AR, VR AND THE METAVERSE - 2022/3
Module code: EEEM067
This module will introduce and explore the underlying concepts and technologies of virtual/augmented reality (VR/AR) and the emerging idea of the Metaverse. The module will also investigate the current and future challenges of the technologies and consider the impact it will have on industry and wider society.
Electrical and Electronic Engineering
VOLINO Marco (Elec Elec En)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 7
Module cap (Maximum number of students): N/A
Overall student workload
Independent Learning Hours: 117
Lecture Hours: 33
Prerequisites / Co-requisites
Material for 10 weeks of teaching will cover:
1. Introduction into AR/VR
2. Human Physiology and Perception.
4. Graphical rendering.
5. Motion in Real and Virtual Worlds & Tracking
7. VR for CAD
9. Virtual Avatars
10. Metaverse and VR/AR outlook
|Assessment type||Unit of assessment||Weighting|
|Examination Online||Examination ONLINE (OPEN BOOK) EXAM WITHIN 4HR WINDOW||80|
The summative assessment for this module consists of the following:
¿ Examination: 2-hour, closed-book written examination (80% weighting).
¿ Coursework: 10 page report and presentation on the role of VR/AR in the industry of choice (20% weighting). Report set week 3, report due week 8, presentations in week 11
- This module aims to provide an understanding of Virtual and Augmented Reality (VR/AR) technologies including hardware systems, software systems, game engines, graphical rendering, human vision, vestibular systems, tracking systems, interaction, and current challenges.
|001||In-depth knowledge of the theory behind Virtual and Augmented Reality hardware and software||KT|
|002||Strong understanding of the state-of-the-art, the role of VR and AR in the modern world, and open challenges.||KT|
|003||In-depth knowledge to be able to create virtual worlds.||PT|
|004||An ability to independently evaluate open problems, business opportunities, and areas of possible research.||CT|
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Methods of Teaching / Learning
The learning and teaching strategy is designed to achieve the specified learning outcomes:
¿ To equip students with an understanding of the fundamental concepts related to virtual and augmented reality and the metaverse.
¿ Students learn the basic principles behind Unity3D that will allow them to implement the concepts introduced in lectures.
¿ Students obtain a strong overview of the state-of-art technologies and associated challenges.
¿ Through the personalized coursework, students reinforce their understanding of the impact of AR/VR in the modern world, developing their vision and in-depth understanding of challenges and opportunities.
Learning and teaching methods include:
¿ Lectures: 10 weeks, 3 hours per week
¿ Coursework: 30 hours
¿ Self-Study: 90 hours
Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.
Upon accessing the reading list, please search for the module using the module code: EEEM067
Book: LaValle "Virtual Reality", Cambridge University Press, 2016 http://lavalle.pl/vr/ Book: Marschner, Shirley "Fundamentals of Computer Graphics", 4th Edition, CRC Press 2016 Gordon Wetzstein: Course Notes: A Brief Overview of the Graphics Pipeline
Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2022/3 academic year.