Guides students through essential steps and processes in developing mixed reality immersive experience for desktop, mobile, and browser-based applications. Students will explore the state-of-the-art Virtual Reality and Augmented Reality technologies including Microsoft HoloLens, Windows Mixed Reality and Gear VR as well as the development environments, programming tools, and techniques.
Topic 1: Virtual Reality, Augmented Reality, Mixed Reality and Immersive Interaction
Topic 2: Environment for Immersive Interaction Development
Topic 3: Setup virtual world and its physics
Topic 4: Models, objects and interaction
Topic 5: Lightning and materials
Topic 6: Gesture and voice control
Topic 7: Stereo vision and immersive video contents
Topic 8: Interaction with physical world in augmented reality
Topic 9: Case study: design immersive experience with Windows Mixed Reality gear
Topic 10: Case study: design immersive experience with Microsoft HoloLens
Topic 11: Case study: design immersive experience with GearVR
Topic 12: Best practices in immersive interaction design
Unit Learning Outcomes express learning achievement in terms of what a student should know, understand and be able to do on completion of a unit. These outcomes are aligned with the graduate attributes. The unit learning outcomes and graduate attributes are also the basis of evaluating prior learning.
Learning outcomes and graduate attributes
|On completion of this unit, students should be able to:||GA1||GA2||GA3||GA4||GA5||GA6||GA7|
|1||discuss challenges and solutions in designing immersive interaction applications for different operating environments||Knowledge of a discipline|
|2||gather requirements and prepare the development environment for developing immersive interaction applications||Knowledge of a discipline|
|3||analyse and select appropriate immersive interaction technologies and platforms for maximising the user experience||Creativity||Knowledge of a discipline|
|4||design and develop immersive interaction applications using state-of-the-art Virtual Reality (VR) and Augmented Reality (AR) technologies.||Creativity||Ethical practice||Knowledge of a discipline|
Teaching and assessment
Commonwealth Supported courses
For information regarding Student Contribution Amounts please visit the Student Contribution Amounts.
Commencing 2018 Commonwealth Supported only. Student contribution band: 2
Please check the international course and fee list to determine the relevant fees.