Module 02645 (2004)
Syllabus page 2004/2005
06-02645
Virtual Reality
Level 3/H
Links | Outline | Aims | Outcomes | Prerequisites | Teaching | Assessment | Books | Detailed Syllabus
The Module Description is a strict subset of this Syllabus Page. (The University module description has not yet been checked against the School's.)
Relevant Links
Outline
This module introduces the concepts of virtual reality, using Virtual Reality Modelling Language (VRML) and enables the students to gain hands-on experience by developing their own applications.
Aims
The aims of this module are to:
- present an overview of the past, present, and future of VR
- analyse VR concepts
- show the principles of the creation of VR worlds using the Virtual Reality Modelling Language
- present an overview of the development process
Learning Outcomes
| On successful completion of this module, the student should be able to: | Assessed by: | |
| 1 | demonstrate conceptual understanding of virtual reality, regardless of the programming language used | Practical work |
| 2 | develop virtual reality models in VRML | Practical work |
| 3 | combine VR and numerical modelling using VRML and Java/JavaScript | Practical work |
| 4 | apply the knowledge to modelling in a wide range of disciplines | Practical work |
Restrictions, Prerequisites and Corequisites
Restrictions:
None
Prerequisites:
None
Co-requisites:
None
Teaching
Teaching Methods:
2 hrs lectures/tutorials per week
Contact Hours:
Assessment
- Supplementary (where allowed): As the sessional assessment
- The continuous assessment consists of a mini-project.
Recommended Books
| Title | Author(s) | Publisher, Date |
| The Annotated Vrml 2.0 Reference | R. Carey, G. Bell | Addison-Wesley, 1997 |
| Reality Architecture: Building 3D Worlds In Java and VRML | M. McCarthy, A. Descartes | Prentice Hall, 1998 |
| Distributed Virtual Worlds : Foundations and Implementation Techniques Using Vrml, Java, and Corba. | S. Diehl | Springer Verlag, 2001 |
Detailed Syllabus
- Introduction to the Module. What is Virtual Reality? Sensing in VR and VR Hardware. VR Development Languages. VR past, present, and future. Examples of Virtual Worlds.
- Development issues - Development cycle and development tools. Organising the code. Scenes and scene graphs. Creating and navigating the virtual world. Gravity and collision. Geometry, standard units, co-ordinate systems and transformations. Examples.
- Adding user interaction - Events and time, sensors and routes. Examples.
- Object oriented nature of VRML programming - Prototypes, nodes, fields. Structure of a VR Object. Creating Prototypes and Objects. Interface declaration semantics. Definition semantics. Rules for mapping. Scoping rules. External prototype semantics. Static and dynamic instantiation. Examples.
- Adding processing capabilities to VR models - Scripting. Script languages. Script execution. Initialize and shutdown. Events processed. Scripts with direct outputs. Asynchronous scripts. EventIn handling. Accessing fields and events. Accessing fields and eventOuts of the script. Accessing eventIns and eventOuts of other VRML nodes. Sending eventOuts. Examples.
- Adding audio-visual effects 1 - Animation and Light. Interpolators. Common principles. Colour interpolator. Scalar Interpolator. Orientation Interpolator. Position Interpolator. Dynamic scaling. Directional, point, and spot light. Examples.
- Adding audio-visual effects 2 - Texture and Sound. Textures and texture maps. Application of textures to different geometric objects. Level of Detail. Sound and its spatial aspect. Examples.
- Creating VR models with emergent behaviour. Examples.
- Using Java with VRML - Scripting in Java. Creating and driving a virtual world from an external Java code - External Authoring Interface. Examples.
- Resume and preparation for project submission.
Last updated: 2 July 2003
Source file: /internal/modules/COMSCI/2004/xml/02645.xml
Links | Outline | Aims | Outcomes | Prerequisites | Teaching | Assessment | Books | Detailed Syllabus