Module Learning Outcomes
1. DEMONSTRATE AN UNDERSTANDING OF HOW TO SETUP THE MOTION CAPTURE STAGE AND VR SOLUTION IN ORDER TO DELIVER A HYPER REALITY EXPERIENCE.
Knowledge & Understanding
2. INVESTIGATE A RANGE OF DIFFERENT OPTIONS FOR INTERACTION WITH PLAYERS WITHIN A HYPER REALITY SETTING WITHOUT RISKING THE SAFETY OF THE PLAYER.
Enquiry
3. DESIGN EXPERIENCES WITHIN THE HYPER REALITY PROJECT ADDRESSING THE AIMS OF THE SET PROJECT WITHIN THE TARGET GENRE.
Problem Solving
4. DEVELOP ASSETS AND INTERACTIVE EXPERIENCE USING THE HYPER REALITY SOLUTION. Application
5. DEMONTRATE TEAM WORKING SKILLS AND INTERACTION WITH STAFF AND PEERS.
Working with Others
Module Additional Assessment Details
A COURSEWORK weighted at 100% assessing all of the learning outcome, consisting of:
• Investigate and develop Hyper Reality solution (Learning Outcome 1, 2 and 3)
• A series of 3D assets produced for a group project (Learning Outcome 4)
• Accompanied by a development forum thread (Learning Outcome 1 and 2)
• Presentation of assets developed for the interactive Hyper Reality Experience (Learning Outcome 4)
• Reflective presentation discussing effectiveness of assets and their suitability for Hyper Reality Experience (Learning Outcome 5)
Module Indicative Content
This module will allow students to develop understanding of interactive experiences and allow students to focus on a chosen role within the development team working towards an interactive, hyper reality experience using Motion Capture (Vicon Motion Capture Suite) and Virtual Reality Technology (HTC Vive).
Students will cover following skills / areas:
• Integration between the Motion Capture Stage and Unreal Engine 4 using Pegasus or equivalent
• Integration of Virtual Reality Systems into the Motion Capture Stage
• Development of assets suitable for viewing in Hyper Reality
• Development of interactive experiences in Hyper Reality
• Design of interactive external controllers
• Design of physical space for Hyper Reality Experiences
• Modifying existing genres to work within a Hyper Reality setting
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 per semester).
Self-managed time is 9.5 hours per week over 24 weeks (228 hours per semester).
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 and to test out demonstrated techniques and to continue developing assets for the Hyper Reality experience.
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, Vicon Motion Capture Suite training and HTC Vive system training may be arranged.
Module Texts
Nobuyoshi Terashima, 2005. HyperReality: Paradigm for the Third Millenium, Routledge
B. Woolley,1993, Virtual Worlds: A Journey in Hype and Hyperreality, Penguin Books Ltd
U. Eco, 1995. Faith In Fakes: Travels in Hyperreality, Vintage
Module Resources
¿ Autodesk Entertainment Creation Suite
¿ Adobe Creative Suite
¿ Unreal Engine
¿ Vicon Pegasus and Blade (or replacement software)
¿ Microsoft Office
¿ Motion Capture Stage
¿ HTC Vive
¿ Digital Academy Forum
¿ Pluralsight
¿ Library
¿ Blackboard
Module Special Admissions Requirements
Pre-requisites Introduction to CGI, Virtual Reality, Augmented Reality, Animation & Motion Capture for VR
Web Descriptor
This module will allow students to develop an understanding of interactive experiences and allow students to focus on a chosen role within the development team, working towards an interactive, hyper reality experience using Motion Capture (Vicon Motion Capture Suite) and Virtual Reality Technology (HTC Vive).