VIRTUAL & AUGMENTED REALITY
CS 419/519 W2019
The course “Virtual and Augmented Reality” (VR/AR) is envisioned as an interdisciplinary learning experience to provide students with both an understanding of the fundamentals of VR/AR and to gain practical experience. Virtual and Augmented Reality fuse together knowledge from a variety of relevant topics, including computer graphics, tracking systems, and perceptual psychology, to name a few.
This course will teach you about one of the most important aspects of VR/AR, how you interact with an immersive world, specifically how to build a VR/AR User Experience and the necessary skills to implement realistic, interactive and immersive VR/AR applications.
I look forward to sharing my experience in VR and AR with you, and I am very excited to see what you will develop.
Who is this class for:
The course will be calling everyone to create, learn and explore.
This course is primarily aimed at anyone with no or little previous experience in Virtual Reality, interested in how to bring his or her ideas onto this new platform.
What will you learn?
This course provides a glimpse into dozens of Virtual & Augmented reality applications. In this course, you will develop an understanding of how to design and prototype interactive mixed reality experiences for any given target audience and context using interactive devices.
You will experience the latest technologies provided by top companies through specific educational programs (Unreal Engine, Unity, ESRI City Engine), and learn the skills needed to create high-quality VR experiences. We will explore industry best practice methodologies and concepts to create spectacular virtual and augmented experiences.
Throughout this course, you will get to use some mixed reality software and equipment, learn theory, and embed practical tools and approaches, all while acquiring skills through guided experiences.
While designing your own 3D immersive VR/AR experience, you will learn about current mixed reality capacities and explore their fundamental capabilities and requirements.
The overall question driving this course is how to create a satisfying immersive and interactive experience. We will approach this from multiple angles and, in fact, the technology must be approached using different perspectives in order to be applied effectively.
Course Learning Outcomes:
On completion of the course, students will be able to:
Demonstrate an understanding of techniques, processes, technologies, and equipment used in VR/AR;
Show critical awareness of historical and theoretical context relevant to VR/AR;
Design, develop and evaluate a VR/AR experience.
Identify and develop topics for research in VR/AR.
Course prerequisites : CS 261 - CS 361
No prior Computer Graphics experience or knowledge is required, and any experience you have will only help.
Experience with object-oriented programming and data structures.
Knowledge of linear algebra (i.e., vector and matrix multiplication, dot and cross products) is required or assumed.
Tuesday and Thursday 10am-11:50 am in Weniger Hall 285 (1/7 to 3/15)
There is no required textbook for this class; we will use a combination of lecture and laboratory notes.
During the course, we will be using freely accessible, openly licensed text, media, and other digital assets. More specifically the course will include readings from various conferences and journals where Virtual and Augmented Reality research is published and exposure to various VR/AR toolkits and software systems.
Projects are a major part of this course. Lectures and lab sessions will prepare the class for the development of virtual/augmented reality applications in the particular areas of interest.
Students will then develop two complete virtual reality applications, document the projects using a website, and demonstrate them.
Master students can decide either to develop an additional application or to prepare a state of the art paper. They will select a topic of their choice and submit a project proposal for evaluation and approval by the teaching staff. Please note that a state of the art paper reflects the present state of scientific or engineering development.
Lab Rules: No propping the CGEL doors open. No food in the lab, drinks only in closed containers.
Comfort: Keep the air conditioning in the CGEL running -- we have had problems with systems in that room failing when the temperature gets too high.
Computer Security: We take computer security very seriously. Please use intelligently chosen passwords and protect them. Anyone caught abusing the system or causing deliberate damage will be asked to drop the class and the matter will be turned over to the Dean's Office.
Academic Dishonesty: Students are expected to do their own work. Helping each other, with explanations or clarifications, is OK. Sharing code, however, is considered cheating. Anyone caught cheating will fail this class, and the matter will be turned over to the Dean's Office. Please read and make sure that you understand Oregon State University's Statement of Expectations for Student Conduct, available at the following link here:
Oregon State University strives to respect all religious practices. If you have religious holidays that are in conflict with any of the requirements of this class, please see me immediately so that we can make alternative arrangements.
Students with Disabilities:
Accommodations for students with disabilities are determined and approved by Disability Access Services (DAS). If you, as a student, believe you are eligible for accommodations but have not obtained approval please contact DAS immediately at 541-737-4098 or at http://ds.oregonstate.edu. DAS notifies students and faculty members of approved academic accommodations and coordinates implementation of those accommodations. While not required, students and faculty members are encouraged to discuss details of the implementation of individual accommodations.