Module Details

Module Code: MMED8022
Title: Virtual Reality Technology
Long Title: Virtual Reality Technology
NFQ Level: Advanced
Valid From: Semester 1 - 2017/18 ( September 2017 )
Duration: 1 Semester
Credits: 5
Field of Study: 2130 - Multimedia
Module Delivered in: 1 programme(s)
Module Description: Explain principles and benefits of Virtual Reality (VR), Augmented Reality (AR) & Immersive technologies.
Assess hardware and software requirements for specific VR, AR and Immersive applications in multimedia.
Apply knowledge of VR/AR hardware and software to create virtual and immersive environments.
Introduce students to the theoretical and practical aspects of human-computer interaction considerations in the VR/AR context.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Describe and identify VR/AR concepts and principles, both immersive and non-immersive, in the context of multimedia.
LO2 Select suitable components for the realisation of a VR/AR system;
LO3 Analyse and assess the hardware and software requirements of VR/AR and immersive applications for multimedia.
LO4 Apply practical skills in the creation of VR/AR and immersive environments.
LO5 Demonstrate theoretical understanding of, and practical competence in the use of advanced input and output devices in a virtual environment.
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is strongly recommended before enrolment in this module. You may enrol in this module if you have not acquired the recommended learning but you will have considerable difficulty in passing (i.e. achieving the learning outcomes of) the module. While the prior learning is expressed as named MTU module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).

12315 MMED6011 Moving Image & Sound
Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module. You may not earn additional credit for the same learning and therefore you may not enrol in this module if you have successfully completed any modules in the incompatible list.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
Requirements

This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed. You may not enrol on this module if you have not acquired the learning specified in this section.

No requirements listed
 
Indicative Content
Past, present & future of VR/AR.
Timeline of initial developments in VR right up until the present day. Emerging trends, future predictions, commercial changes and takeovers.
VR, AR and Immersive Environment Software & Game Engine Asset creation
3D Applications & file types(Cinema 4D, 3D Max, Maya, Blender). Game Engines (Unity, Unreal). Material creation (photoshop)
VR, AR and Immersive Environments Hardware
Human interface systems & physical computing in virtual environments. Haptic feedback. Actuation. Arduino sensors. 3D tracking/recording systems (Microsoft Kinect). VR Headsets (Oculus Rift).
Practical Applications
Use hardware and software to create engaging immersive VR/AR environments.
Module Content & Assessment
Assessment Breakdown%
Coursework100.00%

Assessments

Coursework
Assessment Type Practical/Skills Evaluation % of Total Mark 50
Timing Week 7 Learning Outcomes 2,3,4,5
Assessment Description
Creation of an interactive Virtual or Augmented Reality environment (using a game engine of the students choice).
Assessment Type Practical/Skills Evaluation % of Total Mark 25
Timing Week 12 Learning Outcomes 2,3,4,5
Assessment Description
Making the Virtual or Augmented Reality environment immersive through the use of a combination of the following devices: Arduino sensors, V.R. headsets, tracking devices, Microsoft Kinect, projection mapping. Experimenting with other physical computing devices.
Assessment Type Other % of Total Mark 25
Timing Sem End Learning Outcomes 1,3,5
Assessment Description
Updating a blog over the duration of the semester and creating a video presentation based on emerging trends and commercial developments linked with a chosen niche sector of the VR/AR industry.
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.

The University reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lecture Contact Theory: timeline of technological development, academic research groups, industry r&d, recent trends, financial investment, weekly focus on niche areas (medical, entertainment, industry, military, education). Every Week 1.00 1
Lab Contact Practical: Creating 3d models & environments, adding interactivity with game engine scripting, realism with lighting & post effects, physcial interaction with external sensors, working with peripheral devices and hardware. Every Week 3.00 3
Independent Learning Non Contact Blog write up, environmental concept design, researching game engine interaction specific to the main project Every Week 3.00 3
Total Hours 7.00
Total Weekly Learner Workload 7.00
Total Weekly Contact Hours 4.00
This module has no Part Time workload.
 
Module Resources
Recommended Book Resources
  • Finch. (2014), Unreal Game Engine, [ISBN: 1909414042].
  • Sue Blackman. (2013), Beginning 3D Game Development with Unity 4, [ISBN: 1430248998].
Recommended Article/Paper Resources
Other Resources
 
Module Delivered in
Programme Code Programme Semester Delivery
CR_HMMED_8 Bachelor of Arts (Honours) in Creative Digital Media 7 Mandatory