Module 02645 (2012)
Syllabus page 2012/2013
The Module Description is a strict subset of this Syllabus Page. (The University module description has not yet been checked against the School's.)
Changes and updates
This module is not offered in 2012/2013
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.
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 (VRML) and its XML based version (X3D)
- present an overview of the development process
|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|
|4||apply the knowledge to modelling in a wide range of disciplines||Practical work|
2 hrs lectures/tutorials per week
- Sessional: Continuous assessment (100%).
- Supplementary (where allowed): Repeat only.
- The assessment is by means of a mini-project.
|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|
- Introduction to the Course. 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/X3D 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.
- Tips and Techniques - Using X3D-Edit. Using MED. Printing and debugging. View binding. Spatial clues. Nested transformations. Keyboard input. Examples.
- Resume and preparation for project submission.
Last updated: 12 Jun 2009
Source file: /internal/modules/COMSCI/2012/xml/02645.xml