Module Database Search
MODULE DESCRIPTOR | |||
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Module Title | |||
Immersive Technology | |||
Reference | CM3150 | Version | 1 |
Created | November 2023 | SCQF Level | SCQF 9 |
Approved | May 2019 | SCQF Points | 15 |
Amended | June 2022 | ECTS Points | 7.5 |
Aims of Module | |||
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To provide the student with the fundamental theories and principles of Immersive Technology, while developing an understanding of appropriate methodologies to design and develop an implementation using these technologies. |
Learning Outcomes for Module | |
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On completion of this module, students are expected to be able to: | |
1 | Interpret a theoretical understanding of immersive technologies. |
2 | Assemble solutions using a number of different software packages and libraries for applications of immersive technology. |
3 | Demonstrate virtual environment design by using appropriate techniques. |
4 | Discriminate new and upcoming technologies related to immersive technology. |
5 | Make judgements on the design of user interactions for immersive technology. |
Indicative Module Content |
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Introduction to Virtual Reality, Augmented Reality and Mixed Reality technologies; Graphic Design for VR, AR and MR; Applications of VR, AR and MR, Unity programming; WebVR; Mobile AR design and development; VR gaming & user interactions. |
Module Delivery |
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Key concepts are introduced and illustrated through lectures, workshops and directed reading. In the laboratories the students will progress through a sequence of exercises to develop sufficient knowledge of Unity programming and other applications such as ARCore, WebGL library, Autodesk products etc. to enable them to complete the practical design & implementation. |
Indicative Student Workload | Full Time | Part Time |
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Contact Hours | 30 | N/A |
Non-Contact Hours | 120 | N/A |
Placement/Work-Based Learning Experience [Notional] Hours | N/A | N/A |
TOTAL | 150 | N/A |
Actual Placement hours for professional, statutory or regulatory body |   |   |
ASSESSMENT PLAN | |||||
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If a major/minor model is used and box is ticked, % weightings below are indicative only. | |||||
Component 1 | |||||
Type: | Coursework | Weighting: | 100% | Outcomes Assessed: | 1, 2, 3, 4, 5 |
Description: | Design, implement and test an Immersive Technology application. |
MODULE PERFORMANCE DESCRIPTOR | |
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Explanatory Text | |
The calculation of the overall grade for this module is based on 100% weighing of C1. An overall minimum grade D is required to pass the module. | |
Module Grade | Minimum Requirements to achieve Module Grade: |
A | The student needs to achieve an A in C1 |
B | The student needs to achieve a B in C1 |
C | The student needs to achieve a C in C1 |
D | The student needs to achieve a D in C1 |
E | The student needs to achieve an E in C1 |
F | The student needs to achieve an F in C1 |
NS | Non-submission of work by published deadline or non-attendance for examination |
Module Requirements | |
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Prerequisites for Module | None. |
Corequisites for module | None. |
Precluded Modules | None. |
INDICATIVE BIBLIOGRAPHY | |
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1 | Steve Aukstakalnis, 2016. Practical Augmented Reality, a Guide to the Technologies, applications, and Human Factors for AR and VR; |
2 | Erin Pangilinan etc. 2019. Creating Augmented and Virtual Realities: Theory & Practice for Next – Generation Spatial Computing; |
3 | Virtual Reality Journal, by Springer. https://www.springer.com/computer/image+processing/journal/10055 |
4 | Tony Parisi, 2015. Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web and Mobile; |
5 | Dieter Schmalstieg, 2016. Augmented Reality, Principles and Practice. |