AVR4005 Applied Game Technologies for VR/AR
- Studiepoeng30
- Undervisningssemestre2024 Vår
- UndervisningsspråkEngelsk
- UndervisningsstedHamar
- Forkunnskapskrav
No special requirements.
Central topics:
- market analyses
- entrepreneurial strategy, tools and methods for innovation analysis
- gameplay and level design conventions
- ecology of immersive virtual environments (VE) and XR
- game engines and their applications in VE, VR, AR and online and mobile platforms
- understanding games and their different forms and applications (finding the right form of game to apply for a targeted task)
- framing participation through agency, action, and challenges
- designing and measuring user experience from the perspective of engagement, immersion, presence, and flow.
- spatial sound & sound design
- designing spaces for user movement resulting in sequenced events and narratives
- coding for action in VR/AR
- level design and triggers and events
- event trees
- creating an interactive toolbox to test and conduct UX tests
- gain work experience in a real VR/AR production pipeline, using industry standard tools and development processes.
- gain experience working with real world cases in a professional working environment for VR/AR application development
Læringsutbytte
A candidate who has completed the course has the following total learning outcomes, defined by knowledge, skills and general competence:
The candidate
- has thorough knowledge of key challenges in requirements for commercialization and commercializing technology
- has thorough knowledge of strategy development in connection to VR/AR and serious games
- can analyse and implement the use of Spatialised Sound and to implement it in VR/AR applications
- has advanced knowledge of the pipeline of digital content creation
- has advanced knowledge of interactive design for VR/AR applications
- has advanced knowledge of how to design for and measure the user experience in VR/AR applications
- has advanced knowledge of setting up event trees for the use of AI algorithm
- has advanced knowledge of apply ecology of immersive VR/AR environment
The candidate
- can create and test different prototypes to be used in iterative design processes
- can design and optimize digital content appropriate to specific platforms
- can design for specific forms of interactivity and user experience when developing VR/AR applications
- can develop an VR/AR application
- can design for specific forms of interactivity and user experience when developing VR/AR applications
The candidate
- can express artistic and/or educational content in and through an interactive VR/AR experience
- can determine what form of game technology or strategy to apply in different situations and user cases
- can use art, design and/or programming strategically to enhance innovation of VR/AR applications
- has the versatility to apply knowledge and skills of art and game design to VR/AR applications
The course is organised as a combination of lectures, practical exercises, weekly hand-ins, self-study and supervision. The course duration is one semester from January to June. Teaching in plenary sessions and individual work/individual assignments.
- 1 individually portfolio consisting of assignments produced through the study program, which counts for 50% of the final grade
- 1 group assessment consisting of final real world interactive application create for this course and a oral exam. The oral exam can adjust the result up or down by up to one grade. The group assessment counts for 50% of the final grade.
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.
Vurderingsordning | Karakterskala | Gruppe/individuell | Varighet | Hjelpemidler | Andel | Kommentar |
---|---|---|---|---|---|---|
Mappeeksamen | ECTS - A-F | Individuell | ||||
Praktisk eksamen | ECTS - A-F | Gruppe | ||||
Muntlig eksamen | ECTS - A-F | Gruppe |
Pensum
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