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Virtual Reality

Introduction

Virtual Reality is a great area to work in nowadays. The hardware and software for digital interaction and 3D graphics are affordable for normal consumers, thanks to developments in the gaming industry. These technologies can now be used on almost every computer system for a reasonable price, and new devices become available each year.

The difference between the “classical” domains image processing, virtual reality, computer graphics, photography, game development and video- and film productions gets more and more vague. For example in the film industry they make more and more use of VR-techniques like 3D stereoscopy and motion tracking.

VR can be best defined as giving an illusion of “being there”, of “presence” in a so called virtual environment. This VR-environment can be as diverse as the cockpit of an F16, the surface of a gold atom, a future building, or the inside of a coronary artery. It can be applied for training, in research (for visualizing complicated concepts), and in medical applications (for making better diagnoses, or being able to do better surgery), but also commercially (think about an architect who wants to let his clients walk around in their new home or office, before it is actually built). At the moment companies see more and more opportunities in the use of VR in product development.

Virtual reality(VR) is not just one single technology, but a whole collection of rapidly evolving techniques. Most VR systems use 3D computer graphics, real time simulation techniques and a broad range of input and output devices to create an illusion of actually being in a virtual environment.

An interesting website that describes the historical overview and gives an impression of VR can be found here: http://www.theverge.com/a/virtual-reality

 

Content

The minor covers technology aspects (3D graphics, visualization, IO-devices/systems), human aspects (behavior, presence, illusion) and design aspects (content, interaction, animation).

Objectives of the course

  • To understand the technologies, underlying principles, potential, and limits of VR,
  • To examine the computer hardware and software technologies that are used to build VR environments,
  • To get hands on experience with 3D graphics techniques (modelling and programming) and issues,
  • To investigate the human factor issues in virtual environment,
  • To learn about immersive, 3D human natural interaction techniques and issues,
  • To investigate state of the art Virtual Reality concept and technologies,
  • To gain practical experience in designing, implementing, and evaluating a virtual environment.

 

The minor is accessible for students with some scripting (php, python) experience. So you don't need to be an excellent programmer.

All students follow the basic program, but they can choose for deepening in a module in period 1. In the table  these choices are the ec's between the brackets. So a student can choose for 6 ec's 3D graphics (deepening in programming) and 3 ec's Content Creation. Or a student can choose for 6 ec's Content Creation and 3 ec's for 3D graphics.

The project assignments are real questions from a company or organization and these companies actively participate in the project.

Duration of the minor is 20 weeks.

 

Praktische informatie

Language: English Location: Eindhoven (location Tilburg with reservation).  Website Vrlab: http://fontysvr.nl/

Contact

The minor is under the responsibility of Fontys University of Applied Science Eindhoven.

Contact person is: Sjaak Verwaaijen (s.verwaaijen@fontys.nl tel: 06-53778634) 

Toetsing

Toetsing Virtual Reality