for VRML questions see also vrmlworks/FAQ |
guidelines for final grading |
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registration is obligatory: |
give your feedback! |
for VRML questions see also vrmlworks/FAQ |
guidelines for final grading |
-----------------------------------------------------register
registration is obligatory: |
give your feedback! |
For grading students are required to give a presentation
of their work.
practicum
deadlines | description | |
---|---|---|
assignment 1 | 11 sept | logo, for the identification of the group |
assignment 2 | 18 sept | simple product, with manipulation |
assignment 3 | 25 sept | product, with demo by animation |
assignment 4 | 2 oct | product line, with suitable environment |
deadlines | description | |
---|---|---|
concept | 22/26 sept | culture, entertainment, commerce, tools |
application | 25 oct | semi-final version (including annotation and guided tour) |
groups
Practical work may be done in groups of at most two students.
It is possible to the first (product demo) assignment
individually and to seek cooperation for the second
(infotainment) application.
deliverables
Groups must present their work on a web site, with clear references to both .wrl files as well as the text of the code.
The (www) directory must be readable and may not contain links.
supervision & support
in principle during the lectures or by individual appointments
with either the supervisor or assistant
deadlines
Deadlines are indicated above.
The deadlines are semi-hard.
That is, the product demo deadlines must strictly
be kept.
When deadlines are not met, students may be disallowed
further participation.
disclaimer
The practicum coordinator is not responsible for
the content of the material produced by students.
If there is any doubt, indicate that the material
may possibly not suited for a particular audience.
Make a logo using simple geometry, material, and tekst.
The logo must be embedded in an anchor referring to the index page
of your group's site.
Make the logo personal and interesting.
The logo will be reused in the other assignments.
The logo must be made available for the other assignments
by using a PROTO/EXTERNPROTO definition.
Text, Fontstyle, Box, Sphere, Cone, Cylinder, Material, Appearance, Anchor, Shape, Transform
see practicum
Learning VRML takes time.
In the first weeks students must read the VRML documentation
and learn from the online tutorials.
In the lectures attention is given to the most important aspects
of VRML.
Students are encouraged to ask questions.
Make a simple product demo.
Choose a suitable product.
For example, for e-commerce, a laptop.
The product must have a sufficient number of features,
that allow for both manipulation and animation
The user must be able to get information about specific
parts of the product.
This information must appear as text.
The user must be able to get rid of that text,
or the text must disappear by itself.
As an example, when the user clicks on a port of the
laptop some text may appear to explain what type of port it
is.
Use the PROTO facility to define the structure and functionality
of your product in an abstract fashion.
Later you can then refine the definition of the product
in subsequent assignments.
As a remark, PROTOs can use instances of self-defined PROTOs!.
Include your logo in your product demo!.
Anchor, Sensors (TouchSensor, PlaneSensor, CylinderSensor,
SphereSensor), DEF/USE, PROTO
see practicum
To be able to complete this assignment you need
to understand how the event model
of VRML works.
This will be explained in the lectures.
Also, look at the examples and consult the reference manual.
Refine the simple product demo
of assignment 3
into a real product demo, with realistic textures
and animation.
Include, for example, also a simple guided tour
with animations to demonstrate the functionality of
the product.
Don't forget your logo!.
Switch, TimeSensor, Interpolators, Texture, complex geometry
see practicum
Study the reference manual for an optimal use of textures
and the various more advanced nodes
such as Switch, Extrusion, etcetera.
Demonstrate your product line.
Place two or more instances of your product in a suitable
environment.
To distinguish between the (types of) products, make
use of colors, sounds and special effects!
Demonstreer je product line.
Remind there is no business without show business.
see practicum
This completes the Product Demo
sequence of assignments.
Don't hesitate to show your craftmanship.
Again, don't forget your logo!
Infotainment
Infotainment applications are relevant in the area
of culture, entertainment and commerce.
Examples are learning applications, virtual musea,
and online sales systems.
Such systems require advanced interactive possiblilies,
animation and navigation support, for example in the
form of guided tours.
Also tools to develop infotainment content may be developed
for this assignment.
To develop an effective infotainment application
a clear concept is necessary, so that
you will not be led astray by the technology.
see
for inspiration: Cornutopia (J.F. Hoorn)
In this assignment you must realize an 'immersive' embedding
of interaction features.
That is to say, you must limit the presence of annoying
elements and there may be no jumps to other
VRML worlds or (even worse) HTML pages.
Web3D -- assignment 1
title
deadlines
remarks
Web3D -- assignment 2
title
deadlines
remark(s)
Web3D -- assignment 3
title
deadlines
remark(s)
Web3D -- assignment 4
title
vrml
deadlines
remark(s)
Web3D -- Infotainment VR
theme
format
suggestions
remarks