Module Code - Title:
CS4071
-
VIRTUAL AND AUGMENTED REALITY DESIGN
Year Last Offered:
2025/6
Hours Per Week:
Grading Type:
N
Prerequisite Modules:
Rationale and Purpose of the Module:
This module will enable the students to develop bespoke Augmented and Virtual Reality scenarios, using pre-built software pipelines, working to specific industry standards. As part of this, students will learn about the use of virtual reality technologies, as a means to create client-focused training simulations, guided tours and interactive user-focused experiences, wherein leveraging of sound-effects and spatial immersion are key modalities.
Syllabus:
1. Syllabus: - Features of game engine technologies that can be leveraged to prototype and create bespoke virtual scenarios. - Design considerations for virtual learning and spatial immersion scenarios in both 3D and 2D contexts: scenario-related dimensions, interaction-related dimensions, user-related dimensions, data/content related dimensions and communication-related dimensions. - Considering the societal impact of virtual reality, through learning theories of virtual learning, education, embodied experience and digital narratives. - Learn industry and government specifications and regulations in virtual reality design, for healthcare, manufacturing and recruitment/training. - Embedding accessibility features, for specific clients and users. - Creation of sound and spatialisation effects that aid in the user's sense of immersion. - Designing and prototyping for specific headset hardware such as Oculus, Vive and Rift, whilst working with cross-platform compatibility features in mind. More generally looking at 2D apps, 3D games or other types of content. - Managing of a virtual scenario with a pre-existing software pipeline, eliminating the need for memory allocation, or specific programming, beyond what already is controlled by the pipeline. - Learning to develop and prototype virtual scenarios collaboratively, as part of a team with different skills, sticking to tight deadlines.
Learning Outcomes:
Cognitive (Knowledge, Understanding, Application, Analysis, Evaluation, Synthesis)
On successful completion of this module, students will be able to: 1. Leverage the innate features of VR technology to build and prototype bespoke virtual scenarios. 2. Design virtual scenarios for a range of platforms, taking into consideration each design dimension and relevant standards. 3. Work with an international framework of existing knowledge, whilst recognizing potential gaps in the market for innovation. 4. Build to specific client specifications, whilst working efficiently and expediently. 5. Create a sense of immersion, where key spatial and audio effects are synthesized and combined, producing a physical and psychological impression of virtual space. 6. Demonstrate awareness of the industry and government guidelines, in respect of creating applications for healthcare, manufacturing and recruitment.
Affective (Attitudes and Values)
On successful completion of this module, students will be able to: 1. Consider design specificities that do not exclude or marginalise specific clients. 2. Work as part of a team.
Psychomotor (Physical Skills)
On successful completion of this module, students will be able to: 1. Consider the physical constraints of hardware, virtual reality and its relationship to physical space.
How the Module will be Taught and what will be the Learning Experiences of the Students:
This module will be taught with the use of game engine technology and desktop/laptop, illustrative iPhone/Android applications. Please note: A VR headset is not required for this module, though material may be developed for them, it can be tested and checked easily on a desktop/laptop application. Material will be presented in lectures and tutorials. Case studies from the texts mentioned as Resources are used in the lectures for illustrative purposes only.
Research Findings Incorporated in to the Syllabus (If Relevant):
Prime Texts:
Emspak, J. (2018)
What is Augmented Reality?
, Live Science. https://www.livescience.com/34843-augmented-reality.html
Virtual Reality Society. (2019)
What is Virtual Reality?
, Virtual Reality Society. https://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html
Other Relevant Texts:
Liarokapis, F., Voulodimos, A., Doulamis, N., & Doulamis, A. (2020)
Visual Computing for Cultural Heritage.
, Springer.
Colreavy-Donnelly, S. (2016)
I-Ulysses: Poetry in Motion. An Educational Virtual Reality Guide to the Unfolding vents of the Wandering Rocks Chapter of Joyce's Ulysses.
,
Colreavy-Donnelly, S., O'Connor, S., & Homapour, E. (2019)
I-Ulysses: A Technical Report.
, Entertainment Computing, 32, 100321.
O'Connor, S., Colreavy-Donnelly, S., & Dunwell, I. (2020)
Fostering Engagement with Cultural Heritage Through Immersive VR.
, Visual Computing for Cultural Heritage, 301.
O'Connor, S., Shuttleworth, J., Colreavy-Donnelly, S., & Liarokapis, F. (2019)
Assessing the Perceived Realism of Agent Grouping Dynamics for Adaptation and Simulation.
, Entertainment Computing, 32, 100323.
Programme(s) in which this Module is Offered:
BSDMDEUFA - DIGITAL MEDIA DESIGN
BSMMPTUFA - MUSIC, MEDIA AND PERFORMANCE TECHNOLOGY
BSCGDEUFA - COMPUTER GAMES DEVELOPMENT
MUINEDTFA - INTERACTION AND EXPERIENCE DESIGN
MUARTETFA - ART AND TECHNOLOGY
Semester(s) Module is Offered:
Autumn
Module Leader:
simon.colreavy@ul.ie