Module Descriptors
EXPERIMENTAL SYSTEMS
GDEV50018
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Bradley Davis
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 2
Sites
  • Stoke Campus
Assessment
  • WRITTEN REPORT - 1800 weighted at 30%
  • ARTEFACT AND DOCUMENTATION weighted at 70%
Module Details
INDICATIVE CONTENT
Students will explore topics including:

Use of mixed reality hardware (E.g., Head Mounted Displays, Augmented Reality devices)

Use of augmented and virtual reality software APIs

Specific VR and AR risks

Psychological aspects of Mixed Reality

Applications of VR and AR

Stereographic Rendering principles for VR and AR worlds

Human Computer Interaction

Device Drivers and data transfer
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - (Learning Outcomes 3 & 4)

Mixed Reality Report weighted at 30% consisting of:

Research, critical analysis, and information synthesis of current mixed reality understandings, theories, risks and applications



Assessment Component 2 – (Learning Outcomes 1 & 2)

Artefact and Documentation weighted at 70% consisting of:

An artefact that demonstrates mixed reality functionality utilising an appropriate Engine/API.

Accompanying Documentation detailing the technical implementation and design of the artefact.
LEARNING STRATEGIES
2x 1-hour lectures per week presenting key topics and concepts¿

2x 2-hour supervised tutorial sessions per week for demonstrating implementations and completion of formative exercises.
LEARNING OUTCOMES

1. Implement a mixed reality system using current software and hardware technology

2. Analyse, select or devise appropriate algorithms and techniques for a given augmented and virtual reality problem area

3. Demonstrate understanding of the algorithms and techniques required for basic 3D augmented environment changes, and the implementation of a virtual reality system

4. Identify the limits and problems with current virtual and augmented technology applications and algorithms
RESOURCES
Virtual Reality capable devices (Head Mounted Display, etc)

Augmented Reality Capable devices (AR compatible handset, HoloLens, etc)

Appropriate development engines (Unreal / Unity / etc)

Appropriate IDE (Visual Studio, Rider, etc)

Windows PC

Office 365

Version Control (GitHub, Plastic SCM or equivalent)

Digital Academy Forum

Digital Academy Upload
REFERENCE TEXTS
VR Developer Gems (2019) Sherman, William R. CRC Press (ISBN: 9781138030121)


The VR Book: Human-Centered Design for Virtual Reality. (2015) Jerald, Jason. ACM Books (ISBN: 978-1-970001-12-9)


Creating Augmented and Virtual Realities (2019) Pangilinan, Erin. Lukas, Steve. Mohan, Vasanth. O’Reilly
Media Inc (ISBN: 9781492044147)


International Journal of Virtual Reality (IJVR) ijvr.eu
WEB DESCRIPTOR
This module will explore mixed reality and experimental technology for games, critically understanding the theoretical backing of mixed reality interactions, risks and techniques. Implementation will be performed using suitable game development engine, appropriate tools and hardware, for a mixed reality platform.