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COMP3617: VIRTUAL AND AUGMENTED REALITY

Please ensure you check the module availability box for each module outline, as not all modules will run in each academic year. Each module description relates to the year indicated in the module availability box, and this may change from year to year, due to, for example: changing staff expertise, disciplinary developments, the requirements of external bodies and partners, and student feedback. Current modules are subject to change in light of the ongoing disruption caused by Covid-19.

Type Open
Level 3
Credits 10
Availability Available in 2023/24
Module Cap None.
Location Durham
Department Computer Science

Prerequisites

  • COMP2221 Programming Paradigms AND COMP2271 Data Science

Corequisites

  • None

Excluded Combinations of Modules

  • None

Aims

  • This course will introduce the principles of Virtual and Augmented Reality (VR/AR) technologies including optics, displays, rendering techniques, visual perception, tracking, interaction, current challenges, applications and major hardware and software platforms.

Content

  • Introduction: history of VR/AR development, overview of computer graphics, the graphics pipeline, applications in education, communication, medical, entertainment, manufacturing, shopping.
  • VR/AR hardware: displays, physics of light, optics, electronics, microcontrollers, VR head-mounted displays, CAVEs, controllers, interfaces, major hardware platforms.
  • VR/AR software: stereo rendering for VR/AR, lens distortion shaders, auditory rendering, major software platforms.
  • Human perception: visual, auditory, vestibular, tactile.
  • Tracking: head-tracking, inertial measurement units, gyros, accelerometers, magnetometers, sensor fusion, complementary filter, etc.
  • Interaction and moving in VR: ergonomics, comfort, 3D interaction design, 3DUIs, perceptual requirements, affordances in VR, user input, physical navigation, redirected walking.
  • Presence: virtual embodiment.
  • Challenges in VR: simulator sickness, visual discomfort, realism, content, navigation, haptic feedback.
  • AR specific topics: object tracking, geolocation.

Learning Outcomes

Subject-specific Knowledge:

  • On completion of the module, students will be able to demonstrate:
  • An in-depth knowledge of theory and techniques driving the design of Virtual and Augmented Reality hardware and software.

Subject-specific Skills:

  • On completion of the module, students will be able to demonstrate:
  • That significant self-study has been undertaken and research reviewed in Virtual and Augmented Reality.
  • An ability to implement key algorithms within the topic areas.
  • An ability to propose and apply the appropriate techniques to a range of industrial and research applications.

Key Skills:

  • On completion of the module, students will be able to demonstrate:
  • An ability to independently evaluate research issues including current practices, recent developments and further areas of possible exploration.

Modes of Teaching, Learning and Assessment and how these contribute to the learning outcomes of the module

  • Lectures enable the students to learn new material relevant to Virtual and Augmented Reality techniques and algorithms.
  • Summative coursework assesses the understanding of core concepts in addition to applying methods and techniques.

Teaching Methods and Learning Hours

ActivityNumberFrequencyDurationTotalMonitored
lectures202 per week1 hour20 
preparation and reading80 
total100 

Summative Assessment

Component: CourseworkComponent Weighting: 100%
ElementLength / DurationElement WeightingResit Opportunity
Summative Assignment100No

Formative Assessment

Example formative exercises are given during the course. Additional revision lectures may be arranged in the module's lecture slots in the 3rd term

More information

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Current Students: Please contact your department.