Durham University
Programme and Module Handbook

Undergraduate Programme and Module Handbook 2024-2025

Module COMP3751: INTERACTIVE MEDIA, GAMING AND VR/AR TECHNOLOGIES

Department: Computer Science

COMP3751: INTERACTIVE MEDIA, GAMING AND VR/AR TECHNOLOGIES

Type Open Level 3 Credits 20 Availability Available in 2024/2025 Module Cap Location Durham

Prerequisites

  • COMP2221 Programming Paradigms AND COMP2271 Data Science

Corequisites

  • N/A

Excluded Combination of Modules

  • None

Aims

  • To familiarise students with proficient game development methodologies and contemporary multimedia technologies.
  • It also introduces the fundamental principles and practices of Virtual and Augmented Reality (VR/AR) technologies, encompassing optics, displays, rendering techniques, visual perception, tracking, interaction, existing challenges, diverse applications, and prominent hardware and software platforms.

Content

  • Game design and mechanics.
  • Game engine and programming.
  • Game physics and autonomous object motions.
  • Digital visual and auditory media representations.
  • Media compression, quality optimisation and assessment.
  • History of VR/AR development, overview of computer graphics, the graphics pipeline, applications in education, communication, medical, entertainment, manufacturing, shopping.
  • VR/AR hardware: displays, physics of light, optics, electronics, microcontrollers, VR head-mounted displays, CAVEs, controllers, interfaces, major hardware platforms.
  • VR/AR software: stereo rendering for VR/AR, lens distortion shaders, auditory rendering, major software platforms.
  • Human perception: visual, auditory, vestibular, tactile.
  • Tracking: head-tracking, inertial measurement units, gyros, accelerometers, magnetometers, sensor fusion, complementary filter, etc.
  • Interaction and moving in VR: ergonomics, comfort, 3D interaction design, 3DUIs, perceptual requirements, affordances in VR, user input, physical navigation, redirected walking.
  • Presence: virtual embodiment.
  • Challenges in VR: simulator sickness, visual discomfort, realism, content, navigation, haptic feedback.
  • AR specific topics: object tracking, geolocation.
  • Integrating learning and planning, and balancing exploration/exploitation.

Learning Outcomes

Subject-specific Knowledge:
  • On completion of the module, students will be able to demonstrate:
  • an understanding of technologies for developing different types of games
  • an understanding of using suitable programming tools to implement games
  • an understanding of technologies for representing, processing and optimising multimedia contents
  • an in-depth knowledge of theory and techniques driving the design of Virtual and Augmented Reality hardware and software
Subject-specific Skills:
  • On completion of the module, students will be able to demonstrate:
  • an ability to apply the core principles and use specific software tools related to game design, game mechanics, game physics and multimedia contents
  • an ability to implement, work with and reason about different types of games and multimedia contents
  • significant self-study has been undertaken and research reviewed in Virtual and Augmented Reality
  • an ability to implement key algorithms within the topic areas
  • an ability to propose and apply the appropriate techniques to a range of industrial and research applications
Key Skills:
  • On completion of the module, students will be able to demonstrate:
  • an ability to understand and effectively communicate technical information
  • an ability to use research and industry standard material within both existing and new scenarios
  • an ability to independently evaluate research issues including current practices, recent developments, and further areas of possible exploration

Modes of Teaching, Learning and Assessment and how these contribute to the learning outcomes of the module

  • Lectures enable students to learn core material in the subject areas.
  • Formative exercises enable students to practice subject-related methods and techniques and receive feedback on their work.
  • Summative assessments assess the understanding of core concepts in addition to applying methods and techniques.

Teaching Methods and Learning Hours

Activity Number Frequency Duration Total/Hours
lectures 40 2 per week 1 hour 40
preparation and reading 160
Total 200

Summative Assessment

Component: Coursework Component Weighting: 100%
Element Length / duration Element Weighting Resit Opportunity
Summative Assignment 100% No

Formative Assessment:

Formative exercises are given during the course. Feedback will be provided to the students on the formative exercises and summative assignments during the lectures.


Attendance at all activities marked with this symbol will be monitored. Students who fail to attend these activities, or to complete the summative or formative assessment specified above, will be subject to the procedures defined in the University's General Regulation V, and may be required to leave the University