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
Computer Science and Electronic Eng
Module Leader
VOLINO Marco (CS & EE)
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
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
N/A
Assessment Strategy
The summative assessment for this module consists of the following: Examination: Coursework: 10 page report and presentation on the role of VR/AR in the industry of choice (20% weighting). online (open book) exam in a 4-hour window (80% weighting).
Students will receive formative assessment/feedback during lectures, by question and answer sessions, and during supervised computer laboratory sessions.
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.
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
N/A
Programmes this module appears in
Programme | Semester | Classification | Qualifying conditions |
---|---|---|---|
Artificial Intelligence MSc | 1 | Optional | A weighted aggregate mark of 50% is required to pass the module |
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.