PTCCS333 Syllabus - Augmented Reality/Virtual Reality - 2023 Regulation Anna University

PTCCS333 Syllabus - Augmented Reality/Virtual Reality - 2023 Regulation Anna University

PTCCS333

AUGMENTED REALITY/VIRTUAL REALITY

 L T P C

2023

COURSE OBJECTIVES:
• To impart the fundamental aspects and principles of AR/VR technologies.
• To know the internals of the hardware and software components involved in the development of AR/VR enabled applications.
• To learn about the graphical processing units and their architectures.
• To gain knowledge about AR/VR application development.
• To know the technologies involved in the development of AR/VR based applications.

UNIT I

INTRODUCTION

7

Introduction to Virtual Reality and Augmented Reality – Definition – Introduction to Trajectories and Hybrid Space-Three I’s of Virtual Reality – Virtual Reality Vs 3D Computer Graphics – Benefits of Virtual Reality – Components of VR System – Introduction to AR-AR Technologies-Input Devices – 3D Position Trackers – Types of Trackers – Navigation and Manipulation Interfaces – Gesture Interfaces – Types of Gesture Input Devices – Output Devices – Graphics Display – Human Visual System – Personal Graphics Displays – Large Volume Displays – Sound Displays – Human Auditory System.

UNIT II

VR MODELING

6

Modeling – Geometric Modeling – Virtual Object Shape – Object Visual Appearance – Kinematics Modeling – Transformation Matrices – Object Position – Transformation Invariants –Object Hierarchies – Viewing the 3D World – Physical Modeling – Collision Detection – Surface Deformation – Force Computation – Force Smoothing and Mapping – Behavior Modeling – Model Management.


UNIT III

VR PROGRAMMING

6

VR Programming – Toolkits and Scene Graphs – World ToolKit – Java 3D – Comparison of World ToolKit and Java 3D

UNIT IV

APPLICATIONS

6

Human Factors in VR – Methodology and Terminology – VR Health and Safety Issues – VR and Society-Medical Applications of VR – Education, Arts and Entertainment – Military VR Applications – Emerging Applications of VR – VR Applications in Manufacturing – Applications of VR in Robotics – Information Visualization – VR in Business – VR in Entertainment – VR in Education.

UNIT V

AUGMENTED REALITY

5

Introduction to Augmented Reality-Computer vision for AR-Interaction-Modelling and Annotation- Navigation-Wearable devices

30 PERIODS

PRACTICAL EXERCISES: 30 PERIODS
1. Study of tools like Unity, Maya, 3DS MAX, AR toolkit, Vuforia and Blender.
2. Use the primitive objects and apply various projection types by handling camera.
3. Download objects from asset store and apply various lighting and shading effects.
4. Model three dimensional objects using various modelling 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 AR enabled simple applications like human anatomy visualization, DNA/RNA structure visualization and surgery simulation. 10. Develop simple MR enabled gaming applications.

COURSE OUTCOMES: On completion of the course, the students will be able to:
CO1: Understand the basic concepts of AR and VR
CO2: Understand the tools and technologies related to AR/VR
CO3: Know the working principle of AR/VR related Sensor devices
CO4: Design of various models using modeling techniques
CO5: Develop AR/VR applications in different domains

TOTAL: 60 PERIODS

TEXT BOOKS:
1. Charles Palmer, John Williamson, “Virtual Reality Blueprints: Create compelling VR experiences for mobile”, Packt Publisher, 2018
2. Dieter Schmalstieg, Tobias Hollerer, “Augmented Reality: Principles & Practice”, Addison Wesley, 2016
3. John Vince, “Introduction to Virtual Reality”, Springer-Verlag, 2004.
4. William R. Sherman, Alan B. Craig: Understanding Virtual Reality – Interface, Application, Design”, Morgan Kaufmann, 2003

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