a key factor in the
effectiveness of VR
360 video:
Special video cameras can record video as a near continuous 360o image. This may then
be viewed through a VR headset. With current technologies very little interactivity is possible in
such videos. Viewing is a more passive experience.
This project represents the beginnings of our work to explore the possibilities.
3) Project Aims
The project began with four aims:
● Stimulate VR based activity and the formation of a network of practitioners at the
University of Warwick - an email-based discussion group has been created, with
members from across the University, however the VR community at Warwick is small,
and further work will be needed to sustain and expand the group.
● Prompt discussions around the application and value of VR for enhancing learning,
teaching and the student experience - achieved through the workshops, the email list
and presentations at learning and teaching enhancement events - this is an ongoing
process which will need further support
● Identify the “threshold conditions” that must be passed in order to see VR (use and
creation) becoming commonplace amongst early adopters, and eventually ubiquitous as
an extension of our educational platform (not meaning that it becomes the main
platform, but rather that it becomes just an ordinary
tool within the wider repertoire we commonly use) - this was achieved through the
workshops and through the evaluation of VR production techniques, including 360
cameras, and we can now specify the conditions necessary for more widespread
adoption
This diagram illustrates the core challenge we addressed (points 3 and 4 above). With high
levels of investment coming into VR from entertainment-oriented companies like Google,
Samsung and Facebook, education will most likely continue to be a low priority, being a more
complex domain from which profit may be extracted. Entertainments of various forms may well
act to push educational applications down below the horizon. There is also the possibility of a
widespread negative reaction to VR, if we see the entertainment (especially games) industry
push hard for its application in more aggressive genres. We could be seeing the beginnings of
the kind of moral panic that sometimes accompanies radical new technologies (Allen, 2017).
We therefore want to do something to counteract these tendencies before it is too late.
4) VR-Enhanced
Overview
For these workshops we brought an influential VR industry expert to Warwick (Catherine Allen,
see the inset at the bottom of this page), along with a range of VR kit (including high-end Oculus
Rift headsets). The aim was to observe its use in a real seminar-style situation, to listen to views
from a broad range of people (covering arts, science, technology and social science), and to
capture their critical and imaginative responses to the seminar. Catherine’s experience in
designing and running VR activities for arts and entertainment formed the basis of our initial
seminar design. We were aware of the importance of six key factors:
● room layout, providing just the right environment for effective and comfortable
immersive experiences; session design, so as to ensure everyone had enough time,
without rushing, and that we could come back together for a discussion at the
end;
● choice of VR experiences, aiming to give a good enough range of lo-fi and hi-fi examples;
● reliability of the equipment, so as not to detract with glitches and interruptions;
● clear guidelines and advice for participants;
● refreshments and energy boosters (enough sweets to keep us all going!).
he six participants then split into two groups of three. One group moved to the Oculus area for
15 minutes and did the Easter Rising Voice of a Rebel historical VR experience (BBC 2016,
produced by Catherine, see inset below for an overview). The other group explored a range of
lower-fi VR including Google Cardboard and a Samsung Gear VR. The lo-fi experiences were
facilitated by either Catherine or Robert, and guided by a set of 3 how-to sheets. The Oculus
group were watched over at all times by the other facilitator, so as to ensure that assistance
could be given as required. Following a short break, we came back together as a group for a
plenary discussion (audio recorded). Many of these discussions lasted longer than the 30
minutes we had planned for. The room layout was carefully planned to ensure a degree of
privacy for the participants, with a partition between the VR areas. Noise from the road next to
the building was a problem, windows open on a warm day.
5) Findings
There are many ways in which VR will usefully augment and extend teaching across all of our
academic disciplines. Some of these uses will tend towards the immersive “story-doing” kind of
experience (in the style of Easter Rising). Others will be more interactive, using haptic
interfaces (for example, the bio- molecular systems being developed in Life Sciences).
People are now getting limited access to simple VR experiences (360 video on Google
cardboard). Games- based VR is also taking-off fast amongst dedicated games players.
However, we found very few people who have had a significant, meaningful, satisfying VR
experience.
This, in combination with media hype, has resulted in distorted expectations
and understandings becoming commonplace.
VR needs a physical home at Warwick, a space designed and supported specifically for good
quality VR experiences. This is equivalent to the need for dedicated theatre spaces - a specialised space,
not a generic space. When experienced in poorly designed spaces, VR can be worse than disatisfactory,
it can be emotionally and psychologically damaging.
6) References
VR for publishers 101: Why diverse teams will help you make better virtual experiences
http://tinyurl.com/y7v8cmpm
http://tinyurl.com/y6unckco
http://tinyurl.com/yak9r5g8
http://tinyurl.com/yaeqzl5y
http://tinyurl.com/y9mpo7go