AUGMENTED REALITY

CSE5AR

2021

Credit points: 15

Subject outline

This subject will cover the topic of Augmented Reality (AR) - that is, interactively overlaying computer-generated information on the real world - addressing both theory and implementation of effective AR applications. You will implement AR applications using off-the-shelf software (with a particular focus on Unity and Vuforia) and hardware (including mobile phones and the Microsoft HoloLens platform). You will also lead an in-class discussion regarding a specific AR publication and/or application, discussing the design principles and implementation choices that were employed. Topics include: AR displays, AR tracking, Unity development, human factors, computer graphics, and AR interaction techniques.

SchoolEngineering and Mathematical Sciences

Credit points15

Subject Co-ordinatorRichard Skarbez

Available to Study Abroad/Exchange StudentsYes

Subject year levelYear Level 5 - Masters

Available as ElectiveNo

Learning ActivitiesN/A

Capstone subjectNo

Subject particulars

Subject rules

PrerequisitesN/A

Co-requisitesN/A

Incompatible subjectsN/A

Equivalent subjectsN/A

Quota Management StrategyN/A

Quota-conditions or rulesN/A

Special conditionsN/A

Minimum credit point requirementN/A

Assumed knowledgeN/A

Readings

Augmented Reality: Principles and Practice

Resource TypePrescribed

Resource RequirementN/A

AuthorSchmalstieg and Höllerer

Year2016

Edition/VolumeN/A

PublisherAddison-Wesley

ISBNN/A

Chapter/article titleN/A

Chapter/issueN/A

URLN/A

Other descriptionN/A

Source locationN/A

Career Ready

Career-focusedNo

Work-based learningNo

Self sourced or Uni sourcedN/A

Entire subject or partial subjectN/A

Total hours/days requiredN/A

Location of WBL activity (region)N/A

WBL addtional requirementsN/A

Graduate capabilities & intended learning outcomes

Graduate Capabilities

Intended Learning Outcomes

01. Define augmented reality (AR by listing its essential characteristics.
02. Compare augmented reality (AR and virtual reality (VR in the context of the Milgram (Reality-Virtuality and Weiser (Ubiquitous-Monolithic continuums.
03. Describe the various types of visual displays used in AR (optical see-through, video see-through, handheld, stationary, projected and appraise their strengths and weaknesses.
04. Develop mobile/handheld AR apps using Unity and Vuforia.
05. Develop head-worn AR apps for the Microsoft HoloLens platform.
06. Discuss interaction techniques relevant to the development of AR applications and apply these techniques in the development of AR applications.

Subject options

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Start date between: and    Key dates

Melbourne (Bundoora), 2021, Semester 1, Day

Overview

Online enrolmentYes

Maximum enrolment sizeN/A

Subject Instance Co-ordinatorRichard Skarbez

Class requirements

Computer LaboratoryWeek: 10 - 22
One 3.00 h computer laboratory per week on weekdays during the day from week 10 to week 22 and delivered via face-to-face.

LectureWeek: 10 - 22
One 2.00 h lecture per week on weekdays during the day from week 10 to week 22 and delivered via face-to-face.

Assessments

Assessment elementCommentsCategoryContributionHurdle% ILO*
One mobile/handheld AR development assignment (1500 words equivalent) Subject of tutorial sessions, due in Week 6.N/AN/AN/ANo15 SILO4, SILO6
One head-worn AR development assignment (2500 words equivalent) Subject of tutorial sessions, due in Week 12.N/AN/AN/ANo25 SILO5, SILO6
1 x 10 min in-class presentation analysing a specific AR publication and/or application (500 words)N/AN/AN/ANo10 SILO2, SILO3, SILO6
One 2-hour final examination (2,000-words equivalent)N/AN/AN/ANo50 SILO1, SILO2, SILO3, SILO6