Module Code: H8MR
Long Title Mixed Reality
Title Mixed Reality
Module Level: LEVEL 8
EQF Level: 6
EHEA Level: First Cycle
Credits: 5
Module Coordinator:  
Module Author: Alex Courtney
Departments: School of Computing
Specifications of the qualifications and experience required of staff


MSc degree in Computer Science. Experience Lecturing, work experience or projects in the specific domain

Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Demonstrate understanding of mixed reality concepts by differentiate between Virtual, Mixed and Augmented Reality platforms and the creative possibilities these technologies offer.
LO2 Critically review recent applications using 3D virtual or augmented environment by identifying the possibilities and difficulties in creating and using virtual and augmented reality.
LO3 Apply appropriate design methodologies for immersive technology to design your mixed reality game or application.
LO4 Develop a game or application in 3D environment with virtual and augmented reality using advanced interaction interfaces.
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is required before enrolment on this module. While the prior learning is expressed as named NCI module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).

No recommendations listed
Co-requisite Modules
No Co-requisite modules listed
Entry requirements

Learners should have attained the knowledge, skills and competence gained from stage 3 of the BSc (Hons) in Computing.

 

Module Content & Assessment

Indicative Content
Fundamentals and concepts of virtual reality
Types of VR displays – desktop and mobile, how does virtual reality works, types of VR experiences
Creating and exporting VR content
VR toolkits, VR support, device specific toolkits, application toolkits, 3D worlds, enabling virtual reality for various platforms – setting up SDK and installing device toolkits
VR Build with controls and intractable
Building for SteamVR, Oculus Rift, Gear VR, Google VR, etc. Gaze-based controls such as Ethan, go where I am looking, if looks could kill, etc.. Handy intractable such as setting up the scene, basic button input, scriptable objects for input, intractable items
World  Space UI and Locomotion
VR design principles, in-game dashboard, wrist-based menu palette. Glide motion, adding comfort, teleportation techniques and toolkits,  VR motion sickness
Animation and VR Storytelling
Composing stories, timelines and audio track, recording an animation track, animation controllers, clips, and editor, making the story interactive
Fundamentals and concepts of augmented reality
AR fundamentals, packages and toolkits
GIS, Sensor Data and Plugins
GIS techniques and technologies, Statistics used with GIS, GIS and augmented reality, Applications of GIS, Gaming and GIS. Leveraging sensors and plugins
Open CV, HoloLens and beyond
Setting up mapbox, building OpenCV, Urban hunt, XR applications in media, XR with HoloLens, playing with mixed reality, projects with HoloLens, Do the robot, building and deploying from Visual Studio.
Assessment Breakdown%
Coursework100.00%

Assessments

Full Time

Coursework
Assessment Type: Formative Assessment % of total: Non-Marked
Assessment Date: n/a Outcome addressed: 1,2,3,4
Non-Marked: Yes
Assessment Description:
Formative assessment will be provided on the in-class individual or group activities.
Assessment Type: Proposal % of total: 30
Assessment Date: n/a Outcome addressed: 1,2
Non-Marked: No
Assessment Description:
The students will learn how to use VR and AR equipment and apply immersive methodologies to design their games.
Assessment Type: Project % of total: 70
Assessment Date: n/a Outcome addressed: 1,2,3,4
Non-Marked: No
Assessment Description:
Develop or enhance the previously developed game to provide an immersive experience to the users. The game or application should be developed in 3D environment with virtual and / or augmented reality using advanced interaction interfaces.
No End of Module Assessment
No Workplace Assessment
Reassessment Requirement
Repeat examination
Reassessment of this module will consist of a repeat examination. It is possible that there will also be a requirement to be reassessed in a coursework element.
Reassessment Description
Coursework Only This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination. Repeat project Reassessment of this module will consist of a repeat project.

NCIRL reserves the right to alter the nature and timings of assessment

 

Module Workload

Module Target Workload Hours 0 Hours
Workload: Full Time
Workload Type Workload Description Hours Frequency Average Weekly Learner Workload
Lecture Classroom & Demonstrations (hours) 24 Per Semester 2.00
Tutorial Other hours (Practical/Tutorial) 24 Per Semester 2.00
Independent Learning Independent learning (hours) 77 Per Semester 6.42
Total Weekly Contact Hours 4.00
 

Module Resources

Recommended Book Resources
  • Steve Aukstakalnis ,. (2016), ,Practical Augmented Reality: A Guide to the Technologies, Applications and Human Factors for Ar and Vr (Usability).
  • Jesse Glover (Author), Jonathan Linowes (Author) ,. (2019), ,Complete Virtual Reality and Augmented Reality Development with Unity: Leverage the power of Unity and become a pro at creating mixed reality applications.
  • Erin Pangilinan (Author), Steve Lukas (Author), Vasanth Mohan (Author) ,. (2019), ,Creating Augmented and Virtual Realities: Theory & Practice for Next-Generation Spatial Computing.
Supplementary Book Resources
  • Paul Mealy ,. (2018), ,Virtual & Augmented Reality for Dummies (For Dummies (Computer/Tech)) Paperback.
  • Dawid Borycki ,. (2018), ,Programming for Mixed Reality with Windows 10, Unity, Vuforia, and UrhoSharp (Developer Reference).
This module does not have any article/paper resources
This module does not have any other resources
Discussion Note: