Can I Run Battlefield 2. Check the Battlefield 2 system requirements. Test your specs and rate your gaming PC. System requirements Lab runs millions of PC requirements. Two trends are obvious! The paper identifies these two trends in today's project reality and analyses the requirements on project management for mastering this change in the environment. One trend is the downsizing of the client organizations due to the ever-increased competition and efficiency within traditional industry, for instance pulp and paper or steel.
For the original codename for the Nintendo 64, see Nintendo 64.
![Definition Definition](/uploads/1/2/1/4/121419765/742986666.jpg)
. Pre-built templates help you get your project started on the right track. Familiar automated scheduling tools help you reduce inefficiencies and training time. Run what-if scenarios to make the most of your task assignments. Auto-populate start and end dates based on dependencies. Visually represent complex schedules with built-in multiple timelines Licensed for 1 PC. Project Reality Manual Project Reality has been in development by dozens of people over a period of more than 5 years. Extensive modifications and improvements were made during this time. After thousands of changes, it gets harder and harder to recognize that PR is a Battlefield 2 modification. In the 0.95 version I have. Per the requirements in NPR 7120.5E, a project should have a preliminary WBS and WBS dictionary by Phase A. The WBS dictionary defines all of the elements in the WBS and is a highly useful document for aligning the project’s structure for tracking resources to the content of the cost models.
Project Reality | |
Project Reality Dogtags Logo 256.png | |
Developer(s) | Black Sand Studios |
Publisher(s) | |
Designer | Designer Missing |
Engine | Refractor 2 Engine |
status | Status Missing |
Release date | August 7, 2005[1] |
Genre | First-person shooter |
Mode(s) | Singleplayer, Multiplayer (Advance and Secure (AASv3), Command & Control (CnC), Co-operative, Insurgency, Skirmish, Vehicle Warfare) |
Age rating(s) | Ratings Missing |
Platform(s) | Windows XP, Windows Vista, Windows 7 |
Arcade system | Arcade System Missing |
Media | Download PR (3.44GB) |
Input | Keyboard, mouse, joystick (optional) |
Requirements | Battlefield 2 with 1.5 patch, Windows XP, 2.0 GHz CPU, 1GB RAM (2GB recommended), 3.3 GB hard disk space, DirectX compatible 128MB graphics card (256MB recommended) |
Credits | Soundtrack | Codes | Walkthrough |
Project Reality (abbreviated to PR) is a modification for the computer gameBattlefield 2 on the PC. Project Reality's aim is to use the game engine, developed by Digital Illusions CE (DICE), to create a more realistic combat environment than standard Battlefield 2, and place a greater emphasis on teamwork and cooperation.
- 1Game mechanics
- 1.2Realism
- 2Features and additions
- 3Reception
Game mechanics[edit | edit source]
The game mechanics in Project Reality have been greatly modified from standard Battlefield 2 in order to provide for more realistic gameplay.
Game modes[edit | edit source]
Project Reality features five game modes. Two of the game modes involve capturing and holding control points, similar to the Conquest mode of Battlefield 2, although control points must be captured in a certain order, AASv3 has many points that are chosen at random for a battle, giving many different areas on a map for firefights and replayability. Vehicle Warfare mode gives AAS a twist, by putting full emphasis on heavy vehicles, and restricting access to infantry kits. The Command and Control mode removes all control points, instead focusing combat around player built fortifications. The Insurgency mode, intended to simulate asymmetrical warfare, involves a conventional forces team searching for and destroying illegal weapon caches while the other team, the insurgents, try to defend them. The mod also features a co-op mode, where human players may play alongside with, or against, computer controlled players.
Realism[edit | edit source]
File:PRM4Aimpoint.jpgIn-game screenshot showing the player as a member of the US Marine Corps faction armed with an M4 carbine.
The weapons and vehicles in Project Reality have their properties modified for increased realism. Ballistics are adjusted to reflect those of real weapons, including characteristics such as bullet drop. Project Reality features a locational damage system. If a vehicle suffers heavy damage to its tracks, it will likely be immobilized. Likewise, damage dealt to the turret of a tank will immobilize the turret.
Spawning[edit | edit source]
Players can no longer spawn at flags which their team is in control of, nor can players spawn on their squad leader. In PR, players can spawn at a permanent spawn point at their main base, at their squad's rally point, or at Forward Operating Bases.
Rally points are spawn points placed by the squad leader of a squad (as long as one other squad member is near the leader and the squad lead has an officer kit). Only the squad members of that squad may spawn on the rally point. These are primarily for regrouping the squad temporarily, and as such they expire after a short period, or if enemies get within a certain distance.
Forward Operating Bases are special player deployable assets. Squad leaders may place Forward Operating Bases if they have 1 supply crate dropped from a Logistics Truck or helicopter and an officer kit. A Firebase (as it tends to be called) can be reinforced with deployable razor-wire fences, foxholes, an AA-turret, anti-tank missile installation, and up to 2 HMG nests. These assets can be placed by any friendly squad leader, and have to be built using the shovel, a tool most individual soldier kits carry.
Rally points and Forward Operating Bases may be over-run or destroyed. The one permanent spawn a team has is at their main base. This is typically the last flag able to be captured by the opposing team (other times the main base is close to the last flag, but not the flag itself). Almost all vehicles spawn at the main base of team.
The exception to all this is the insurgent team on the Insurgency game mode. In that case, the insurgents get spawn points on their weapons caches (or time-limited 'spawn caches'), however they lose the ability to spawn there if the weapons cache is destroyed or the enemy force gains intelligence about the cache. Along with these points, the insurgents can deploy and construct destructible Hideouts to spawn at, which act in a similar way to the Forward Operating Bases the Blufor can deploy.
Kits[edit | edit source]
Players can no longer spawn with all the kits that are ultimately available. A player may spawn as an Officer (with or without scope on the primary weapon), Rifleman (again with or without scope), Combat Medic (limited to one per squad), Rifleman Specialist (not to be confused with special forces; he only carries some extra equipment like a shotgun), or Automatic Rifleman (limited to one per squad). In order to spawn with the Officer kit, a player must be a squad leader of a squad with 2 or more members. Other, more specialized kits such as the Heavy Anti-Tank, Light Anti-Tank, Anti-Aircraft, Sniper, Marksman, Grenadier, and Combat Engineer have to be requested (Officer, Automatic Rifleman and Combat Medic can be obtained in this fashion as well). This is done from a friendly supply crate dropped by logistic trucks or larger transport helicopters. All these kits are limited in the amount that are available. The exceptions are Crewman and Pilot kits (see below). Kits can also be picked up from dead enemy soldiers, which is useful as taking a specialized kit will deny the enemy that kit until the soldier using the kit loses it.
Crewman and Pilot kits are needed to drive armoured vehicles and pilot airborne vehicles respectively. They are unlimited in number and may be requested from the entry points of the appropriate vehicle, or from a friendly supply crate.
Some specialized kits may be pickup kits. Pickup kits are laid on the ground and may be picked up as the name suggests. These are especially prevalent for the insurgent team. This is because the insurgents may not request kits in the normal fashion.
Features and additions[edit | edit source]
In addition to gameplay changes intended to make the game feel more realistic, Project Reality also includes new factions, assets and fighting theatres.
New assets[edit | edit source]
Although Project Reality reuses some of the models from Battlefield 2, it also features many new weapons and vehicles (with some of the existing hardware from the original game being revamped to make it more realistic). All of the maps in PR are new, including some based on real life locations, such as Al Basrah, Muttrah, the Korengal Valley, the Gaza Strip, Fallujah and Mestia, and some based on generic fictional locations in the Middle East, East Asia and around the Black Sea.
Factions[edit | edit source]
Project Reality currently includes eleven factions. These include the United States Army, the United States Marines, the British Armed Forces, the Russian Army, the Israel Defense Forces, and the Canadian Forces. As well, there are the Iraqi Insurgency, the Middle Eastern Coalition (a fictional Middle Eastern alliance carried over from Battlefield 2), the People's Liberation Army, Hamas, the Militia (based on Chechen resistance fighters) and the Taliban. It is confirmed that the Dutch Armed Forces and the Bundeswehr will be included later.
Project Reality 2[edit | edit source]
In Early 2009 it was revealed through the official Project Reality forums that a standalone successor 'Project Reality 2' is in pre-production.
While PR2 is still in the planning/experimentation stage, a license for the C4 Engine has been purchased.
PR:Arma 2 (PR:A2)[edit | edit source]
It has been announced by the Developers of Project Reality that a version called Project Reality: Arma 2 will be released for the Arma 2 game. The main aim for PR:ArmA2 is:
'To create an immersive modification for ArmA2, which focuses on encouraging teamwork through gameplay'
The following information is quoted from the official Project Reality website in reference to the new mod.
As with Project Reality's original conception on the Refractor 2 engine, at this stage PR:ArmA2 should be classed as a Mini-Mod; we have to start somewhere! Don't be fooled though, this release will by no means disappoint, due to the large number of high quality art assets already created by the Project Reality Team, and the considerable experience of the PR:ArmA2 Development Team on the Real Virtuality 3 engine!
PR:ArmA2 will exist as a standalone modification. It will remain self contained, self developing and not rely on or use externally held add ons from other sources where at all possible. What that means to the player is that it will be a 'one stop shop' as an installation package, with no requirement for additional multiple add on packs.
We also want to emphasis we are not in direct competition with any of the other great mods out there. However as a team we want to see what we can now do with the Real Virtuality 3 engine, as well as the continued full scale continued development of PR for Battlefield2. We are not in any way changing engines. We have simply expanded the team's reach into ArmA2 with new developers. It is not PR2, nor are we ceasing PR:BF2 development.
PR:Vietnam (PR:V)[edit | edit source]
What was thought of as an April Fool's joke[2] turned out to be quite real. In an announcement[3] by Trahn Lee Liao, a developer of Eve of Destruction Devs Team, which makes one of the premier Vietnam mods for the Battlefield series, it was stated that PR:V was in fact real. It states that PR:V is a joint co-operative effort between the mod teams of Project Reality:BF2 and Eve of Destruction. It was later also announced on www.realitymod.com.[4]
Reception[edit | edit source]
Critical response[edit | edit source]
Major game review websites, IGN and GameSpy have both reviewed Project Reality. IGN review states 'why all BF2 players should download this mod.'[5] while GameSpy says that 'the mother of all realism mods [has] arrive[d] for BF2'.[6]PC Zone Magazine also reviewed Project Reality, saying that 'not only does it make the virtual warfare harsher, Project Reality also adds fantastic new maps, vehicles and weapons to the fray'.
Awards[edit | edit source]
In 2006, Project Reality won Mod DB's Silver Spanner in the Mod of the Year 2006 awards, with 80,000 votes in total, and out of 4,000 mods PR came in second place.[7]
In 2007, Project Reality won a variety of awards, including GameFlood's $25,000 Mod & Map Contest in the category 'Best FPS Mod', and [8] Total Gaming Network's 'Best Modification of 2007 Award'.[9] Furthermore, Project Reality won Mod DB's Silver Spanner in the Mod of the Year 2007 awards.[10]
In 2008, Project Reality won both Mod DB's Editors Choice of Best Multiplayer Mod[11] and the Mod of the Year,[12] which is player's choice.
Press coverage[edit | edit source]
![Project Reality System Requirements Project Reality System Requirements](https://www.researchgate.net/profile/Emre_Koyuncu/publication/279533105/figure/fig2/AS:294237317943296@1447163051083/Functional-Diagram-of-the-Augmented-Reality-and-Synthetic-Vision-Displays-Enabled-Flight.png)
Project Reality has been featured in a variety of magazines. It was featured in the February print edition of Computer Games Magazine, a magazine distributed in North America. Project Reality was published in the March issue of GameStar as well as being distributed on a CD with the magazine. It was also featured in the April 2008 edition of the Soldier Magazine, the official magazine of the British Army.
References[edit | edit source]
- ↑Project Reality Mini-Mod. Project Reality Forums. Retrieved on 2005-08-07
- ↑Project Reality Vietnam Announced!. Project Reality Forums. Retrieved on April 21, 2010
- ↑Project Reality: Vietnam. EoD Devs Team. Retrieved on April 21, 2010
- ↑Project Reality: Vietnam Update. Project Reality Forums. Retrieved on April 21, 2010
- ↑IGN Review. IGN. Retrieved on 2007-03-10
- ↑GameSpy Review. Gamespy. Retrieved on 2007-03-10
- ↑Mods of 2006. Mod DB. Retrieved on 2007-02-15
- ↑GameFlood Mod & Map Contest winners. GameFlood. Retrieved on 2007-08-04
- ↑Best of 2007 Awards. TGN. Retrieved on 2008-01-01
- ↑Mods of 2007. Mod DB. Retrieved on 2008-01-28
- ↑2008 Best Multiplayer Mod of the Year Awards = Mod DB. Retrieved on 2009-03-03
- ↑2008 Mod of the Year Awards = Mod DB. Retrieved on 2009-03-03
See also[edit | edit source]
External links[edit | edit source]
Retrieved from 'https://gamicus.gamepedia.com/Project_Reality?oldid=125510'
Whether you admit it or not, education is one of the foundational elements of our society. As such, it is all about sharing and expanding knowledge in the most efficient ways (not necessarily traditional school-college-university path), and we can take advantage of the new technologies to reach the goals. This makes education a perfect case for testing Virtual Reality and Augmented Reality solutions.
While education is treated with utmost seriousness, it is not without its issues, namely the limited availability of educational services and lack of trained personnel. Besides, there is a huge problem with people who have limited physical abilities or who live in places that are hard to reach. Due to all these reasons, implementing AR/VR tech into the education system makes so much sense for us at the APP Solutions. (IMHO.) Let’s talk about it.
How does VR/AR fit in the Education System?
The easiest way to describe the potential impact implementation of VR & AR can make in the education system is to condense it to four words: Harder, Better, Faster, Stronger.
The education system needs new technologies in order to stay relevant in the ever-changing world and be effective at realizing its mission. Virtual & Augmented Reality is the next logical step in the evolution of the Education System.
From a business standpoint, VR & AR solutions for education have easily applicable business models, which is always a great selling point.
On one hand, there is no need for figuring out the sustainable business model that will turn into profit in short term. This is completely out of the question because education is a public service and things are regulated rather differently there.
Since figuring out the business model is one of the major problems with AR and especially VR industries, taking it out of the equation leaves much more time to figure out the best possible content. However, that’s where the stakes get extremely high.
There is a lot of responsibility to be assumed in terms of developing a quality AR / VR education content that will effectively serve its cause. Making educational content is much longer and it’s a much more intricate process that requires tight collaboration and flexibility, especially when you deal with kids. Not only there is a need to create accurate content, but it also must be appropriate to a target audience.
It takes more than composing a fine recreation of a body functions to make an immersive VR education process - students and their abilities must be taken into consideration and the content must be adapted to that.
VR/AR Industry and Education
When AR / VR technology meets education, it has the potential to be a win-win situation.
The main challenge in the development of custom VR education application is that you have to create many of the elements from scratch. However, it is possible to create apps that give teachers the ability to construct AR / VR applications for educational purposes from building blocks, using accessible toolboxes and templates.
As a side project, it might also push the wider adoption of the VR and AR technologies among people (since people who are using the latest tech for education usually continue using that tech later in life.)
Virtual Reality Education Statistics
- 97% of students would like to study a VR course.
- Education is expected to be the 4th biggest sector for VR investments.
- VR in education is predicted to be a $200 million industry by 2020 and $700 million by 2025.
- Almost 80% of teachers have access to virtual reality devices, but only 6.87% use them regularly in the educational process
- 93% of teachers said that their students would be excited to use virtual reality
- 7 out of 10 teachers want to use VR to simulate experiences that are relevant to the material covered in class
According to Statista research, 92% of respondents in the USA know the term Virtual Reality:
When asked, how much people, in general, would be willing to pay for a VR gear:
When asked, how much people are willing to spend on a VR game:
Education is #4 top result where people see VR gear implemented:
Benefits of VR in Education and AR in the Learning Process
Expanded Teaching Possibilities
One of the issues of the modern education system is the limited ability to describe and exemplify complicated concepts and explain them in a more practical and accessible manner. The current way of explaining things is often a hit and miss affair where some students get the point while others are unable to do that due. While this is a lesser challenge in humanitarian sciences, it becomes critical when it comes to physics, chemistry, and biology.
Augmented and Virtual Reality education apps can make the process of explaining complicated concepts less challenging by adding an interactive audio-visual factor.
Projects like Augment Education are pushing boundaries of what is possible in this realm. This tool is made for presentations, modeling, and basic 3D design. It is relatively easy to use and can be considered something of a swiss army knife of current AR tools. Augment Education helps teachers and students to try their hand at constructing various objects and animating them via extensive libraries of shapes, objects, and actions.
Inclusivity: A Salvation for Special People
Another thing that can be greatly improved by the implementation of VR & AR is inclusivity of the students with various disabilities into the educational process.
For example, solutions like Near Sighted VR Augmented Aid can help students with visual impairments. Among other things, such applications can manipulate the contrasts, text sizes, add audio commentary - which greatly contributes to the integration of the students with disabilities into the community.
On the other hand, VR can be a perfect adaptive environment for students with impairments. Not only it can give them a chance to experience out-of-reach situations but it can be also very practical in the everyday education process.
For example, SignAloud gloves allow to communicate via sign language in a VR environment and translate into a human speech.
Fewer Distractions at VR School
One of the toughest elements of teaching is keeping the attention of the classroom intact and dealing with a variety of distractions. Sadly, the emergence of various technologies such as smartphones, despite their indisputable advantages, made it a lot more difficult. However, there is no particular need to fight with technologies when there is a possibility to embrace it.
Well-orchestrated VR experience can completely shut off the student’s attention from any distracting factors and amp up his concentration on the subject considerably.
Things get better due to immersion and the ability to interact with the environment. Because of that - development of VR School environment is a solid probability in the near future.
Increased Engagement / Immersion via Interactivity
Let’s be honest, many students consider education a chore and teachers are facing the lack of student engagement. It is an evergreen problem that probably will not be fully solved. However, VR & AR can help to deal with this issue by adding a bit of interactivity to the mix.
Here's how it can work. Immersive VR education is by default much more exciting affair than just sitting in a classroom listening to some mildly interesting dude spelling things. There is some action going on. In addition to that, the student can be more active in the process. On one hand, it helps to keep the student focused on the subject while on the other hand, it makes him much more interested in the subject itself because the student can do something with it.
Interactivity is the key reason why VR and AR are so attractive for education purposes.
Today’s typical lessons consist of a lot of listening, lots of taking notes and some looking at something while filling the gaps with critical thinking and imagination. This is not exactly the most endearing experience as well as kinda boring, especially if you don’t really care about the subject. Enter VR.
Virtual Reality gives an opportunity to experience the subject up and front. As such, this kind of experience is much more compelling and effective in delivering knowledge than a traditional lecture.
For example, you can experience first-hand the life of an Egyptian farmer or participate in the Battle of Waterloo alongside Napoleon. You can also virtually travel to various countries instead of just looking at the map and finding the small dot that is Fiji. Granted, it would be a re-created story, but hey, it’s much more interesting than just looking in the books.
Finally, when we’re comparing virtual and augmented realities, VR can deliver the wholesome experience, AR can take a more supplementary role in the educational process, so both can be very useful.
See also: AR benefits for business
* * *
We developed our own AR Navigation app - AR Places Map. It is designed specifically to simplify movement in the city and navigate in the different leisure opportunities. You can read about it here.
Features include:
- Locations of interest (restaurants, cafes, and other points of interest) on the map and in Augmented Reality mode
- Information about restaurants, art galleries, parks, and more
- Navigation and direction to the points of interest
* * *
VR/AR Challenges
The Question of Cost Effectiveness
Considering that education is usually a government-funded affair, the cost-effectiveness of implementing AR/VR technologies is the question that arises most often. (Granted, we’re not just talking about school education, but also professional training - for example, for surgeons.)
While a virtual reality education platform can be a great help in the learning process, here are the things that you should take into account when calculating the costs:
- You will need to invest into gear to make the VR solution available (helmet or glasses + controllers). Thankfully, there are budget options available that are quite good (for example, Google Cardboard). A business analyst can help you figure out what things the gear should be able to do and then it’s up to you and your investors.
- You will need to invest in the actual AR/VR content development. While there are solutions that come with building blocks (that you can assemble in whatever way you need), some special training might require starting the development from scratch.
- You will need to invest time (and possibly money) into training your teachers how to operate the gear properly so that they are fully prepared to teach the students.
Compared to Virtual Reality, AR solutions are cheaper because you don’t need specific gear. All your student needs is a smartphone. However, you still need to develop the content for the app.
In the long run, if implemented properly, VR/AR solutions can pay off greatly in a form of highly trained professionals ready for action and other benefits of AR / VR in education are obvious. It can have an incredible impact both for the system itself and for the technology as both of them adapt to the new status quo and develop new models of operations.
The Question of Content Development
One of the biggest roadblocks for wide implementation of VR and AR solutions in the educational process is purely practical - it takes a lot of effort (both on developers and educators’ sides) to create quality AR/VR content that will cover the needs of the educational programs.
Battlefield 2 Project Reality
There are several reasons for content being a challenge:
- Basic VR & AR tools available on the wide market aren’t sufficient enough to produce engaging content. They can be used as a supplement but not as a substitute;
- Teachers can’t do immersive experiences on their own which means there is a need for hiring outsourced developers.
- Finally, there is still the need to adjust the content to the target audience feedback.
There are ready-made AR solutions like Human Anatomy Atlas and Sky Map on the market and you need to define what goals you want to reach using the technology. Perhaps, the ready-made solutions will be more than enough or you will understand what is the feature that you’re lacking and develop additional apps. Everything is up to you (and your board of investors.)
The Question of Health
Virtual Reality impact on mental and physical health hasn’t been widely studied. On one hand, it’s due to the fact that the technology is comparatively new; on the other hand, it’s not as widespread yet so there’s not enough data for research.
The question that gets asked by many: “How can you rely on a certain technology if you have only a vague idea of how it can affect physical and mental health?” This is a serious issue with adults and the matters double down when it comes to children.
Granted, we’ve seen the mass “epidemic” of Pokemon hunters and they seemed to be fine unless the players got so engrossed into the game they forgot that there is a real world besides their virtual or augmented one, with cars, roads, trees, and other dangers. Case in point, Johnny English demonstrates this issue perfectly:
Read the complete review of AR challenges here.
In Conclusion
Both Virtual and Augmented reality technologies offer numerous exciting opportunities for an education system that can be instrumental in solving its key challenges and bringing to a new level of quality.
With the technologies rapidly developing and expanding its availability - it is more of a question of time when they will be considered as a viable option with its own distinct value.
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