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Linköping Institute of Technology

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Valid for year : 2007
 
TNM053 Virtual Reality Techniques, 7,5 ECTS credits.
/VR-teknik /

For:   ACG   D   IT   MT   Y  

 

Prel. scheduled hours: 44
Rec. self-study hours: 156

  Area of Education: Technology

Subject area: Media Engineering

  Advancement level (G1, G2, A): A

Aim:

The objective of this course is to provide the students a deep insight into what virtual reality is, how it is used and how it can be implemented and exploited.

While VR is still a small, but growing area of development and few real world VR applications have appeared yet, the technologies on which it is based are becoming very common in general computing environments and gaming stations. We can expect the techniques taught in this course to become very significant in the future and the interaction methods it teaches to become very useful areas of interest in the future.

Prerequisites: (valid for students admitted to programmes within which the course is offered)
TNM068 Computer Graphics, or TNM008 3D Computer Graphics and Virtual Reality (for ACG: TNCG01 Introduction to Computer Graphics Programming, and for Y: TSBK05 Datorgrafik). TNG002 Linear Algebra or equivalent. Experience of C or C++ programming is also very useful!

Note: Admission requirements for non-programme students usually also include admission requirements for the programme and threshhold requirements for progression within the programme, or corresponding.

Organisation:

The course will consist of lectures, within which a great deal of theory is presented, supported by supplementary literature from publications. Substantial laboratory work is also included and students taking this course are given access to the NVIS VR lab and associated hardware to carry out some of the lab work.

The lab work culminates in the students developing real virtual reality and augmented reality applications using the NVIS equipment.



Course contents:
The course covers a wide range of aspects associated with the specification, design, development and implementation of virtual reality environments for many classes of equipment. We will consider many kinds of 3D (stereo) display systems from the desktop to large scale VR theatre and Cube/Cave systems, head-mounted displays for virtual and augmented reality, methods for the effective implementation of high-performance computer graphics, interaction techniques for VR environments and the use of sound and other senses such as touch to create convincing and useful immersive environments for a broad spectrum of applications. The emphasis within this course is on the creation of working, usable immersive environments through a broad range of interface and feedback approaches, not simply high performance graphics although that is an essential component of the course. To pass the course the student must fulfil the following learning outcomes:
  • A clear understanding of the technologies required for Virtual and Augmented Reality:
    • Displays
    • Tracking
    • High performance graphics.
    • Haptic interaction
    • Audio and voice synthesis/recognition systems
  • A demonstrated ability to create interactive immersive virtual reality applications
  • An understanding of the human mahine interface issues in VR


Course literature:

The principal source of supplemental literature is scientific articles.

The best book I've found, which is good but too expensive to recommend as a course book, is "Virtual Reality Technology, 2nd edition" by Grigore Burdea and Philippe Coiffet. Published by Wiley Interscience, ISBN 0-471-36089-9.

Examination:
Laboratory work
Oral examination
3 p
2 p
/
/
4,5 ECTS
3 ECTS
 



Course language is English.
Department offering the course: ITN.
Director of Studies: Kenneth Bjerner
Examiner: Matthew Cooper
Link to the course homepage at the department


Course Syllabus in Swedish

Linköping Institute of Technology

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Contact: TFK , val@tfk.liu.se
Last updated: 09/15/2007