In this article, we share exam-friendly multiple-choice questions for Emerging Trends in Computer Engineering & IT Chapter 3.

These questions are also provided with their correct answer for a better understanding of all concepts given under Chapter 3.
MSBTE upcoming examination is coming soon, so students must read and practice these questions and download the PDF given below for studying.
ETI 316313 Chapter 4 MCQ with Answer
Unit–4: Immersive Technology & Sustainable Computing
- Immersive Technology – Basics
Q1. Immersive technology mainly aims to:
a) Reduce user interaction
b) Create engaging digital experiences
c) Replace computers
d) Store data offline
Ans: b
Q2. Which technology fully replaces the real world?
a) AR
b) VR
c) MR
d) XR
Ans: b
Q3. XR stands for:
a) Experimental Reality
b) Extended Reality
c) Extra Reality
d) External Reality
Ans: b
Q4. Immersive technology mainly stimulates:
a) Only vision
b) Only hearing
c) Multiple human senses
d) Smell only
Ans: c
Q5. Which is NOT an immersive technology?
a) VR
b) AR
c) MR
d) ERP
Ans: d
Q6. Presence in immersive technology means:
a) Data availability
b) Feeling of being inside environment
c) Network connectivity
d) Hardware speed
Ans: b
Q7. Which device is essential for VR?
a) Printer
b) VR headset
c) Scanner
d) Keyboard
Ans: b
Q8. Immersive technology is widely used in:
a) Gaming
b) Healthcare
c) Education
d) All of the above
Ans: d
Q9. VR blocks out the:
a) Digital world
b) Physical world
c) Software
d) Network
Ans: b
Q10. AR enhances:
a) Virtual world
b) Offline environment
c) Real world
d) Database
Ans: c
- Virtual Reality (VR)
Q11. VR creates a:
a) Real environment
b) Fully digital environment
c) Mixed environment
d) Text environment
Ans: b
Q12. Which is a VR application?
a) Google Maps live view
b) Virtual museum tour
c) Online banking
d) Video conferencing
Ans: b
Q13. VR is widely used for:
a) Flight simulation
b) Gaming
c) Training
d) All of the above
Ans: d
Q14. VR requires:
a) Smartphone only
b) VR headset
c) Printer
d) Router
Ans: b
Q15. VR is best suited for:
a) Full immersion
b) Partial immersion
c) No immersion
d) Text processing
Ans: a
Q16. VR training is commonly used in:
a) Tourism
b) Military
c) Healthcare
d) All of the above
Ans: d
Q17. VR replaces:
a) Hardware
b) Network
c) Real environment
d) Software
Ans: c
Q18. VR interaction is mainly through:
a) Keyboard
b) Mouse
c) Head and hand movements
d) Printer
Ans: c
Q19. VR is NOT ideal for:
a) Simulation
b) Training
c) Real-time awareness
d) Gaming
Ans: c
- AR, MR, XR
Q20. AR overlays digital content on:
a) Virtual world
b) Cloud
c) Real world
d) Database
Ans: c
Q21. Pokémon GO is an example of:
a) VR
b) AR
c) MR
d) XR
Ans: b
Q22. AR can be experienced using:
a) Smartphones
b) Tablets
c) Smart glasses
d) All of the above
Ans: d
Q23. MR allows:
a) Only overlay
b) Only virtual world
c) Real and virtual interaction
d) Offline simulation
Ans: c
Q24. Microsoft HoloLens is an example of:
a) VR
b) AR
c) MR
d) XR
Ans: c
Q25. XR is an umbrella term for:
a) VR only
b) AR only
c) MR only
d) VR, AR, MR
Ans: d
Q26. Which technology offers highest interactivity?
a) AR
b) VR
c) MR
d) XR
Ans: c
Q27. AR maintains awareness of:
a) Virtual environment
b) Physical environment
c) Database
d) Cloud
Ans: b
Q28. XR is commonly used in:
a) Education
b) Training
c) Entertainment
d) All of the above
Ans: d
Q29. AR requires which component?
a) Camera
b) Sensors
c) Display
d) All of the above
Ans: d
| Subject Name | Emerging Trends in Computer Engineering & IT |
| Total MCQ | 80 |
| Download |
Conclusion
These multiple-choice questions help engineering diploma students in the upcoming summer and winter examination preparations.