AVR4001 VR/AR Production Development for Programmers

    • Number of credits
      15
    • Teaching semester
      2024 Autumn
    • Language of instruction
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      No special requirements.

Course content

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:

Knowledge

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.
Skills

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
General competence

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
Teaching and working methods

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.

Required coursework
  • 3 individual assignments related to development of XR applications
Form of assessment
  • 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.

Assessments
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComment
Practical examination
ECTS - A-F
Group
60
Practical examination
ECTS - A-F
Individual
40
Professional overlap
NameCreditsDateComment
AVR4002 VR/AR Production Development for Artists
15
01.01.2023
Faculty
Faculty of Audiovisual Media and Creative Technologies
Department
Department of Game Development - The Game School