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This paper introduces students to the technologies and techniques used to create Virtual Reality (VR) and Augmented Reality (AR) experiences. Students will design and build games using VR and AR head-mounted displays, 6-degree-of-freedom motion controllers, depth cameras, and other leading-edge technologies, such as Arduino-controlled input and output. We will look at three main topics: 1. The Human Sensory Systems: What are the strengths and weaknesses of the main human senses of vision, audio, haptics (touch), smell and taste? 2. Multi-sensory Technologies: What technologies exist to deliver content to each of these senses? 3. Holistic Design: What are the design concerns when choosing an appropriate set of sensory "displays" for immersive experiences? Which types of cues are needed for a given user/task/environment combination?
Learning Outcomes (Theoretical):Students will be able to describe the importance of the immersive interface technologies (VR/AR/MR) and its potential impacts on our society.Students will understand how a game engine works and an overview of its software framework.Students will learn the fundamentals of computer graphics and animation, and the basics of Artificial Intelligence in computer games.Students will be able to describe the histories and fundamentals of 3D user interfaces for interaction and navigation in immersive games.Students will have a better understanding of human sensory systems and human factors in immersive technologies as an area of Human-Computer Interaction, and able to apply this knowledge to improve the design and implementation of better immersive gaming experience.Students will be able to explain multi-sensory technologies and how they can enhance immersive gaming experiences. Learning Outcomes (Practical):Students will be able to operate immersive interface hardware devices include three and six-degree-of-freedom (DOF) head-mounted displays and motion controllers.Students will be able to develop games and other applications for immersive interfaces using the integrated development environments that include the Unity game engine and Visual Studio C#.Students will have a good command of C# programming language.Students will have some experience using multiple mixed reality devices and depth sensing technologies to raise awareness of the current technologies and their limitations.
Thammathip Piumsomboon
Alison Lowery
LaViola Jr, Joseph J., Ernst Kruijff, Ryan P. McMahan, Doug Bowman, and Ivan P. Poupyrev; 3D user interfaces: theory and practice ; (Addison-Wesley Professional, 2017, available as hardcopy from the library).
Gregory, Jason; Game engine architecture (3rd edition) ; (AK Peters/CRC Press, 2018, available as an ebook from the library).
Jerald, Jason; The VR book: Human-centered design for virtual reality ; 2015 (Morgan & Claypool, 2015, available as hardcopy from the library).
LaValle, Steven; Virtual Reality ; 2016 (Available online for free (http://vr.cs.uiuc.edu/)).
The prerequisite for this course is PROD121 or COSC121
Domestic fee $850.00
International fee $4,000.00
* All fees are inclusive of NZ GST or any equivalent overseas tax, and do not include any programme level discount or additional course-related expenses.
For further information see School of Product Design .