Coursebooks 2017-2018

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Virtual reality

CS-444

Lecturer(s) :

Boulic Ronan

Language:

English

Summary

The goal of VR is to embed the users in a potentially complex virtual environment while ensuring that they are able to react as if this environment were real. The course provides a human perception-action background and describes the key techniques for achieving efficient VR applications.

Content

The first lectures focus more on the technical means (hw & sw) for acheiving the hands-on sessions:

 

- Visual display (CAVE and stereoscopy)
- Interaction devices and sensors
- Software environment

 

The proportion of more theoretical VR and Neuroscience background increases over the semester:

 

- Key Human perception abilities, Cybersickness, Immersion, presence and flow
- Basic 3D interaction techniques: Magic vs Naturalism
- The perception of action
- Haptic interaction
- What makes a virtual human looking alive ?
- Motion capture for full-body interaction
- VR, cognitive science and true experimental design

Keywords

3D interaction, display, sensors, immersion, presence

Learning Prerequisites

Required courses

(CS 341) Introduction to Computer Graphics

Recommended courses

(CS 211) Introduction to Visual Computing

Important concepts to start the course

from Computer Graphics:

- perspective transformations

- representation of orientation

- 3D modelling hierarchy

- matrix algebra: translation, orientation, composition

Learning Outcomes

By the end of the course, the student must be able to:

Transversal skills

Teaching methods

Ex cathedra + Hands-on sessions on VR devices in the first half of the semester,

a mini-project in groups on personal laptops will have to integrate various components of 3D real-time interaction. the group will negociate their project proposal with the course responsible TA who will assess whether it meets the key specifications and is original enough.  The proposal can include the use of some VR devices that the IIG research group will lend on a first-come/first-served basis.

Expected student activities

exploit citation analysis tools to evaluate a scientific paper

combine  libraries to produce an original 3D interaction

experiment the hands-on practical work in the lab

synthesize the knowledge acquired in course and hands-on in the quizzes and final oral

Assessment methods

Throughout semester: 4 Hand-on sessions (4%), 2 Quizzes (10%), 1 paper citation study (16%), 1 mini-project (40%), 1 oral (30%)

Supervision

Assistants Yes
Forum Yes

Resources

Virtual desktop infrastructure (VDI)

No

Bibliography

- Course notes will be updated and made available after each course, with links to key sites and on-line documents

- J. Jerald, The VR Book, ACM Press 2015
- Parisi, Learning Virtual Reality, O'Reilly 2015
- Le Traité de Réalité Virtuelle (5 vol.) Presses des Mines, ParisTech, 2006-2009, available on-line, free for student upon registration.
- Doug A. Bowman, Ernst Kruijff, Joseph J. LaViola, and Ivan Poupyrev. 2004. 3D User Interfaces: Theory and Practice. Addison Wesley Longman Publishing Co., Inc., Redwood City, CA, USA.

Ressources en bibliothèque
Notes/Handbook

pdf of slides are made visible after the ex-cathedra courses

Websites
Moodle Link

In the programs

Reference week

 MoTuWeThFr
8-9     
9-10     
10-11     
11-12     
12-13     
13-14     
14-15     
15-16     
16-17     
17-18     
18-19     
19-20     
20-21     
21-22     
Under construction
 
      Lecture
      Exercise, TP
      Project, other

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  • Autumn semester
  • Winter sessions
  • Spring semester
  • Summer sessions
  • Lecture in French
  • Lecture in English
  • Lecture in German