CS3VR16-Virtual Reality
Module Provider: Computer Science
Number of credits: 10 [5 ECTS credits]
Level:6
Terms in which taught: Spring term module
Pre-requisites:
Non-modular pre-requisites:
Co-requisites:
Modules excluded:
Current from: 2020/1
Email: r.j.mitchell@reading.ac.uk
Type of module:
Summary module description:
This module covers techniques used in virtual reality.
Aims:
To describe virtual reality in terms of the scientific issues, application areas and strengths and weaknesses of the technology. To provide hands-on experience of various devices and software.
This module also encourages students to develop a set of professional skills, such as creativity (of virtual world), group work, scripting and effective use of commercial software.
Assessable learning outcomes:
By the end of the module, the student should be able to demonstrate an understanding of the techniques used in Virtual Reality and 3D modelling skills. The student will be able to compare the applicability of various VR technologies to given applications and be able to apply their understanding to the design of an entire VR system, composing display technology and software.
Additional outcomes:
Outline content:
In a virtual reality, users can interact within a 3D computer-generated environment through multi-modal displays that support interaction through vision, hearing, and touch. This course will discuss what is (and is not) virtual reality, introduce topics relating to perception of virtual environments (e.g. stereo vision and sound localisation), and introduce a range of display and input technologies (e.g. head-mounted displays, cubic projection displays, and tracking technologies). The course wil
l develop the mathematical and programming framework for highly interactive environments including modelling and animation of 3D objects, and the programming techniques used to render these in real-time.
Brief description of teaching and learning methods:
The module comprises 2 lectures per week. The assignment will give students skills in creating interactive virtual environments. The exam will focus more on the graphics content,
Autumn | Spring | Summer | |
Lectures | 20 | ||
Guided independent study: | 80 | ||
Total hours by term | 0 | 100 | 0 |
Total hours for module | 100 |
Method | Percentage |
Written exam | 30 |
Set exercise | 70 |
Summative assessment- Examinations:
One 1.5-hour examination paper in May/June.
Summative assessment- Coursework and in-class tests:
Two pieces of coursework are set. In the first, each student generates a simple virtual world using a commercial virtual engine, In the second, students work in groups of typically five students to produce a more complicated virtual world in a specified theme, submitting both the final virtual world and a description of each person’s individual contribution to the work.
Formative assessment methods:
Penalties for late submission:
The Module Convenor will apply the following penalties for work submitted late:
- where the piece of work is submitted after the original deadline (or any formally agreed extension to the deadline): 10% of the total marks available for that piece of work will be deducted from the mark for each working day[1] (or part thereof) following the deadline up to a total of five working days;
- where the piece of work is submitted more than five working days after the original deadline (or any formally agreed extension to the deadline): a mark of zero will be recorded.
You are strongly advised to ensure that coursework is submitted by the relevant deadline. You should note that it is advisable to submit work in an unfinished state rather than to fail to submit any work.
Assessment requirements for a pass:
A mark of 40% overall.
Reassessment arrangements:
One 2-hour examination paper in August/September. Note that the resit module mark will be the higher of (a) the mark from this resit exam and (b) an average of this resit exam mark and previous coursework marks, weighted as per the first attempt (30% exam, 70% coursework).
Additional Costs (specified where applicable):
1) Required text books:
2) Specialist equipment or materials:
3) Specialist clothing, footwear or headgear:
4) Printing and binding:
5) Computers and devices with a particular specification:
6) Travel, accommodation and subsistence:
Last updated: 16 June 2020
THE INFORMATION CONTAINED IN THIS MODULE DESCRIPTION DOES NOT FORM ANY PART OF A STUDENT'S CONTRACT.