creative technology
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course outline(s) -- nm4: virtual environments
In this part a more detailed discussion will be provided
of
topics,
learning goals,
materials used, and the
actual
structure of the course, as well as a sketch
of the
assignments given. Also
references to releveant
literature is provided, including
online resources.
At the end,
advice for students following the course
will be given, as well as
hints for the instructor(s).
course topic(s)
Following an
example-based approach,
an important part of the course should consist
of
case studies and small examples
demonstrating
solutions
to issues in
VR design
topic(s)
- web-based VR -- VRML/X3D
- authoring issues -- model(s), scenegraph(s) & event(s)
- VR experience design -- case studies
- augmented/mixed reality -- issues & toolkit(s)
(Artoolkit/ARiSE)
- immersive environment(s) -- narrative(s) vs game play
- game engine(s) -- (physical) model(s) & realism

Of particular interest are the developments
in
augmented & mixed reality.
At the time of writing, a great number of toolkits
seem to be available, some using
VRML/X3D,
while others use more traditional C++/OpenGL platform
dependent technologies.
Since
game engine(s) become increasingly more powerful,
the distiction between
VR and game(s) is blurring,
dependent on how (physical) models are used to achieve realism.
learning terget(s)
Basic skills involve the use of authoring languages
and tools.
Detailed knowledge of the
platform of choice
is required to produce
effective VRs.
NM4 target(s)
- skill(s) -- authoring, design
- knowledge -- VR technologies, spatial organisation
- theory -- user interface issues
- experience(s) -- construction of moderately complex VR
- attitude -- experimentation, aesthetics

However, not only technical issues are important, but
also issues of
design,
creativty
and
aesthetics.
lesson material(s)
The course
virtual environments is (partially) based
on my course
multimedia authoring
which uses, apart from flex/as3 extensions for 3D,
VRML/X3D.
virtual environments -- web3D/VR
- canonical example(s) -- vr
- (online) reference material(s) -- resource(s)
- challenging target(s) -- demo(s)

Obviously, the material for this course needs to be extended
with, among others, material related to
augmented reality,
dependent on the role such technologies might play
in our
creative technology curriculum.
course structure
The course does require active participation of the
student(s), not only in exploring the technolgy by
making the assignments, but also by presenting
solutions and problems in class.
session(s)
- introduction of VR applications
- basic assignment(s) -- product demo(s)
- VR technologies -- input(s) & display(s)
- experience design -- user interface issues
- student presentation of concept final assignment(s)
- VR cases studies -- visit to (TXChange)
- mixed/augmented reality in game(s)
- presentation of final assignment(s)

To the extent possible,
the course will take a technology-agnostic
approach, favoring
concept(s) over implementation(s)
or language(s).
Neverteheless, at some point a choice for one or more
technologies will be made, dependent on available
resources, as well as
(programming) skills of
the students.
assignment(s)
There will a small number of assignemts, to be made by
the students individually.
The goal of these assignments is to provide a structure
that assists the students in exploring the technology.
Basic assignemnts (may) include:
basic(s) -- virtual environments
- product(s) -- model a simple product
- interaction(s) -- extending the product demo
- animation(s) -- as a result of (user) interaction(s)

For the final assignment(s) of the course, students are
allowed to work indidually, or in groups of two or three
(maximally) students.
Work done in groups must be proportionally more challenging
and complex.
Students can make a choice out of (among possibly others):
final(s) -- virtual envronments
- simulation(s) -- of natural or artificial system
- scenario-driven narrative(s) -- to promote collaboration
- augmented reality game -- using augmented/mixed reality technology

In effect, students will be encouraged to follow their
own ideas, in for example implementing a game.
For the final assignments, an effort will be made
to develop interesting challenges in cooperation
with the TXChange facility.
reference(s)
An excellent starting point for a course in VR is provided
by the X3D book of Don Bruntzman, who one of the leading
figures in the Web3D Consortium.
- X3D: Extensible 3D Graphics for Web Authors (The Morgan Kaufmann Series in Interactive 3D Technology)
by Don Brutzman, Leonard Daly
-- (online)
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
online resource(s)
The online resources (will eventually) include
references to technologies and tools, that may be used
by the student(s) to develop
VR applications
for their (final) assignment(s).

Additional information will also be gathered
during the course, by letting students take
an active part in exploring VR technologies.
[]
readme
new(s)
workshop(s)
project(s)
CA1
CA2
CA3
CA4
CA5
course(s)
interactive visualization
/
serious games
resource(s)
_
/
.
(C) Æliens
09/09/09
creativetechnology.eu