Augmented & Virtual RealityLaajuus (5 cr)
Code: LTD7017
Credits
5 op
Teaching language
- Finnish
Responsible person
- Anssi Gröhn
- Seppo Nevalainen
Objective
Objective is to take command of different XR technologies from game development perspective, and understand their implications to development practices.
Content
Virtual Reality (VR)
Augmented and Mixed Reality (AR / MR)
Utilizing 360 images and videos
Placement of visual elements in VR
Different interaction methods
Qualifications
Preqrequisities advanced game programming, C++ programming or equivalent skills.
Further information
In order to participate in this course, you are required to have Google Cardboard and ARCore compatible mobile device available.
Enrollment
01.04.2024 - 30.04.2024
Timing
26.08.2024 - 27.10.2024
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Campus
Wärtsilä Campus Karjalankatu 3
Teaching languages
- Finnish
Seats
10 - 85
Degree programmes
- Degree Programme in Business Information Technology
Teachers
- Anssi Gröhn
Teacher in charge
Anssi Gröhn
Groups
-
DTNS21Information Technology (BBA), Full-time Studies, Fall, 2021
Objective
Objective is to take command of different XR technologies from game development perspective, and understand their implications to development practices.
Content
Virtual Reality (VR)
Augmented and Mixed Reality (AR / MR)
Utilizing 360 images and videos
Placement of visual elements in VR
Different interaction methods
Location and time
Course does not contain a final exam, and your grade will be determined using project work. Course will have to re-examinations, that will be organized after final learning assignment submission date. Enrolling to re-examinations as instructed on course workspace.
Teaching methods
Learning objectives:
You understand what extended reality stands for
You understand what virtual reality stands for
You understand what augmented reality stands for
You understand what mixed reality stands for
You understand differences between different 360 cameras
You know limitations and possibilities of 360 different cameras
You understand how 360 image is formed using cameras
You understand how different 360 image projection models work
You are able to edit 360 video
You are able to create an equirectangular projection in 3D modeling software for 360 videos
You are able to attach graphical elements into 360 videos
You are able to utilize 360 videos as background for VR environment
You understand what diegetic theory is
You understand how usability needs to be taken into account in interactive VR environment
You understand how user interface building differs in virtual reality
You are able to technically implement different interaction methods to VR environment
You are able to utilize diegetic user interfaces when creating interaction within virtual reality
You are able to create interaction method that utilizes watching an object within virtual reality
You are able to create user interfaces into VR application
You are able to create navigation solutions into VR application
You are able to select proper images for AR markers
You know how AR application identifies marker images
You understand how 3D model is projected over desired marker images
You are able to verify image applicability as a marker
You are able to construct an AR application that identifies environment
You are able to place models into appropriate physical location within AR application
You are able to utilize location identification methods within XR applications
You are able to share virtual objects within same physical space between several devices using cloud service
You master utilization of spatial anchors in a XR application
You understand what virtual holograms are
You understand virtual hologram technology based on point clouds.
You understand how depth cameras work
You understand how depth information is stored
You understand how 3D point clold is projected according to depth data and camera intrinsics.
Competence presentation will be done using one project, or several. Involves potentially working in a group, during which an integral part of studying is also reviewing and evaluation the work of other groups.
Evaluation scale
H-5
Assessment methods and criteria
Your grade will be passed according to points received from project. Project scores are determined from your competence presentations, and they are evaluated in cumulative fashion based on Bloom's taxonomy, where lower competence levels must be fulfilled before achieving higher ones.
Competence presentation related to a singular learning assignment must be published to specified forum in learning environment using either
a) video wher you use your voice OR
b) PDF document with clearly expressed text and supporting screenshots, formatted according to rules Karelia Bachelor's thesis template.
Final grade = scores from learning assignments / max possible score * 5.
Assessment criteria, fail (0)
Entry level is not fulfilled.
Assessment criteria, satisfactory (1-2)
Entry level (1)
Demonstrate, that you know and understand how things mentioned in learning goals work.
Assessment criteria, good (3-4)
Advanced level (3)
Demonstrate, that you are able to apply things mentioned in learning goals in one or several different cases in respect to material published in learning environment.
Assessment criteria, excellent (5)
Professional level (5)
Demonstrate, that you are able to create one or several completely new solutions using things mentioned in learning goals or apply them into one or several completely different situations in respect to materials published in learning environment.
Demonstrate, that you are able to evaluate and give reasoning why your method or solution is applied to a new situation is applicable and worth doing.
Qualifications
Preqrequisities advanced game programming, C++ programming or equivalent skills.
Further information
In order to participate in this course, you are required to have Google Cardboard and ARCore compatible mobile device available.
Enrollment
01.04.2023 - 15.04.2023
Timing
04.09.2023 - 05.11.2023
Number of ECTS credits allocated
5 op
Virtual portion
5 op
Mode of delivery
Distance learning
Campus
Wärtsilä Campus Karjalankatu 3
Teaching languages
- Finnish
Seats
10 - 50
Degree programmes
- Degree Programme in Business Information Technology
Teachers
- Anssi Gröhn
Teacher in charge
Anssi Gröhn
Groups
-
LTDNS20Information Technology (BBA), Full-time Studies, Fall, 2020
Objective
Objective is to take command of different XR technologies from game development perspective, and understand their implications to development practices.
