Run by School of Computer Science and Electronic Engineering
20 Credits or 10 ECTS Credits
Organiser: Dr Panagiotis Ritsos
Overall aims and purpose
To describe key concepts, technologies and emerging standards in the areas of (X)Reality, where X stands for Virtual, Mixed, Augmented and Mediated. To provide practical exposure and theoretical understanding of the mechanisms, interfaces and usage scenarios related to XR. To discuss human-computer interaction implications of XR, and examine how these influence the design of interfaces, visual depictions and spatial registration mechanisms. To teach how to build, test and evaluate XR applications.
Indicative content includes:
- Foundational principles of (X)R (Virtual Reality, Mixed/Augmented Reality) interaction paradigms and related environments.
- History, state-of-the-art and Future of (X)R
- XR Interfaces, services and hardware platforms
- Registration and tracking Mechanisms for XR
- User Experience of XR applications
- Presence and Immersion
- XR Application Programming & Development
Equivalent to 50%. Uses key areas of theory or knowledge to meet the Learning Outcomes of the module. Is able to formulate an appropriate solution to accurately solve tasks and questions. Can identify individual aspects, but lacks an awareness of links between them and the wider contexts. Outputs can be understood, but lack structure and/or coherence.
Equivalent to the range 60%-69%. Is able to analyse a task or problem to decide which aspects of theory and knowledge to apply. Solutions are of a workable quality, demonstrating understanding of underlying principles. Major themes can be linked appropriately but may not be able to extend this to individual aspects. Outputs are readily understood, with an appropriate structure but may lack sophistication.
Equivalent to the range 70%+. Assemble critically evaluated, relevent areas of knowledge and theory to constuct professional-level solutions to tasks and questions presented. Is able to cross-link themes and aspects to draw considered conclusions. Presents outputs in a cohesive, accurate, and efficient manner.
Explain and relate fundamental principles of (X)Reality, where X stands for Virtual, Mixed, Augmented and Mediated.
Select appropriate technologies and interfaces to build compelling XR applications.
Formulate development and evaluation strategies, for XR applications and usage scenarios.
Critically reflect on different emerging XR standards, and their implications in the field's development and adoption.
|COURSEWORK||Literature Review Outline (mind-map)||
Construct a topic map from the related literature showing links and commonalities and the seminal papers/articles.
|COURSEWORK||XR Application Requirements Outline||
Devise a set of requirements for an XR application from available techniques and standards.
|COURSEWORK||XR Application Implementation, Evaluation and Reporting||
Implement the XR specification devised, test and evaluate it, and present findings as a written report.
Teaching and Learning Strategy
Tutor-supported individual projects/assessment, including 8 x 2 hrs lab support slots.
Traditional Lecture (2 hrs x 11 weeks).
Practical laboratory (2 hrs x 4 weeks)
Tutor-directed private study including some indiviudal assessments.
- Literacy - Proficiency in reading and writing through a variety of media
- Numeracy - Proficiency in using numbers at appropriate levels of accuracy
- Computer Literacy - Proficiency in using a varied range of computer software
- Exploring - Able to investigate, research and consider alternatives
- Information retrieval - Able to access different and multiple sources of information
- Critical analysis & Problem Solving - Able to deconstruct and analyse problems or complex situations. To find solutions to problems through analyses and exploration of all possibilities using appropriate methods, rescources and creativity.
- Presentation - Able to clearly present information and explanations to an audience. Through the written or oral mode of communication accurately and concisely.
Subject specific skills
- Identify emerging technologies and technology trends;
- Apply underpinning concepts and ideas of engineering;
- Apply knowledge and understanding of the specialist cognate area of computer systems engineering in an international context;
- Formulate and analyse requirements and practical constraints of products, processes and services, place them in an engineering context and manage their implementation;
- Solve problems logically and systematically;
- Assess and choose optimal methods and approaches for the specification, design, implementation and evaluation of engineering solutions.
- Appreciate the importance of designing products with due regard to good laboratory practice, health and safety considerations and ethical issues.
- Access and synthesize information and literature sources;
- Have an appreciation of moral, ethical, financial and environmental issues that may need to be considered when practicing as an engineer.¬†
- Deploy theory in design, implementation and evaluation of systems
- Recognise legal, social, ethical & professional issues
- Knowledge and understanding of commercial and economic issues
- Specify, design or construct computer-based systems
- Deploy tools effectively
- Defining problems, managing design process and evaluating outcomes
- System Design
- Specify, deploy, verify and maintain computer-based systems
- Principles of appropriate supporting engineering and scientific disciplines
Courses including this module
Optional in courses:
- G4AS: MSc Advanced Computer Science year 1 (MSC/ACS)