Surrey University Stag

AR, VR AND THE METAVERSE - 2022/3

Module code: EEEM067

Module Overview

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.

Module provider

Electrical and Electronic Engineering

Module Leader

VOLINO Marco (Elec Elec En)

Number of Credits: 15

ECTS Credits: 7.5

Framework: FHEQ Level 7

JACs code:

Module cap (Maximum number of students): N/A

Overall student workload

Independent Learning Hours: 117

Lecture Hours: 33

Module Availability

Semester 1

Prerequisites / Co-requisites

None

Module content

Material for 10 weeks of teaching will cover:
1. Introduction into AR/VR
2. Human Physiology and Perception.
3. Geometry
4. Graphical rendering.
5. Motion in Real and Virtual Worlds & Tracking
6. Interaction
7. VR for CAD
8. Audio
9. Virtual Avatars
10. Metaverse and VR/AR outlook

Assessment pattern

Assessment type Unit of assessment Weighting
Coursework Coursework 20
Examination Online Examination ONLINE (OPEN BOOK) EXAM WITHIN 4HR WINDOW 80

Alternative Assessment

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Assessment Strategy

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

Module aims

  • 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.

Learning outcomes

Attributes Developed
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

Attributes Developed

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.

Reading list

https://readinglists.surrey.ac.uk
Upon accessing the reading list, please search for the module using the module code: EEEM067

Other information

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.