Content
Virtual Reality (VR)
Augmented and Mixed Reality (AR / MR)
Utilizing 360 images and videos
Placement of visual elements in VR
Different interaction methods
Teaching methods
Learning objectives:
You understand what extended reality stands for
You understand what virtual reality stands for
You understand what augmented reality stands for
You understand what mixed reality stands for
You understand differences between different 360 cameras
You know limitations and possibilities of 360 different cameras
You understand how 360 image is formed using cameras
You understand how different 360 image projection models work
You are able to edit 360 video
You are able to create an equirectangular projection in 3D modeling software for 360 videos
You are able to attach graphical elements into 360 videos
You are able to utilize 360 videos as background for VR environment
You understand what diegetic theory is
You understand how usability needs to be taken into account in interactive VR environment
You understand how user interface building differs in virtual reality
You are able to technically implement different interaction methods to VR environment
You are able to utilize diegetic user interfaces when creating interaction within virtual reality
You are able to create interaction method that utilizes watching an object within virtual reality
You are able to create user interfaces into VR application
You are able to create navigation solutions into VR application
You are able to select proper images for AR markers
You know how AR application identifies marker images
You understand how 3D model is projected over desired marker images
You are able to verify image applicability as a marker
You are able to construct an AR application that identifies environment
You are able to place models into appropriate physical location within AR application
You are able to utilize location identification methods within XR applications
You are able to share virtual objects within same physical space between several devices using cloud service
You master utilization of spatial anchors in a XR application
You understand what virtual holograms are
You understand virtual hologram technology based on point clouds.
You understand how depth cameras work
You understand how depth information is stored
You understand how 3D point clold is projected according to depth data and camera intrinsics.
Competence presentation will be done using one project, or several. Involves potentially working in a group, during which an integral part of studying is also reviewing and evaluation the work of other groups.
Exam schedules
Course does not contain a final exam, and your grade will be determined using learning assignments. Course will have to re-examinations, that will be organized after final learning assignment submission date. Enrolling to re-examinations as instructed on course workspace.
Student workload
Kokonaisajankäyttö 133h
Evaluation scale
H-5
Assessment methods and criteria
Your grade will be passed according to points received from learning assignments or a project. Learning assignment or project scores are determined from your competence presentations, and they are evaluated in cumulative fashion based on Bloom's taxonomy, where lower competence levels must be fulfilled before achieving higher ones.
Competence presentation related to a singular learning assignment must be published to specified forum in Moodle workspace using either
a) video wher you use your voice OR
b) PDF document with clearly expressed text and supporting screenshots, formatted according to rules Karelia Bachelor's thesis template.
Final grade = scores from learning assignments / max possible score * 5.
Assessment criteria, fail (0)
Entry level is not fulfilled.
Assessment criteria, satisfactory (1-2)
Entry level (1)
Demonstrate, that you know and understand how things mentioned in learning goals work.
Assessment criteria, good (3-4)
Advanced level (3)
Demonstrate, that you are able to apply things mentioned in learning goals in one or several different cases in respect to material published on course.
Assessment criteria, excellent (5)
Professional level (5)
Demonstrate, that you are able to create one or several completely new solutions using things mentioned in learning goals or apply them into one or several completely different situations in respect to materials published in course workspace.
Demonstrate, that you are able to evaluate and give reasoning why your method or solution is applied to a new situation is applicable and worth doing.
Qualifications
Preqrequisities advanced game programming, C++ programming or equivalent skills.
Further information
In order to participate in this course, you are required to have Google Cardboard and ARCore compatible mobile device available.
Enrollment
01.04.2022 - 30.04.2022
Timing
05.09.2022 - 06.11.2022
Number of ECTS credits allocated
5 op
RDI portion
5 op
Mode of delivery
Contact teaching
Campus
Wärtsilä Campus Karjalankatu 3
Teaching languages
- Finnish
Seats
20 - 60
Degree programmes
- Degree Programme in Business Information Technology
Teachers
- Anssi Gröhn
- Seppo Nevalainen
Teacher in charge
Anssi Gröhn
Groups
-
LTDNS19Information Technology (BBA), Full-time Studies, Fall, 2019
Objective
Objective is to take command of different XR technologies from game development perspective, and understand their implications to development practices.
Content
Virtual Reality (VR)
Augmented and Mixed Reality (AR / MR)
Utilizing 360 images and videos
Placement of visual elements in VR
Different interaction methods
Student workload
Total time consumption 133h. Individual work and learning assignments 96h, live guidance 32h, feedback and self-evaluation 5h.
Evaluation scale
H-5
Assessment methods and criteria
Evaluation according to Bloom's taxonomy:
Novice level: (1)
You demonstrate that you know and understand how things mentioned in assignment learning outcomes work.
Advanced level: (3)
You demonstrate that you are able to adapt things listed in assignment learning outcomes into different situations than just those listed in Moodle workspace.
Desired level: (5)
You demonstrate that you are able to create completely new solutions utilizing things mentioned in assignment learning outcomes, or adapt them into totally different situations than shown before.
You demonstrate that you are able to evaluate and give reasoning why things mentioned in assignment learning outcomes can, and should apply as you have done in new situations.
Each learning assignment is scored using criterion mentioned above using scale 0-5.
Final course grade is calculated using formula:
Score = Sum of your learning assignment scores
Max = Maximum obtainable score from all learning assignments
Final Grade = (Score / Max) * 5.
Qualifications
Preqrequisities advanced game programming, C++ programming or equivalent skills.
Further information
In order to participate in this course, you are required to have Google Cardboard and ARCore compatible mobile device available.