|Semester 2, 2022 Springfield On-campus|
|Faculty or Section :||Faculty of Business, Education, Law and Arts|
|School or Department :||School of Creative Arts|
|Student contribution band :||2021 Grandfather Funding Cl 1|
|Grading basis :||Graded|
|Version produced :||27 June 2022|
Examiner: Chris Carter
Pre-requisite: DIT1004 and DIT1005 and CSC2406
This unit explores the field of Virtual and Augmented Reality and the advanced concepts and technologies for interfacing humans to complex machines. Human Computer Interaction technology is a research area concerned with the design, implementation and evaluation of interactive systems that make simpler and more intuitive the interaction between user and computer. Virtual reality practices aim to develop computer systems that give humans the ability to perceive and interact in realistic multisensory motor ways, with 3D digital data or virtual worlds that are more or less realistic depending on the applications. While Augmented Reality (video mapping) technology allows the real-time fusion of computer-generated digital content with the real world. Supplementing reality with augmented systems provides users the opportunity to develop greater understanding or knowledge of the real world that is not directly accessible and may aid those users during the execution of their tasks. Students will therefore engage in research, discussions and reviews aimed at exploring, investigating and understanding this emerging technology, both as a field of study and as practiced in industry.
This course introduces students to advanced human computer interfaces such as Virtual Reality (VR) and Augmented Reality (AR) (video mapping) technologies. It provides them with insights into interface design principles, human factors and technological perspectives. Throughout their studies, students investigate the hardware, software and design aspects of virtual interfaces and their contextual integration into disparate fields such as science, education, archaeology and the military. Students will complete a series of authentic assessment tasks based on industry VR and AR systems, digital design and media projects linked to real-world industry training and experiences. Upon its completion, students will have developed a sound knowledge and skills of human computer interfaces design, their potential risks/implications of using augmentation, and the role these systems may play in shaping social and cultural engagement. Through their Through their students, students should develop an awareness of the broader visual, cultural and commercial contexts in which VR and AR practice can be applied, understood and used.
Course learning outcomes
On successful completion of this course students should be able to:
- Apply foundational knowledge and skills of Virtual and Augmented Reality in their prototype project work (video mapping).
- Develop a concept of prototype stage, in which the concepts and process design is justified through research.
- Analyse/Investigate/Evaluate ideas and practices pertaining to Human-Computer Interaction theory, supported by evidence of research and analysis.
- Demonstrate the capacity to work successfully with others as part of a development team to plan and deliver a project.
- Apply concepts of creative, critical and reflective thinking to evaluate ideas and improve practice.
|1.||Foundational theoretical and practical skills in Virtual Reality (VR)||20.00|
|2.||Foundational theoretical and practical skills in Augmented Reality (AR)||20.00|
|3.||Foundational theoretical and practical skills in Human-Computer Interaction (HCI)||10.00|
|4.||Dimensions of contemporary aesthetic theory||10.00|
|5.||Understanding practice in context through research||10.00|
|6.||Creating a concept of prototype research project||30.00|
Text and materials required to be purchased or accessed
Student workload expectations
To do well in this subject, students are expected to commit approximately 10 hours per week including class contact hours, independent study, and all assessment tasks. If you are undertaking additional activities, which may include placements and residential schools, the weekly workload hours may vary.
|Weighting (%)||Course learning outcomes|