COMP07177 2018 Computer Mediated Reality Applications

General Details

Full Title
Computer Mediated Reality Applications
Transcript Title
Computer Mediated Reality Appl
Code
COMP07177
Attendance
N/A %
Subject Area
COMP - Computing
Department
COMP - Computing & Creative Practices
Level
07 - NFQ Level 7
Credit
05 - 05 Credits
Duration
Semester
Fee
Start Term
2018 - Full Academic Year 2018-19
End Term
9999 - The End of Time
Author(s)
Paul Powell, Neil Gannon
Programme Membership
SG_KGADV_B07 201800 Bachelor of Science in Computing in Games Development SG_KGADV_B07 202100 Bachelor of Science in Computing in Games Development
Description

The purpose of Computer Mediated Reality Applications is to ensure learners are on the cutting edge of games technology and keeping pace with the rapid developments surrounding areas such as mobile, virtual and augmented reality. A platform agnostic approach is to be taken when developing solutions for the above-mentioned fields. Leaners will be mainly assessed through the development of a large project developed continuously throughout the semester.

Learning Outcomes

On completion of this module the learner will/should be able to;

1.

Describe the concepts, evolution and terminology associated to virtual reality

2.

Describe the concepts, evolution and terminology associated to augmented reality

3.

Demonstrate an understanding of the current limits of AR and VR

4.

Design an application of appropriate scale from given a brief

5.

Develop an AR or VR application and deploy it to a device

Teaching and Learning Strategies

Problem based learning will be employed where sample code is demonstrated to the learner and then amended to carry out additional behaviour in laboratory exercises and assessments. Sample design documentation will be introduced and assessed to determine what learners require when developing their own documentation.

Module Assessment Strategies

The assement strategy will consist of a number of formative and summative assessments together to ensure that the learner has adequately achieved the learning outcomes.

Repeat Assessments

Learners will be required to produce a project of equal complexity to the orignal failed element.

Indicative Syllabus

Describe the concepts, evolution and terminology associated to virtual and augmented reality

  • Hardware technology and implementation
  • Software technology and implementations
  • HMD and input device tracking
  • Locomotion and simulation sickness
  • Input devices and interaction with virtual objects
  • Device tracking and visual inertial odometry (VIO)
  • Environmental understanding, anchors and light estimation


Demonstrate an understanding of the current limits of AR and VR

  • Differences between and capabilities of mobile and desktop applications
  • Limitations of the current input devices
  • Limitations of the current sensors used in tracking/mapping


Design an application of appropriate scale from given a brief

  • Industry guidelines on AR/VR development
  • Recognition of current design patterns
  • Use of prototyping tools for user interfaces
  • Production of a comprehensive design document of the games/simulation to be developed

Develop an AR or VR application and deploy it to a device

  • Use of C /C# for development
  • Device setup and prerequisites for development and deployment
  • Use of a industry standard game engine

Coursework & Assessment Breakdown

Coursework & Continuous Assessment
100 %

Coursework Assessment

Title Type Form Percent Week Learning Outcomes Assessed
1 MCQ Coursework Assessment Multiple Choice/Short Answer Test 10 % Week 4 1,2,3
2 Practical Assignments Coursework Assessment Assignment 40 % OnGoing 3,5
3 Group Project Project Group Project 50 % End of Semester 4,5

Full Time Mode Workload


Type Location Description Hours Frequency Avg Workload
Lecture Computer Laboratory Lecture 1 Weekly 1.00
Practical / Laboratory Computer Laboratory Computer Laboratory Practical 4 Weekly 4.00
Independent Learning Computer Laboratory Independent Learning 3 Weekly 3.00
Total Full Time Average Weekly Learner Contact Time 5.00 Hours

Module Resources

Non ISBN Literary Resources

Game Scripting Mastery (Premier Press Game Development)

Other Resources

None

Additional Information

None