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23CS047 Syllabus

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23CS047 Syllabus

syllabus

Uploaded by

kavitha.cse
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23CS047 AUGMENTED REALITY/VIRTUAL REALITY L T PC

2 013

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.

TOTAL:60 PERIODS

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


TEXTBOOKS:

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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