Module Descriptors
AUGMENTED REALITY
FVFX50518
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Human Esmaeili
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
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
Module Learning Outcomes
1. Demonstrate an understanding of common AR best practices and potential games and non-games applications.
Knowledge &
Understanding

2. Demonstrate application of AR Design within a games engine.
Application

3. Communicate the understanding of AR principles in the form of a development diary for an AR Experience / Demo.
Communication

4. Critically review interactive AR experience based on user experience.
Reflection
Module Additional Assessment Details
A COURSEWORK weighted at 100% assessing all of the learning outcomes, consisting of:

• Develop interactive AR experience (Learning Outcome 1 and 2)
• Document work completed through development diary on development forum thread (Learning Outcomes 3)
• Deliver PowerPoint & interactive presentation to staff and class and/or industry client. Based on the user experience and feedback received critically review AR experience (Learning Outcomes 4)
Module Indicative Content
Students will cover a range of topics surrounding the evolution of AR industry, health & safety, usability and design language. This will follow with a practical exercise that will involve development of the AR framework and production of an Interactive AR experience.

Students will cover following skills / areas:

¿ Platform Specific Issues for Developing for AR
¿ Dynamic Platform Technologies
¿ Unreal Engine AR Design
¿ Rulebook for AR Development
¿ Dynamic Frameworks for AR
¿ User Interaction
¿ Static & Dynamic Overlay
¿ Content Creation for AR
¿ Developing Interactive AR Experiences using provided Blueprint Components and AR plugins
Module Learning Strategies
The module will be delivered using a combination of lectures, demonstrations and supervised (group) tutorials in a 3-hour period per week. 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 24 weeks (72 hours in total).
Self-managed time is 9.5 hours per week over 24 weeks (228 hours in total).

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, camera equipment training and HTC Vive system training may be arranged.

Module Texts
Murdock, K., 2015. Autodesk Maya 2016 Basics Guide, Pap/Psc edition. ed. SDC Publications.
Palamar, T., 2015. Mastering Autodesk Maya 2016: Autodesk Official Press, 1 edition. ed. Sybex, Indianapolis.
Furht, B., 2014. Handbook of Augmented Reality. Springer; 2011 edition
Schmalstieg, D., 2016. Augmented Reality: Principles and Practice. Addison-Wesley Professional; 1 edition
Aukstakalnis, S., 2017. Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR. Addison Wesley; 01 edition
Sanders, A., 2016. An Introduction to Unreal Engine 4. A K Peters/CRC Press
Casterson, S., 2016. HTC Vive: A Guide for Beginners. CreateSpace Independent Publishing Platform

Module Resources
Autodesk Entertainment Creation Suite
Adobe Creative Suite
Agisoft Photoscan
Reality Capture
Autodesk Remake
Allegorithmic Substance Painter
Solid Angle Arnold
Unreal Engine
Unity Engine
Digital Academy Forum
Pluralsight
Library
Blackboard
Digital SLR cameras
Nodal Photography Rigs
360° Photogrammetry stage
HTC Vive
Module Special Admissions Requirements
Pre-requisites Introduction to CGI (FVFX40154), Virtual Reality (FVFX40519)
Web Descriptor
Students will cover a range of topics surrounding the evolution of the AR industry, including health & safety, usability and design language. This will follow with a practical exercise that will involve the development of an AR framework and production of an interactive AR experience.