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Student Learning Project With 3 D Visualization And Virtual Reality

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1998 Annual Conference


Seattle, Washington

Publication Date

June 28, 1998

Start Date

June 28, 1998

End Date

July 1, 1998



Page Count


Page Numbers

3.517.1 - 3.517.5

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Paper Authors

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Elmer A. Grubbs

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

Session 1238

Student Learning Project with 3-D Visualization and Virtual Reality Elmer A. Grubbs Department of Electronic Engineering Technology The University of Southern Colorado


This paper presents work done in Three-D and Virtual Reality in the Department of Electronic Engineering Technology at the University of Southern Colorado during the 1996 - 1997 academic year. Two student projects, one using Three-D imaging and the other presenting a virtual reality representation of the campus of the University of Southern Colorado are described, along with a method of using Virtual Reality as a recruiting tool.


Since the beginning of this decade, Virtual Reality has captured the imagination of many researchers and teachers in universities and industries in the United States and around the world. There were many early articles and books written on this topic describing the basic concepts and some of the ideas for applications. Events have moved somewhat slower than anticipated by many people, and in fact there are still a fairly limited number of research projects in universities or industrial products that have reached the marketplace. The largest application for the present seems to be in the Virtual Reality game arena. However, more and more attention is being paid to Three-D imaging and Virtual Reality and the future use of these technologies is still very promising.

Three-D imaging is defined by various people in one of two ways, either as a two dimensional image with three dimensional perspective, or for purposes of this paper as fully three dimensional imaging, where each eye sees a slightly different perspective, thus giving not only the illusion of depth, but depth so real, one is tempted to reach out and touch the images as they go by. These are not the old images of red and blue television movies from years ago, but represent pictures so real that they stun the viewer. These images represent the future of electronic image viewing in television as well as in computers and on the Internet.

When the first commercial products were produced, the cost of the viewing equipment was very high, around $50,000 for a head mounted display (HMD). Today reasonably high quality HMD’s are available in the $400 to $600 range. Free software as well as inexpensive software is readily available, although much of it is just barely useful. More expensive programs are more readily available, but even on a budget, much can be done.


Grubbs, E. A. (1998, June), Student Learning Project With 3 D Visualization And Virtual Reality Paper presented at 1998 Annual Conference, Seattle, Washington.

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