MU4291 Mixed Reality Syllabus:

MU4291 Mixed Reality Syllabus – Anna University PG Syllabus Regulation 2021

COURSE OBJECTIVES:

 To study about Fundamental Concept and Components of Virtual Reality
 To study about Interactive Techniques in Virtual Reality
 To study about Visual Computation in Virtual Reality
 To study about Augmented and Mixed Reality and Its Applications
 To know about I/O Interfaces and its functions.

UNIT I INTRODUCTION TO VIRTUAL REALITY

Introduction, Fundamental Concept and Components of Virtual Reality. Primary Features and Present Development on Virtual Reality. Computer graphics, Real time computer graphics, Flight Simulation, Virtual environment requirement, benefits of virtual reality, Historical development of VR, Scientific Landmark 3D Computer Graphics: Introduction, The Virtual world space, positioning the virtual observer, the perspective projection, human vision, stereo perspective projection, 3D clipping, Colour theory, Simple 3D modelling, Illumination models, Reflection models, Shading algorithms, Radiosity, Hidden Surface Removal, Realism Stereographic image.
Suggested Activities:
 Flipped classroom on uses of MR applications.
 Videos – Experience the virtual reality effect.
 Assignment on comparison of VR with traditional multimedia applications.
Suggested Evaluation Methods:
 Tutorial – Applications of MR.
 Quizzes on the displayed video and the special effects

UNIT II INTERACTIVE TECHNIQUES IN VIRTUAL REALITY

Introduction, from 2D to 3D, 3D spaces curves, 3D boundary representation Geometrical Transformations: Introduction, Frames of reference, Modeling transformations, Instances, Picking, Flying, Scaling the VE, Collision detection Generic VR system: Introduction, Virtual environment, Computer environment, VR technology, Model of interaction, VR Systems.
Suggested Activities:
 Flipped classroom on modeling three dimensional objects.
 External learning – Collision detection algorithms.
 Practical – Creating three dimensional models.
Suggested Evaluation Methods:
 Tutorial – Three dimensional modeling techniques.
 Brainstorming session on collision detection algorithms.
 Demonstration of three dimensional scene creation.

UNIT III VISUAL COMPUTATION IN VIRTUAL REALITY

Animating the Virtual Environment: Introduction, The dynamics of numbers, Linear and Nonlinear interpolation, the animation of objects, linear and non-linear translation, shape & object inbetweening, free from deformation, particle system. Physical Simulation: Introduction, Objects falling in a gravitational field, Rotating wheels, Elastic collisions, projectiles, simple pendulum, springs, Flight dynamics of an aircraft.
Suggested Activities:
 External learning – Different types of programming toolkits and Learn different types of available VR applications.
 Practical – Create VR scenes using any toolkit and develop applications.
Suggested Evaluation Methods:
 Tutorial – VR tool comparison.
 Brainstorming session on tools and technologies used in VR.
 Demonstration of the created VR applications.

UNIT IV AUGMENTED AND MIXED REALITY

Taxonomy, technology and features of augmented reality, difference between AR and VR, Challenges with AR, AR systems and functionality, Augmented reality methods, visualization techniques for augmented reality, wireless displays in educational augmented reality applications, mobile projection interfaces, marker-less tracking for augmented reality, enhancing interactivity in AR environments, evaluating AR systems
Suggested Activities:
 External learning – AR Systems
Suggested Evaluation Methods:
 Brainstorming session different AR systems and environments.

UNIT V I/O INTERFACE IN VR & APPLICATION OF VR

Human factors: Introduction, the eye, the ear, the somatic senses. VR Hardware: Introduction, sensor hardware, Head-coupled displays, Acoustic hardware, Integrated VR systems. VR Software: Introduction, Modeling virtual world, Physical simulation, VR toolkits, Introduction to VRML, Input — Tracker, Sensor, Digital globe, Movement Capture, Video-based Input, 3D Menus & 3DScanner etc. Output — Visual /Auditory / Haptic Devices. VR Technology in Film & TV Production. VR Technology in Physical Exercises and Games. Demonstration of Digital Entertainment by VR.
Suggested Activities:
 External learning – Different types of sensing and tracking devices for creating mixed reality environments.
 Practical – Create MR scenes using any toolkit and develop applications.
Suggested Evaluation Methods:
 Tutorial – Mobile Interface Design.
 Brainstorming session on wearable computing devices and games design.
 Demonstration and evaluation of the developed MR application.

TOTAL: 45 PERIODS

PRACTICALS:

1. Study of tools like Unity, Maya, 3DS MAX, AR toolkit, Vuforia and Blender.
2. Use the primitive objects and apply various projection methods by handling the camera.
3. Download objects from asset stores and apply various lighting and shading effects.
4. Model three dimensional objects using various modeling techniques and apply textures over them.
5. Create three dimensional realistic scenes and develop simple virtual reality enabled mobile applications which have limited interactivity.
6. Add audio and text special effects to the developed application.
7. Develop VR enabled applications using motion trackers and sensors incorporating full haptic interactivity.
8. Develop AR enabled applications with interactivity like E learning environment, Virtual walkthroughs and visualization of historic places.
9. Develop MR enabled simple applications like human anatomy visualization, DNA/RNA structure visualization and surgery simulation.
10. Develop simple MR enabled gaming applications.

TOTAL: 30 PERIODS

COURSE OUTCOMES:

CO1: Understand the Fundamental Concept and Components of Virtual Reality
CO2: Able to know the Interactive Techniques in Virtual Reality
CO3: Can know about Visual Computation in Virtual Reality
CO4: Able to know the concepts of Augmented and Mixed Reality and Its Applications
CO5: Know about I/O Interfaces and its functions.

TOTAL:45+30=75 PERIODS

REFERENCES

1. Burdea, G. C. and P. Coffet. Virtual Reality Technology, Second Edition. Wiley-IEEE Press, 2003/2006.
2. Alan B. Craig, Understanding Augmented Reality, Concepts and Applications, Morgan Kaufmann, First Edition 2013.
3. Alan Craig, William Sherman and Jeffrey Will, Developing Virtual Reality Applications, Foundations of Effective Design, Morgan Kaufmann, 2009.
4. John Vince, “Virtual Reality Systems “, Pearson Education Asia, 2007.
5. Adams, “Visualizations of Virtual Reality”, Tata McGraw Hill, 2000.
6. Grigore C. Burdea, Philippe Coiffet , “Virtual Reality Technology”, Wiley Inter Science, 2nd Edition, 2006.
7. William R. Sherman, Alan B. Craig, “Understanding Virtual Reality: Interface, Application and Design”, Morgan Kaufmann, 2008