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COMP3751: INTERACTIVE MEDIA, GAMING AND VR/AR TECHNOLOGIES

Please ensure you check the module availability box for each module outline, as not all modules will run in each academic year. Each module description relates to the year indicated in the module availability box, and this may change from year to year, due to, for example: changing staff expertise, disciplinary developments, the requirements of external bodies and partners, and student feedback. Current modules are subject to change in light of the ongoing disruption caused by Covid-19.

Type Open
Level 3
Credits 20
Availability Available in 2024/2025
Module Cap
Location Durham
Department Computer Science

Prerequisites

  • COMP2221 Programming Paradigms AND COMP2271 Data Science

Corequisites

  • N/A

Excluded Combinations of Modules

  • None

Aims

  • To familiarise students with proficient game development methodologies and contemporary multimedia technologies.
  • It also introduces the fundamental principles and practices of Virtual and Augmented Reality (VR/AR) technologies, encompassing optics, displays, rendering techniques, visual perception, tracking, interaction, existing challenges, diverse applications, and prominent hardware and software platforms.

Content

  • Game design and mechanics.
  • Game engine and programming.
  • Game physics and autonomous object motions.
  • Digital visual and auditory media representations.
  • Media compression, quality optimisation and assessment.
  • History of VR/AR development, overview of computer graphics, the graphics pipeline, applications in education, communication, medical, entertainment, manufacturing, shopping.
  • VR/AR hardware: displays, physics of light, optics, electronics, microcontrollers, VR head-mounted displays, CAVEs, controllers, interfaces, major hardware platforms.
  • VR/AR software: stereo rendering for VR/AR, lens distortion shaders, auditory rendering, major software platforms.
  • Human perception: visual, auditory, vestibular, tactile.
  • Tracking: head-tracking, inertial measurement units, gyros, accelerometers, magnetometers, sensor fusion, complementary filter, etc.
  • Interaction and moving in VR: ergonomics, comfort, 3D interaction design, 3DUIs, perceptual requirements, affordances in VR, user input, physical navigation, redirected walking.
  • Presence: virtual embodiment.
  • Challenges in VR: simulator sickness, visual discomfort, realism, content, navigation, haptic feedback.
  • AR specific topics: object tracking, geolocation.
  • Integrating learning and planning, and balancing exploration/exploitation.

Learning Outcomes

Subject-specific Knowledge:

  • On completion of the module, students will be able to demonstrate:
  • an understanding of technologies for developing different types of games
  • an understanding of using suitable programming tools to implement games
  • an understanding of technologies for representing, processing and optimising multimedia contents
  • an in-depth knowledge of theory and techniques driving the design of Virtual and Augmented Reality hardware and software

Subject-specific Skills:

  • On completion of the module, students will be able to demonstrate:
  • an ability to apply the core principles and use specific software tools related to game design, game mechanics, game physics and multimedia contents
  • an ability to implement, work with and reason about different types of games and multimedia contents
  • significant self-study has been undertaken and research reviewed in Virtual and Augmented Reality
  • an ability to implement key algorithms within the topic areas
  • an ability to propose and apply the appropriate techniques to a range of industrial and research applications

Key Skills:

  • On completion of the module, students will be able to demonstrate:
  • an ability to understand and effectively communicate technical information
  • an ability to use research and industry standard material within both existing and new scenarios
  • an ability to independently evaluate research issues including current practices, recent developments, and further areas of possible exploration

Modes of Teaching, Learning and Assessment and how these contribute to the learning outcomes of the module

  • Lectures enable students to learn core material in the subject areas.
  • Formative exercises enable students to practice subject-related methods and techniques and receive feedback on their work.
  • Summative assessments assess the understanding of core concepts in addition to applying methods and techniques.

Teaching Methods and Learning Hours

ActivityNumberFrequencyDurationTotalMonitored
lectures402 per week1 hour40 
preparation and reading160 
Total200 

Summative Assessment

Component: CourseworkComponent Weighting: 100%
ElementLength / DurationElement WeightingResit Opportunity
Summative Assignment 100No

Formative Assessment

Formative exercises are given during the course. Feedback will be provided to the students on the formative exercises and summative assignments during the lectures.

More information

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