Abstract
This paper reports on the design and implementation of a two-semester course on Virtual Reality (VR). The course is aimed at final year undergraduates on programmes leading to specialist degrees such as Information Technology, Software Engineering, Computer Studies, Business Information Systems.Entitled "VR - implementation and applications", the course embraces novel devices, interfacing, software toolkits, graphics algorithms, system evaluation, technology prediction, Human Computer Interaction (HCI), social, psychological and philosophical aspects.The course focuses on the evaluation of current and expected technology and on the assessment of current and future applications in its complete variety. It thereby encompasses transferable skills in the mainstream areas of technology evaluation, system evaluation.This paper reviews the aims of the course, the curriculum content, a novel learning approach, assessment and an evaluation of the course.
- {1} "VR Creations" by Stampe, Roehl and Eagan, Waite Group Press. 1993.Google Scholar
- {2} "Playing God: Creating Virtual Worlds with REND386" by Bernie Roehl, Waite Group Press. 1994. Google Scholar
Digital Library
- {3} "Virtual Reality - through the new looking glass", Ken Teixeira and Pimental K, Windcrest 1993. Distributed by McGraw-Hill. Google Scholar
Digital Library
- {4} http://www.cs.umd.edu/projects/eve/vrtp.html is the home page address for the information produced by an undergraduate course on VR and telepresence run by Prof. Ben Shneiderman at the University of Maryland.Google Scholar
- {5} http://vrml.wired.com/ is the VRML discussion group. http://sdsc.edu/vrml/ is the VRML repository.Google Scholar
Index Terms
Teaching virtual reality
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