AVR4001 VR/AR Production Development for Programmers
- Number of credits15
- Teaching semester2023 Autumn
- Language of instructionEnglish
- CampusHamar
- Required prerequisite knowledge
No special requirements.
Central topics:
- Specialised topics for VR/AR Production Development for Programmers
- specialisation programming for VR/AR applications
- sequence of animation and events
- materials and shaders customisation for VR/AR applications
- particle effects customisations for VR/AR applications
- physical-based hand interactions system
- Common topics (with VR/AR Production Development for Artists)
- VR/AR as a research field
- VR/AR hardware (Display and Tracking)
- application of VR/AR within different fields
- user experience in VR/AR
- pipeline for content creation and optimization for VR/AR
- import 2D and 3D assets for assets management
- particle and visual effects for VR/AR applications
Learning Outcome
A candidate who has completed the course has the following total learning outcomes, defined by knowledge, skills and general competence:
The candidate
- has advanced knowledge to compare multiple types of tracking found in common XR equipment and degree of freedom allowed by the equipment.
- has advanced knowledge of the role and advantages that comes from use of the programming and algorithmic thinking for VR/AR development
- has advanced knowledge of how to recognize and practically apply various programming concept and good commercial practices while developing the code for VR/AR
- has advanced knowledge of practically reuse and adjust functionality of the existing code for own bespoke applications
- has advanced knowledge of how to understand the role of computer graphic pipeline and optimizations required
- has advanced knowledge of how to develop prototypes of interactive functionalities
- can apply knowledge of VR/AR platform to new areas within the academic field of serious games.
- can analyse the academic problems in serious game on the basis distinctive characteristics and place in society of the academic field
- has thorough knowledge of the scholarly theories and methods in the field of the genuine use of the usability studies within the VR/AR platforms.
The candidate
- can analyse and deal critically with when and/or how to use various logic and flow control operators used to implement VR/AR applications
- can analyse and deal critically to construct the necessary input listener including, but not limited to the VR/AR input from the devices.
- can analyse and deal critically to determine the appropriate locomotion techniques to be used including, but not limited to teleporting, constant movement, room scale, and stationary environments.
- can analyse and deal critically to determine the components needed for a user to physically manipulate object, using colliders, triggers, and rigid bodies.
- can carry out an independent, limited research or development project under supervision and in accordance with serious games and the VR/AR platforms applicable norms for research ethics
- can use relevant methods within the XR platforms for research and scholarly development work in an independent manner
- can analyse existing theories, methods and interpretations in the field of serious games and work independently on practical and theoretical problems within the VR/AR platforms
- can carry out an independent, limited research or development project under supervision and in accordance with serious games and the VR/AR platforms applicable norms for research ethics
- can use relevant methods within the VR/AR platforms for research and scholarly development work in an independent manner.
- can design and optimize digital content appropriate to specific platforms
The candidate
- can analyse relevant academic, professional and research ethical problems within the area of VR/AR development for serious games.
- can apply his/her knowledge and skills in VR/AR -projects to carry out advanced assignments and projects for research and development, according to ethical requirements and guidelines
- can analyse existing methods and interpretations to conceptualize how VR/AR can be applied to solve problems within a range of industrial and academic fields
- can analyse the positive and negative psychological and cognitive effects of different VR/AR-solutions
- can communicate extensive independent work and master’s language and terminology of the academic field about the possibilities with VR/AR-applications within different fields particularly in field of serious games
- can contribute to new thinking and innovation processes of using VR/AR solutions in serious games
The course is organised as a combination of lectures, practical exercises, workshops, self-study and supervision. Teaching in plenary sessions, group and individual work/assignments.
- 2 practical group-based App-A-Week project, where both Artist and Programmer works together (when possible), which counts for 60% of the final grade. Oral presentation will be held to determine the final grade of this examination.
- 4-hour individual practical exam which counts for 40% of the final grade
To pass the course, both examinations must be passed.
All group members share responsibility for the full content of the assignment/product/performance from the group-projects.
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Form of assessment | Grading scale | Grouping | Duration of assessment | Support materials | Proportion | Comment |
---|---|---|---|---|---|---|
Practical examination | ECTS - A-F | Group | 60 | |||
Practical examination | ECTS - A-F | Individual | 40 |
Name | Credits | Date | Comment |
---|---|---|---|
AVR4002 VR/AR Production Development for Artists | 15 | 01.01.2023 |
Reading list
No reading list available for this course