Print

Augmented and Virtual reality technologies (Viborg)

Code

IT-AVR1

Version

1.0

Offered by

ICT Engineering

ECTS

10

Prerequisites

AR/VR specialization accepted from ICT Engineering.

The course must be passed before 15/6 for spring semester and 15/12 for autumn semester.

Main purpose

The purpose of the course is to provide students with knowledge, practical skills and competences to develop Augmented / Virtual reality experiences for various platforms.
The course provides general knowledge about VR / AR regarding their respective histories, general concepts and
general theory about current development techniques.

The students will also be provided with knowledge and skills about hardware included in the curriculum.
 

Knowledge

After successfully completing the course, the student will have gained knowledge about:
  • General understanding of what Virtual, Augmented and Mixed reality is.
  • History and past development of VR/AR.
  • Core mechanics in AR/VR from a user point of view.
  • General knowledge about Mobile VR.
  • How does GearVR work and what are the differences between other mobile VR devices.
  • Core components of Oculus VR SDK.
  • General knowledge about Mobile AR.
  • General understanding of hardware that makes AR possible.
  • In-depth knowledge of Vuforia and how does Vuforia Fusion 7 work.
  • Another AR SDKs, such as ARCore or ARKit.
  • General differences between Camera based AR and Holographically based AR.
  • What is Microsoft HoloLens and how does it work (programmatically and hardware).
  • Core components of Microsoft Mixed reality toolkit related to MS HoloLens.
  • Spatialized Audio and human hearing.
  • Spatialized audio framework FMOD.
  • Reverberation on sound reflection synthetization made with Google Resonance SDK
  • General understanding of Desktop VR.
  • What is and how HTC Vive works.
  • Differences between Oculus Rift and HTC Vive.
  • Core components of Steam VR SDK and VRTK.
  • What is and how LeapMotion works.
  • Core components of LeapMotion SDK.
  • Advantages of technology / different SDK combinations (i.e. HTC Vive + LeapMotion or FMOD + Resonance SDK + Vive / HoloLens).
 

Skills

After successfully completing the course, the student will have acquired skills in:
  • Choosing appropriate technology for the assigned project.
  • Building VR / AR interactive experiences for various technologies and platforms in Unity 3D.
  • Utilizing various SDKs related to creation of VR/AR experiences.
  • Structuring AR / VR projects.
  • Creating applications with appropriate AR/VR ergonomics.
  • Creating and modifying existing C# scripts used with related SDKs.
  • Applying theories to achieve as deep immersion as possible.
  • Navigating the SDKs documentations.
  • Handling and optimizing performance for taught technologies.
 

Competences

After successfully completing the course, the student will have acquired competences in:
  • Developing industry standard interactive AR / VR experiences using Unity3D.
  • Possessing the developer position within a multidisciplinary AR / VR experience development pipeline.
  • Identifying and executing on the technical requirements of the developed product.
  • Having a solid foundation to further professional skills in AR / VR industry.
 

Topics

 

Teaching methods and study activities

Theory lessons, practical exercises and working in groups on AVR solutions.
 
After theorem lessons about each technology, an assignment is given to students. Therefore, the course schedule contains lessons where students implement their solution to these assignments and where they can seek help from their lecturer about implementation challenges.
 
After this period, each group presents their solution to the whole class. Each group is evaluated upon their performance in each assignment respectively, using the 7 grade system.
 
The groups must contain at least two, but not more than four, students.
 
Student Activity Model
 
CATEGORY 1
Participation of lecturer and students
Initiated by the lecturer
85 hours -  34 %
  • Lessons, scheduled
  • Excursions
  • Project guidance
  • Laboratory work
  • Exams and tests
CATEGORY 2
Participation of students
Initiated by the lecturer
78 hours - 31 %
  • Assignments, self-study
  • Project and group work
  • Homework and preparation for exams
  • Evaluation of the teaching
CATEGORY 3
Participation of students
Initiated by students
85 hours - 34 %
  •  Homework and preparation for exams
  •  Self-study
  •  Project work
  •  Study groups
  •  Literature search

