Module Descriptors
VIRTUAL REALITY
FVFX40519
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: Human Esmaeili
Hours of Study
Scheduled Learning and Teaching Activities: 78
Independent Study Hours: 222
Total Learning Hours: 300
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1 to UG Semester 2
Sites
  • Stoke Campus
Assessment
  • COURSEWORK weighted at 100%
Module Details
INDICATIVE CONTENT
This module will allow students to cover a range of topics surrounding the VR industry, such as introduction to VR, solutions for controllers, safety & personal & health issues, challenges associated with development for various different platforms & head mounted displays. Students will conduct a report and produce an Interactive VR Experience.

Students will cover following skills / areas at the beginners level:
¿ Platform Specific Issues for Developing for VR
¿ Dynamic Platform Technologies
¿ Unreal Engine Visual Design
¿ Rulebook for VR Development
¿ Dynamic Frameworks for VR
¿ Developing Interactive VR Experiences using provided Blueprint Components
LEARNING OUTCOMES
1. DEMONSTRATE AN UNDERSTANDING OF COMMON VR BEST PRACTISES AND SAFETY / PERSONAL HEALTH ISSUES.
Knowledge & Understanding

2. COMMUNICATE THE UNDERSTANDING OF VR PRINCIPLES FOR AN INTERACTIVE VIRTUAL REALITY EXPERIENCE.
Communication

3. APPLY VR DESIGN PRINCIPLES IN ORDER TO DEVELOP INTERACTIVE VR EXPERIENCE.
Application

4. CRITICALLY REVIEW INTERACTIVE VR EXPERIENCE BASED ON PLAYER EXPERIENCE.
Reflection

5. DEMONTRATE TEAM WORKING SKILLS AND INTERACTION WITH STAFF AND PEERS.
Working with Others
RESOURCES
¿ Autodesk Entertainment Creation Suite
¿ Adobe Creative Suite
¿ Allegorithmic Substance Painter
¿ Unreal Engine
¿ Microsoft Office
¿ HTC Vive
¿ Digital Academy Forum
¿ Pluralsight
¿ Library
¿ Blackboard
TEXTS
McCaffrey, M., 2017. Unreal Engine VR Cookbook: Developing Virtual Reality with UE4, Addison Wesley
Nite, S., 2014. Virtual Reality Insider: Guidebook for the VR Industry, New Dimension Entertainment
Ramirez, M., 2016. Virtual Reality for Beginners!: How to Understand, Use & Create with VR, CreateSpace Independent
Jerald, J., 2015. The VR Book: Human-Centered Design for Virtual Reality, ACM Books
Parisi, T., 2015. Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile, O'Reilly Media
Module Learning Strategies
The module will be delivered using a combination of lectures and supervised (group) tutorials. The majority of the work will be of a practical nature and students are expected to use their independent study time to consolidate this work.

Scheduled teaching is 3 hours per week over 26 weeks.
Self-managed time 222 hours. Scheduled teaching is a designated period when student will meet with staff. Depending on the subject taught, it can be a combination of lectures, workshops and supervised (solo & group) tutorials in a 3 hour long period.

Self-managed time is an independent study period during which students are expected to carry out research, follow instructions and work on the tasks received during scheduled teaching. This is the period when majority of the work for the assignment is completed.

Tutor will work with students in group environment to define their workflow and provide help. This will enable student to keep the track of their progress, promote independent thought, ideas and ownership of workload.

Group critiques will be used throughout the module. This will provide students with verbal feedback and guidance in relation to each person’s progress. Students are expected to act upon feedback received from peers and staff team to ensure a smooth development of the project.

In addition, a Technical Instruction in relation to Computer Workshops training and HTC Vive system training may be arranged.
Module Additional Assessment Details
Coursework 100%

A Virtual Reality experience created from a brief demonstrating technical implementation of all game mechanics, functions and features used to achieve the finished game / experience with accompanying reflective discussion and developer diary. This must show industry standard practices and approaches to workflow.

Learning Outcomes: 1, 2, 3, 4 and 5
Web Descriptor
This module will allow students to cover a range of topics surrounding the VR industry, such as introduction to VR, solutions for controllers, safety & personal & health issues, and challenges associated with development for various different platforms & head mounted displays. Students will conduct a report and produce an interactive VR experience.