Augmented and Virtual Reality syllabus
2019 PATTERN. This is the 2019 pattern syllabus, the latest SPPU has published on its site for Third Year Computer Engineering. A 2024 pattern syllabus for this year has not been published there yet, so confirm with your college which pattern applies to you.
310254B · Third Year Computer Engineering, SPPU 2019 pattern. Every unit, the marks scheme, course outcomes and books, copied from the official syllabus PDF.
Unit-wise syllabus
Introduction
6 hoursVirtual Reality (VR): Introduction, Key Elements of VR, Experience, History, Applications. Augmented Reality (AR): Introduction, History, Key Aspects, and Applications.
Interface to the Virtual World
8 hoursInput: User Monitoring, Position Tracking, Body Tracking, Physical input Devices, Speech Recognition (Audio Input) and World Monitoring: Persistent Virtual Worlds, Bringing the Real World into the Virtual World. Output: Visual Displays: Properties of Visual Displays, Monitor-basedor Fishtank-VR, Projection-based VR, Head-based VR, See-through Head-based Displays, Handheld VR. Aural Displays: Properties of Aural Displays, Head-based Aural Displays- Headphones, Stationary Aural Displays-Speakers. Haptic Displays: Properties of Haptic Displays, Tactile Haptic Displays, End-effector Displays, Robotically Operated Shape Displays, Vestibular and Other Senses.
Representing and Rendering the Virtual World
8 hoursRepresentation of the Virtual World: Visual Representation in Virtual Reality, Aural Representation and Haptic Representation in Virtual Reality. Rendering Systems: Visual Rendering Systems: Visual Rendering Methods, Geometrically Based Rendering Systems, Non-geometric Rendering Systems, Rendering Complex Visual Scenes, Computer Graphics System Requirements. Aural Rendering Systems: Visual Rendering Methods, Rendering Complex Sounds, Sound- Generation Hardware, Internal Computer Representation. Haptic Rendering Systems : Haptic Rendering Methods, Rendering Complex Haptic Scenes with Force Displays, Haptic Rendering Techniques.
Interacting with the Virtual World and Virtual Reality Experience
7 hoursUser Interface Metaphors, Manipulating a Virtual World, Properties of Manipulation, Manipulation Operations, Navigating in a Virtual World-Way finding and Travelling, Classes of Travel Methods Interacting with Others-Shared Experience, Collaborative Interaction, Interacting with the VR System, Immersion, Rules of the Virtual World: Physics, Substance of the Virtual World.
Augmented Reality
6 hoursConcepts: Computer Graphics, Dimensionality, Depth Cues, Registration and Latency, Working of Augmented Reality, Augmented Reality Hardware (Sensors, Processors, Displays), Ingredients of an AR Experience. Augmented Reality (AR) and Virtual Reality (VR) headsets mainly find applications in gaming, movies, and other forms of entertainment. French
Augmented Reality Software and Mobile Augmented Reality
7 hoursAugmented Reality Systems, Software Components, Software Tools for Content Creation, Interaction in Augmented Reality, Augmented Reality Techniques: Marker based and Marker less tracking, Mobile Augmented Reality.
Marks and credits
| Head | Marks | Credit |
|---|---|---|
| Mid-Sem (mid-semester exam) | 30 | 3 |
| End-semester exam | 70 |
Prerequisite: Computer Graphics (210244).
Course outcomes
- CO1Understand the basics of Augmented and Virtual reality systems and list their applications
- CO2Describe interface to the Virtual World with the help of input and output devices
- CO3Explain representation and rendering system in the context of Virtual Reality
- CO4Analyze manipulation, navigation and interaction of elements in the virtual world
- CO5Summarize the basic concepts and hardware of Augmented Reality system
- CO6Create Mobile Augmented Reality using Augmented Reality techniques and software
Books
Text books
- William R Sherman and Alan B Craig, “Understanding Virtual Reality: Interface, Application and Design”, (The Morgan Kaufmann Series in Computer Graphics), Morgan Kaufmann Publishers, San Francisco, CA, 2002
- Alan B Craig, “Understanding Augmented Reality, Concepts and Applications”, Morgan Kaufmann Publishers, ISBN:978-0240824086
Reference books
- Steven M. LaValle, “Virtual Reality”, Cambridge University Press, 2016
- Alan B Craig, William R Sherman and Jeffrey D Will, “Developing Virtual Reality Applications: Foundations of Effective Design”, Morgan Kaufmann, 2009.
- Schmalstieg / Hollerer, “Augmented Reality: Principles & Practice”, Pearson Education India; First edition (12 October 2016),ISBN-10: 9332578494
- Sanni Siltanen, “Theory and applications of marker-based augmented reality”, Julkaisija – Utgivare Publisher. 2012. ISBN 978-951-38-7449-0
FAQ
How many units are in Augmented and Virtual Reality?
Augmented and Virtual Reality (310254B) has 6 units: Unit I Introduction (6 h); Unit II Interface to the Virtual World (8 h); Unit III Representing and Rendering the Virtual World (8 h); Unit IV Interacting with the Virtual World and Virtual Reality Experience (7 h); Unit V Augmented Reality (6 h); Unit VI Augmented Reality Software and Mobile Augmented Reality (7 h).
What is the marks scheme for Augmented and Virtual Reality?
The official Computer Engineering 2019 pattern syllabus lists mid-semester (Mid-Sem) for 30 marks and the end-semester exam for 70 marks, for 3 credits.
What should I know before Augmented and Virtual Reality?
Prerequisite listed in the syllabus: Computer Graphics (210244).