CATEGORY 4
Participation of lecturer and students

Initiated by students

2 hours - 1 %

  • Debate meetings
  • Study guidance

Resources

• HoloLens Blueprints, ch. 1 - isbn 9781787281943, Packt Publishing Limited
https://subscription.packtpub.com/book/application_development/9781787281943
• Virtual Reality Blueprints, Appendix A – isbn 9781786462985, Packt Publishing Limited
https://subscription.packtpub.com/book/web_development/9781786462985
• Unity Virtual Reality Projects - Second Edition, ch. 1.5 – isbn 9781788478809, Packt Publishing Lim-ited
https://subscription.packtpub.com/book/game_development/9781788478809
• Boletsis, Costas. "The New Era of Virtual Reality Locomotion: A Systematic Literature Review of Techniques and a Proposed Typology." Multimodal Technologies and Interaction 1 no. 4 (2017): 24-. doi: 10.3390/mti1040024.
https://goo.gl/GZ2PQe
• S. Islam, B. Ionescu, C. Gadea and D. Ionescu, "Indoor positional tracking using dual-axis rotating laser sweeps," 2016 IEEE International Instrumentation and Measurement Technology Conference Proceedings, Taipei, 2016, pp. 1-6. doi: 10.1109/I2MTC.2016.7520559
http://ieeexplore.ieee.org.ez-aaa.statsbiblioteket.dk:2048/stamp/stamp.jsp?tp=&arnumber=7520559&isnumber=7520318
• Mastering Oculus Rift Development, ch. 1.3 – isbn: , Packt Publishing Limited
https://books.google.dk/books?id=_VMoDwAAQBAJ
• All you need to know about SteamVR Tracking 2.0
https://skarredghost.com/2017/06/07/need-know-steamvr-tracking-2-0-will-foundation-vive-2/
• How NVIDIA Research is Reinventing the Display Pipeline for the Future of VR, Part 2
https://www.roadtovr.com/exclusive-nvidia-research-reinventing-display-pipeline-future-vr-part-2/
• Oculus Development Guide
https://developer.oculus.com/documentation/unity/latest/concepts/book-unity-gsg/
• Vuforia Developer Library, Unity Section
https://library.vuforia.com/articles/Training/getting-started-with-vuforia-in-unity.html
• Vuforia Developer Library, Vuforia Fusion Section
https://library.vuforia.com/articles/Training/vuforia-fusion-article.html
• SteamVR Api Documentation
https://valvesoftware.github.io/steamvr_unity_plugin/api/index.html
• Virtual Reality Toolkit Documentation
https://vrtoolkit.readme.io/docs/summary
• Leap Motion’s Unity SDK Documentation
https://leapmotion.github.io/UnityModules/
• Building Blocks: A Deep Dive Into Leap Motion Interactive Design
http://blog.leapmotion.com/building-blocks-deep-dive-leap-motion-interactive-design/
• Karl Guttag, AR/MR Optics for Combining Light for a See-Through Display
https://www.kguttag.com/2016/10/21/armr-optics-for-combining-light-for-a-see-through-display-part-1/
• James Udiljak, Display Persistence
http://jamesudiljak.com/blog/jekyll/update/2016/06/21/display-persistence.html
• Microsoft Mixed Reality Documentation, Unity Development Section
https://docs.microsoft.com/en-us/windows/mixed-reality/unity-development-overview
• Oculus Developers Guide, VR Audio Section
https://developer.oculus.com/documentation/audiosdk/latest/concepts/audio-intro-localization/
• This Is How Valve’s Amazing Lighthouse Tracking Technology Works
https://gizmodo.com/this-is-how-valve-s-amazing-lighthouse-tracking-technol-1705356768
• Google VR Fundamental Concepts
https://developers.google.com/vr/discover/fundamentals
• Google VR Degrees of Freedom
https://developers.google.com/vr/discover/degrees-of-freedom
• IMU Explained
https://youtu.be/eqZgxR6eRjo
• eVRydayVR Guide to Barrel Distortion
https://www.youtube.com/watch?v=B7qrgrrHry0
• eVRydayVR Guide to Time Warping
https://www.youtube.com/watch?v=WvtEXMlQQtI
• ARCore Overview
https://developers.google.com/ar/discover/

Evaluation

Permit criteria for attending examination:
  • Mandatory course activities completed
  • Mandatory assignments handed in before deadline and accepted.
  • Tests in laboratory accomplished and accepted

 

Examination

Each group is evaluated upon their performance in each assignment respectively using the 7 grade system.
 
Allowed tools: All
 
 
The course must be passed before 15/6 for spring semester and 15/12 for autumn semester. 
 

Grading criteria

 Course assignments account for 100 % of final grade.

 

Additional information

Responsible

Nicolai Brobak (NBRO)

Valid from

2/1/2019 12:00:00 AM

Course type

Compulsory Course for all ICT Engineering
4. semester
Compulsory for the specialization Cross Media

Keywords