VR laboratory - innovation and application DM-NL>LabVRInn
The course "VR Laboratory - Innovation and Application" aims to comprehensively prepare students for working with virtual reality (VR) technology. The course program includes both theoretical lectures and practical exercises that allow students to understand the fundamentals of VR systems and their potential applications. During the course, participants become familiar with the construction, operation, and application of VR headsets, motion controllers, and sensors. Students acquire knowledge about the types of available VR systems, their technical specifications, and principles of use.
Another key component of the course is learning how to scan 3D objects using photogrammetry. Course participants learn image acquisition techniques, image processing, and the conversion of images into 3D models. This process includes both theoretical knowledge and practical exercises, where students independently scan real objects using available tools. The 3D models are then prepared for use in a virtual reality environment, enabling students to visualize, analyze, and modify models within the VR space.
An integral part of the course is learning how to use Fusion 360, a modern tool for designing and prototyping 3D objects. Students learn the interface, functions, and tools of the software, and then create their own object designs. Each project is prepared for export and import into a VR environment, allowing students to visualize and interact with their own models in virtual reality. During the course, students also learn how to optimize their models for performance in VR environments.
Throughout the course, a strong emphasis is placed on developing practical skills, independence, and a creative approach to problem-solving. Students are encouraged to create their own projects and experiment with various VR technologies. The culmination of the course involves the preparation of three reports on practical exercises, which serve as the basis for the final grade. Each report must meet specific quality criteria, including substantive accuracy, timeliness, and aesthetic execution. Class attendance is also factored into the final course assessment.
The "VR Laboratory - Innovation and Application" course provides students with knowledge and skills that can be applied in future careers in industries related to 3D design, architectural visualization, the entertainment industry, education, and medicine. By combining theory with practice, course participants develop critical thinking, problem-solving, and teamwork skills, increasing their attractiveness in the job market.
(in Polish) Tryb zajęć
Course coordinators
Learning outcomes
Knowledge:
The student understands the structure and operating principles of virtual reality (VR) equipment.
They comprehend the process of scanning 3D objects and the principles of photogrammetry software.
They have foundational knowledge of designing and prototyping 3D objects in Fusion 360 software and methods for integrating them into the VR environment.
Skills:
The student can scan 3D objects using photogrammetry tools.
They independently create 3D models in Fusion 360 software.
They import 3D models into a VR environment and perform basic interactions with objects in virtual reality.
Social Competencies:
The student is able to work effectively in a team, communicating and collaborating within a project.
They demonstrate independence and initiative in solving problems related to the implementation of VR projects.
They understand the need to continuously update their technological knowledge and adapt to the changing demands of the labor market.
Assessment criteria
As part of the final assessment, the student should demonstrate knowledge of VR equipment operation, the process of 3D object scanning, and the use of photogrammetry and 3D design software, such as Fusion 360. It is essential for the student to apply this knowledge in practice, effectively combining theory with task execution. Particular attention is paid to the level of independence in completing assigned tasks and the ability to resolve any technical issues that arise.
The projects prepared by students should be functional, refined, and characterized by both aesthetics and creativity. The evaluation considers the quality of execution, the level of advancement, and how well the project meets the specified requirements. Minor errors or imperfections are acceptable as long as they do not significantly impact the project's overall functionality. In cases where a student requires support from the instructor, their level of engagement, willingness to learn, and effort to improve skills are also taken into account.
Social competencies are assessed based on teamwork and collaboration with other participants. The ability to communicate effectively, take initiative, and contribute to group efforts is particularly valued. A lack of engagement, minimal effort, and delays in task completion may result in a lower final grade.
In summary, the final grade depends on the student's level of knowledge, practical skills, and attitude towards both teamwork and individual tasks. Projects that stand out due to their refinement, independence, and creativity will receive the highest evaluation, while incomplete work or projects requiring significant support will be graded lower.
Bibliography
Sherman, W. R., & Craig, A. B. (2018). Understanding Virtual Reality: Interface, Application, and Design. Morgan Kaufmann.
Lavroff, N. (2021). Mastering 3D Scanning. Packt Publishing.
Autodesk Fusion 360 - Official Documentation and Online Manuals.
Jerald, J. (2015). The VR Book: Human-Centered Design for Virtual Reality. Morgan & Claypool Publishers.
Hughes, C., & Hughes, S. (2019). Prototyping for Virtual Reality: Low-Fidelity Approaches for Testing VR Concepts. O'Reilly Media.
Bartolomeo, M. (2022). Photogrammetry: Principles and Practice. Taylor & Francis.
Additional information
Additional information (registration calendar, class conductors, localization and schedules of classes), might be available in the USOSweb system: