Module Details
Module Code: |
MMED8022 |
Title: |
Virtual Reality Technology
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Long Title:
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Virtual Reality Technology
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NFQ Level: |
Advanced |
Valid From: |
Semester 1 - 2017/18 ( September 2017 ) |
Field of Study: |
2130 - Multimedia
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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.
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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).
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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.
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No incompatible modules listed |
Co-requisite Modules
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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.
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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.
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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)
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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).
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Practical Applications
Use hardware and software to create engaging immersive VR/AR environments.
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Module Content & Assessment
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Assessment Breakdown | % |
Coursework | 100.00% |
Assessments
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.
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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
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Recommended Book Resources |
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Finch. (2014), Unreal Game Engine, [ISBN: 1909414042].
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Sue Blackman. (2013), Beginning 3D Game Development with Unity 4, [ISBN: 1430248998].
| Recommended Article/Paper Resources |
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Jun Rekimoto. (2011), PossessedHand: Techniques for
Controlling Human Hands using Electrical
Muscles Stimuli, [ISSN: 9781450302678],
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Hiroshi Ishii. (2014), T(ether): Spatially Aware Handhelds,
Gestures and Proprioception for
Multi-User 3D Modeling and Animation,
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Eberhard Graether. (2012), Joggobot: A Flying Robot as Jogging
Companion,
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Raine Kajastila. (2014), Augmented Climbing: Interacting With
Projected Graphics on a Climbing Wall,
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Daniel Plemmons. (2014), Creating Next-Gen 3D Interactive Apps
with Motion Control and Unity3D,
| Other Resources |
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Website, Wired Magazine,
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Website, Unity Game Engine,
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Website, Unreal Game Engine,
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Website, Cinema 4D,
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Website, Creators of 3D Max,
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Website, Blender 3D - open source 3d software,
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Website, TurboSquid free & commercial 3d
content,
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Website, Arduino microprocessor software,
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Website, Oculus Rift Headsets,
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Website, Magic Leap VR,
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Website, Leap Motion Control,
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Website, Microsoft Kinect,
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Website, Microsoft HCI Research,
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Website, Exertion Based Games Lab Melbourne,
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Website, Ingress - Googles Augmented Reality Game,
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Website, Project Tango - realtime 3d mobile
mapping,
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Website, Games for change,
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Website, MIT Media lab,
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Website, (2014), VR - Timeline to date,
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