Module Special Admissions Requirements
None.
Module Resources
For lectures: Lecture theatre with PowerPoint slide viewer and suitable graphics development libraries mapping to the one selected for the module delivery.
For Tutorial/Practicals: Suitable software development environment. SGI or Linux platform. Dual boot to windows for comparative assessment and cross-platform development.
Module Texts
Essential Text
Computer Graphics and Virtual Environments, by Slater, Mel ;Steed, Anthony ;Chrysanthou, Yiorgos, ISBN:0-201-62420-6, Addison-Wesley, 2001
Background Reading
Interactive Computer Graphics: A top-down approach using OpenGL by Edward Angel, ISBN 0-201-77343-0, Addison Wesley, 2003.
OpenGL: A Primer, Edward Angel, ISBN: 0321237625, Addison Wesley, 2004.
Module Learning Strategies
The theoretical content will be delivered by a series of lectures which will be augmented by individual research and additional reading directed by course tutors.
Practical knowledge will be accrued by a series of tutorials and practicals which will build on expected levels of understanding of fundamental computer science, such as object-oriented programming, binary mathematics, logical operations and basic execution of communication between computing components, to provide a platform for the development of interactive 3D applications using software development tools to integrate access and control of peripheral devices with 3D scenarios using appropriate graphics APIs to construct the 3D worlds and the associated interaction.
Normal delivery pattern will be 2 hrs of lectures and 2 hrs tutorial/practical work in a suitably equipped laboratory.
Module Indicative Content
The module will build on the premise that basic programming skills and understanding of computer systems and the interaction with input/output devices is already understood and will deal with the integration of specialist devices with interactive 3D worlds. The conceptual and theoretical focus will be on the deployment of 3D graphics within the continuum of human computer interaction and the logical development of visualisation techniques and simulation of human interaction as a metaphor for system interaction. This will mean that the understanding of key graphics concepts such as camera/model paradigm will be extended to include such concepts as immersion, teleprescence and direct manipulation and in doing so will include such diverse topics as human movement, real-time motion capture, inverse kinematics and navigation metaphors to study complex interactions of the type used in virtual reality simulations, computer games, 3D training systems and vehicle simulators.
A range of peripheral devices such as head-mounted displays, spacemice, joysticks and tracking systems will be incorporated into scenarios using appropriate software development toolkits incorporating graphics APIs but reliant on development programming languages such as C++ or other appropriate language.
Module Additional Assessment Details
2hr exam including a mixture of short and long answers covering aspects of learning outcomes 3 & 4.
50% Coursework including
Development of an artefact integrating hardware and software components and exhibiting interactive behaviour and embodying aspects of direct manipulation and egocentric perspective. (30%)
A research-based essay or presentation about a relevant topic (2500 words). (20%)
Learning Outcomes 1,2, 3 & 4