Asee peer logo

A Virtual Reality And Scientific Visualization Laboratory For Undergraduates In Computer Science

Download Paper |


1996 Annual Conference


Washington, District of Columbia

Publication Date

June 23, 1996

Start Date

June 23, 1996

End Date

June 26, 1996



Page Count


Page Numbers

1.49.1 - 1.49.14



Permanent URL

Download Count


Request a correction

Paper Authors

author page

Steven Wayde

author page

Ph.D., Roger W. Webster

Download Paper |

NOTE: The first page of text has been automatically extracted and included below in lieu of an abstract

A Virtual Reality and Scientific Visualization Laboratory for Undergraduates in Computer Science.*

Roger W. Webster, Ph.D. Steven Wayde Department of Computer Science PRC, Incorporated Millersville University One Bala Cynwyd Plaza Millersville, PA USA 17551 Suite 324 Bala Cynwyd, PA 18004 Abstract

A great deal of research being performed in computer science and in undergraduate and graduate programs in the sciences, centers around collaborative scientific projects and the visualization of the results. With so much activity in the scientific community today comprised of collaborative projects which include and require computer scientists, a logical step at this time is to expose students to the hardware, special devices, and software techniques of virtual reality, virtual world modeling, and scientific visualization. This paper describes a virtual world modeling laboratory for undergraduates in Computer Science. Specific hardware, devices, software, project specifications, and laboratory experiences will be described. I. Introduction.

Virtual reality and scientific visualization is comprised of high-performance 3D computer graphics for scientific modeling to simulate, train, and experiment in the natural/physical sciences. As we compete with the Japanese and other industrialized nations developing the sophisticated computer visualization systems, it would be beneficial for computer science students to have the opportunity to develop software for scientific projects utilizing virtual environments.

Virtual Reality (VR) has undergone three basic stages of development. The first stage began with military and warfare simulations under the auspices of DOD and NASA [1]. The second stage, VR games at arcades and entertainment development, brought this technology to the public forefront. The third and current stage, which is still in its infancy, sights VR becoming used more and more in the business arena and scientific community. The current and possible applications for scientific modeling and virtual environments include: air traffic control simulations, architectural design, aircraft design, acoustical evaluation (sound proofing and room acoustics), computer aided design, education (virtual science laboratories, cost-effective access to sophisticated laboratory environments, virtual planetariums), entertainment (wide range of immersive games), legal/police (re-enactment of accidents and crimes), medical applications (surgery, molecular docking), scientific

* This project partially funded by the National Science Foundation under grant number: DUE-9350841 and by Faculty Grants Committee of Millersville University.

1996 ASEE Annual Conference Proceedings

Wayde, S., & Webster, P. R. W. (1996, June), A Virtual Reality And Scientific Visualization Laboratory For Undergraduates In Computer Science Paper presented at 1996 Annual Conference, Washington, District of Columbia. 10.18260/1-2--6391

ASEE holds the copyright on this document. It may be read by the public free of charge. Authors may archive their work on personal websites or in institutional repositories with the following citation: © 1996 American Society for Engineering Education. Other scholars may excerpt or quote from these materials with the same citation. When excerpting or quoting from Conference Proceedings, authors should, in addition to noting the ASEE copyright, list all the original authors and their institutions and name the host city of the conference. - Last updated April 1, 2015