VIRTUAL REALITY
CSE4VR
2019
Credit points: 15
Subject outline
This particular subject will cover the topic of Virtual Reality, addressing both theory and implementation of effective Virtual Reality experiences. Students will implement virtual environments using off-the-shelf software (including Unity) and hardware (including Google Cardboard), both individually and in teams. Students will also be tasked with reading important research papers from the history of VR and leading in-class discussions regarding those papers. Topics include: VR displays, VR tracking, humanfactors, evaluation of VR experiences, interaction techniques in VR experiences, story telling techniques for 360 degree video and interactive VR experiences and real-world applications of VR.
School: School Engineering&Mathematical Sciences
Credit points: 15
Subject Co-ordinator: Richard Skarbez
Available to Study Abroad Students: Yes
Subject year level: Year Level 4 - UG/Hons/1st Yr PG
Exchange Students: Yes
Subject particulars
Subject rules
Prerequisites: N/A
Co-requisites: N/A
Incompatible subjects: CSE4AT3
Equivalent subjects: CSE4AT3
Special conditions: N/A
Graduate capabilities & intended learning outcomes
01. Describe the components of a Virtual Realty system and how they work together.
- Activities:
- This will be covered in lectures, and assessed on the final exam
02. Develop a Virtual Realty application using off-the-shelf hardware and software.
- Activities:
- This will be the subject of tutorial sessions all semester, and assessed on the two VR development assignments.
03. Understand technical issues that must be addressed to make Virtual Realty systems work effectively.
- Activities:
- This will be the subject of lectures and tutorial sessions all semester, and assessed on the two VR development assignments as well as the final exam.
04. Understand human factors that are relevant to VR systems, and be able to apply this knowledge in design of a Virtual Realty application.
- Activities:
- This will be the subject of lectures and tutorial sessions al semester, and assessed on the two VR development assignments as well as the final exam.
05. Understand human-computer interaction principles and apply them to Virtual Realty.
- Activities:
- This will be the subject of lectures and tutorial sessions al semester, and assessed on the two VR development assignments as well as the final exam.
Melbourne, 2019, Semester 2, Day
Overview
Online enrolment: Yes
Maximum enrolment size: N/A
Enrolment information:
Subject Instance Co-ordinator: Richard Skarbez
Class requirements
LectureWeek: 31 - 43
One 2.0 hours lecture per week on weekdays during the day from week 31 to week 43 and delivered via face-to-face.
TutorialWeek: 31 - 43
One 2.0 hours tutorial per week on weekdays during the day from week 31 to week 43 and delivered via face-to-face.
Assessments
| Assessment element | Comments | % | ILO* |
|---|---|---|---|
| One introductory Virtual Reality development assignment (500-words equivalent) | The assignment is based on contents of the first 3 tutorial sessions, It is due in week 4. | 10 | 02, 03, 04, 05 |
| One 10 minutes in-class presentation regarding a Virtual Reality paper (500-words equivalent) | 10 | 03, 04, 05 | |
| One semester-long Virtual Reality development assignment (2,000-words equivalent) | The assignment is based on contents of remaining tutorial sessions. It is due in week 12. | 40 | 02, 03, 04, 05 |
| One 2-hour final examination (2,000-words equivalent) | 40 | 01, 03, 04, 05 |