2017 Virtual Reality and Interaction

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Academic unit or major
Graduate major in Information and Communications Engineering
Instructor(s)
Hasegawa Shoichi 
Course component(s)
Lecture
Day/Period(Room No.)
Tue5-6(J232)  Fri5-6(J232)  
Group
-
Course number
ICT.H507
Credits
2
Academic year
2017
Offered quarter
2Q
Syllabus updated
2017/3/17
Lecture notes updated
-
Language used
English
Access Index

Course description and aims

Virtual reality systems generate experiences of virtual worlds in computers by presenting multimodal sensory information to the users and inputting motions of the users to the virtual worlds. The concept of virtual reality, making experience by giving sensory information corresponding user's motion is an important concept for interaction design concerning users' experiences.
The principles and techniques to make virtual reality systems are also important to create interactive systems.
Thus, this course aims that students understand the idea of virtual reality and know the methods for implementations.

Student learning outcomes

Be able to explain principles and concepts of virtual reality, human sensory motor system, overview of sensors, actuators, simulation and rendering techniques.
Be able to propose abstract of new virtual reality system.

Keywords

Virtual Reality, Interaction, Human Interfaces, Simulation

Competencies that will be developed

Intercultural skills Communication skills Specialist skills Critical thinking skills Practical and/or problem-solving skills
- -

Class flow

The course consists of 12 or 13 lectures.
In the final few class, students work on proposals and presentations of new virtual reality systems.

Course schedule/Required learning

  Course schedule Required learning
Class 1 What is virtual reality Understand concept, principle, effect and limitation of virtual reality
Class 2 Overview of physics simulation (Computer based simulation) Understand computer based simulation
Class 3 Overview of physics simulation (Three dimensional space and rotaiton) Understand mathematical expression of three dimensional space and rotation.
Class 4 Particle and rigid body simulation Understand particle and rigid body dynamics simulation
Class 5 Continuum simulation Understand continuum simulation.
Class 6 Virtual human and character motion Understand virtual humans and character motion generation.
Class 7 Human vision Understand human vision basics
Class 8 optics and camera Understand optics and camera
Class 9 Visual display Understand basic visual displays.
Class 10 Computer graphics Understand basic computer graphics.
Class 11 Human auditory sense, characteristics of sound, sound generation, sound localization and sound presentation Understand human auditory sense and related sonic physics.
Class 12 Haptics and Somatosensory system Understand basic haptics
Class 13 Vestibular system and its comparison with auditory sense and haptics Understand vestibular system and similarity and difference with auditory sense and haptics
Class 14 Practice of design of a new virtual reality system Learn how to design a new virtual reality system
Class 15 Poster presentaiton Presentation and exchange of ideas on the new virtual reality system designed in the previous class.

Textbook(s)

no text book is used

Reference books, course materials, etc.

Use slides, Please download slides from home page.

Virtual Reality Technology 2003/6, Grigore C. Burdea

Assessment criteria and methods

The contents of the new virtual reality system presented in the poster presentation.

Related courses

  • ICT.A406 : Human-Centric Information Systems I
  • ICT.A418 : Human-Centric Information Systems II
  • ICT.C309 : Multimedia Distribution Technology
  • ICT.H411 : Basic Sensation Informatics
  • ICT.H313 : Sensation and Perception Systems
  • CSC.T421 : Human Computer Interaction
  • ART.T463 : Computer Graphics
  • ICT.I317 : Embedded Systems
  • ZUQ.T303 : Simulation Engineering

Prerequisites (i.e., required knowledge, skills, courses, etc.)

Basic knowledges on computational machinery, numerical computation. Experience of virtual reality.

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