Table of Contents
T-723-VIEN, Virtual Environments, Fall 2015
- Instructor: Hannes Högni Vilhjálmsson
- Contact: Office in Venus floor 2, telephone 559-6323, and email hannes[ ]ru.is (open office hours)
- Theory Lectures: Mondays 14:00-15:40 (M113)
- Practical Lectures/Demos: Wednesdays 10:20-11:55 (M113)
- Labs: Fridays 8:30-10:05 (M 13)
- Piazza / Forum: http://piazza.com/ru.is/fall2015/t723vien/home
This is a comprehensive course in both the theory and practice of Virtual Environments (VEs). Virtual Environments are simulations that engage the senses of users through real-time 3D graphics, audio and interaction to create an experience of presence within an artificial world. VEs are used in a variety of settings, including training, education, health, online collaboration, scientific visualization and entertainment. Their use is becoming more and more pervasive as hardware gets more capable of simulating reality in real-time (including graphics, physics and intelligent behavior). As part of the theoretical overview, the course will introduce the history of VEs, what kind of problems VEs have proven to be best at addressing, what are their shown limitations, what models of human-computer interaction apply to VEs and how these models are evolving and pushing the state-of-the-art in interactivity. The technical portion of the course will lead students through the construction and population of VEs in a very hands-on manner, covering topics such as world representation, real-time graphics and simulation issues, networked environments, avatars and interactive characters, event scripting and AI control, special real-time visual and aural effects and intuitive user interfaces.
On completion of the course students should:
- Know what constitutes a virtual environment, why they have been created throughout history and how they are used today.
- Be able to think critically about virtual environments as a user interface and design effective environments.
- Understand how humans construct a mental image of their environment using visual cues and how this can be exploited.
- Know the difference between presence and immersion, and understand how these may be measured.
- Understand the principles of effective action in virtual environments, including concepts such as flow, implicit constraints, explicit constraints and contextual action.
- Be familiar with the roles of characters in virtual environments and the common ways to make them autonomous and to animate them.
- Know what an avatar is and understand the issues that relate to level of control.
- Be familiar with the several techniques for constructing visual realism in virtual environments.
- Be able to create an interactive virtual environment in a scripting language and use a scene representation, models, terrain, lights, texturing, physics, animation, heads-up-display and shaders.
For many of the theoretical Monday sessions, students need to come particularily well prepared. They will need to study certain materials and be ready to participate in exercises or small group discussions during the class. Student contribution to these classes will count towards the participation grade.
|Material||Description||Be prepared by|
|PREP1||Exploration of several different 3D environments||Mon Aug 24|
|PREP2||What is “presence”, where do you experience it?||Mon Aug 31|
|PREP3||Characters and archetypes that you know||Mon Sep 14|
|PREP4||Being an Avatar Online||Mon Sep 21|
|PREP5||Procedural Rhetoric||Mon Sep 28|
|PREP6||Interactive Art and Information, beyond reality||Mon Oct 5|
|PREP7||Textual Worlds||Mon Oct 19|
During the semester, students should complete two programming assignments and a final programming project. These are all group projects, but M.Sc. level students can at most be in 2 person groups. Students discuss final project ideas with instructor in week 05, present a proposal to the class in week 08, demonstrate the project in week 12 and turn in a report on the project in the last week. Everything that has to be turned in, should arrive no later than at 23:59 on the due date, or else incur 10% penalty for each additional day, including weekends and holidays.
|PROG1||First Programming Assignment||Weeks 1-4||Wed Aug 26||Sun Sep 13||10%|
|PROG2||Second Programming Assignment||Weeks 1-6||Wed Sep 16||Sun Oct 11||10%|
|FP-PROP||Presentation of Final Project Proposal||All||-||Wed Oct 14||5%|
|FP||Final Programming Project with Demo||All||-||Wed Nov 04||30%|
|FP-REP||Written Final Project Report||FP||-||Fri Nov 06||5%|
|Week||Prep||MON: Theoretical Topic||WED: Practical Topic||FRI: Lab Work||Due|
|01 (AUG 17-21)|| - Introduction|
- Illusion of Reality
|Introduction to Unity 3D||- LAB1 Playing with Unity|
|02 (AUG 24-28)||PREP1|| - History of VEs|
- Current Applications of VEs
|Importing an Object from Blender||- LAB2 Collect them All|
|03 (AUG 31-04)||PREP2||- Presence and Immersion||Outdoor Environments||- LAB3 The Great Outdoors|
|04 (SEP 07-11)||- Action|
|Unity Scripting in C#||- LAB4 Puzzle Room||PROG1 (10%)|
|05 (SEP 14-18)||PREP3||- Actors and interaction||Basic Animation||- LAB5 It Moves!|
|06 (SEP 21-25)||PREP4||- Avatars and levels of control||GUI|
|- LAB6 The Interface||FP-IDEA|
|07 (SEP 28-02)||PREP5||- Persuasive and Serious Games||Visual Effects||- LAB7 More Atmosphere|
|08 (OCT 05-09)||PREP6||- Abstract Environments||Available Equipment Review||No Class (work on PROG2)||PROG2 (10%)|
|09 (OCT 12-16)||- Input / Output||- FP-PROP Presentations||- VR Equipment||FP-PROP (5%)|
|10 (OCT 19-23)||PREP7||- Online Virtual Worlds||- PROG2 Review||- LAB8 Let's Network|
|11 (OCT 26-30)||- Classic Animation||- FP Status + Help||- Work on Final Project|
|12 (NOV 02-06)||- Review for Exam||- Students Present FP|| FP(30%)
Please note that there is a 70% attendance requirement for the theoretical topic / discussion classes on Mondays. You must pass this attendance limit in order to take the exam. Please inform the instructor if this is hard for you for some reason such as scheduling conflicts or sick leave.
|Part of Course||Total Weight|
|Programming Assignments (x2)||20%|
|Final Project Proposal||5%|
|Final Programming Project||30%|
|Final Project Report||5%|
|Discussion Prep and Lab Work||10%|
|Final Written Exam||30%|
There is no single textbook for the course. Reading and support materials will be handed out in class or posted on MySchool. These will mostly be in the form of research papers, software and online resources. The course is also to some extent inspired by the following books:
- Bergeron, B. “Developing Serious Games”, Charles River Media, Inc., 2006.
- Pimentel, K., Teixeira, K., “Virtual Reality: Through the new looking glass”, Windcrest Books, 1993.
- Slater, M., Steed, A., Chrysanthou, Y. “Computer Graphics and Virtual Environments”, Addison-Weseley, 2002.
- Stuart, R., “The Design of Virtual Environments”Barricade Books Inc., 2001.
- Laurel, B., “Computers as Theatre”, Addison-Wesley,1993
- Cooper, A., Reimann, R., “About Face 2.0: The Essentials of Interaction Design”, Wiley