TRON08023 2019 Principles and Practice of Extended Realities

General Details

Full Title
Principles and Practice of Extended Realities
Transcript Title
Principles and Practice of Ext
N/A %
Subject Area
TRON - Electronics
COEL - Computing & Electronic Eng
08 - NFQ Level 8
05 - 05 Credits
Start Term
2019 - Full Academic Year 2019-20
End Term
9999 - The End of Time
Sean Mullery, Eva Murphy
Programme Membership
SG_EELEC_H08 202000 Bachelor of Engineering (Honours) in Electronics and Self Driving Technologies

This module introduces the learner to the principles and practice of extended realities - namely Virtual reality (VR), Augmented Reality (AR) and Mixed Reality (MR). The module is primarily practice-based, where the learner extends their reality through project work. In addition, the module is underpinned by the theoretical and social impacts behind this disruptive technology.

Learning Outcomes

On completion of this module the learner will/should be able to;


Contrast between the various Digital Immersive technologies - VR, AR, MR


Describe the user-centred challenges posed by extended realities.


Understand the engineering differences between various hardware solutions associated with Extended Reality Experiences


Become familiar with the software options for Extended realty Development, including Game Engine Software for VR Design and AR/MR Software Development Kits


Deploy an Extended Reality project


Display an understanding of the ethic implications of Extending Reality. 

Teaching and Learning Strategies

A weekly lecture will be provided, giving the theoretical aspects behind Extended Realities. 

Using a compounded learning strategy, learners will be given assignments that will allow their knowledge and practice in the area of XR to develop. Mobile vs. desktop applications will be explored. 

Module Assessment Strategies

Quizzes based on theory will be used for continuous assessment. 

Individual Assignments will be given throughout, to ensure compounded learning

A larger group project will be developed (AR, VR, MR) and deployed onto a device

Repeat Assessments

Learners will be required to produce a project of equal complexity to the original failed element.

Indicative Syllabus

How Humans Interact with Computers - Past, Present and Future

Immersion and what it means for Extended Realities

Differences between the various Digital Immersive technologies - VR, AR, MR

Understanding the human senses and their relationship to I/O devices

Spatial Computing and Sensory Technology

Sensory Design Principles

Context-awareness; outside-in vs. inside-out tracking

Mobile VR vs. True VR

Marker-based vs Marker-less AR

Simultaneous Localization and Mapping (SLAM) 

Hardware associated with Extended Reality Experiences, e.g. Head-Mounted Displays, Smart Glasses, smartphones, Haptics. etc

Game Engine Software for VR Design

AR/MR Software Development Kits (SDKs)





Coursework & Assessment Breakdown

Coursework & Continuous Assessment
100 %

Coursework Assessment

Title Type Form Percent Week Learning Outcomes Assessed
1 Quizzes Continuous Assessment Multiple Choice 10 % OnGoing 1,2,6
2 Individual Practical Assignments Continuous Assessment Assignment 40 % OnGoing 1,2,3,4,5,6
3 XR Group Project Project Group Project 50 % Week 13 1,2,3,4,5,6

Full Time Mode Workload

Type Location Description Hours Frequency Avg Workload
Lecture Computer Laboratory Lecture 1 Weekly 1.00
Laboratory Practical Computer Laboratory XR in Practise 3 Weekly 3.00
Independent Learning Not Specified Independant Learning 3 Weekly 3.00
Total Full Time Average Weekly Learner Contact Time 4.00 Hours

Online Learning Mode Workload

Type Location Description Hours Frequency Avg Workload
Lecture Not Specified Online Lecture 1 Weekly 1.00
Laboratory Practical Not Specified Practical Work 1.5 Weekly 1.50
Independent Learning Not Specified Independant learning 5 Weekly 5.00
Total Online Learning Average Weekly Learner Contact Time 2.50 Hours

Required & Recommended Book List

Required Reading
2019-04-14 Creating Augmented and Virtual Realities O'Reilly Media
ISBN 1492044199 ISBN-13 9781492044192

Despite popular forays into augmented and virtual reality in recent years, spatial computing still sits on the cusp of mainstream use. Developers, artists, and designers looking to enter this field today have few places to turn for expert guidance. In this book, Erin Pangilinan, Steve Lukas, and Vasanth Mohan examine the AR and VR development pipeline and provide hands-on practice to help you hone your skills. Through step-by-step tutorials, you'll learn how to build practical applications and experiences grounded in theory and backed by industry use cases. In each section of the book, industry specialists, including Timoni West, Victor Prisacariu, and Nicolas Meuleau, join the authors to explain the technology behind spatial computing. In three parts, this book covers: Art and design: Explore spatial computing and design interactions, human-centered interaction and sensory design, and content creation tools for digital art Technical development: Examine differences between ARKit, ARCore, and spatial mapping-based systems; learn approaches to cross-platform development on head-mounted displays Use cases: Learn how data and machine learning visualization and AI work in spatial computing, training, sports, health, and other enterprise applications

Required Reading
2019-04-17 Complete Virtual Reality and Augmented Reality Development with Unity
ISBN 1838648186 ISBN-13 9781838648183

Get close and comfortable with Unity and build applications that run on HoloLens, Daydream, and Oculus Rift Key Features Build fun augmented reality applications using ARKit, ARCore, and Vuforia Explore virtual reality by developing more than 10 engaging projects Learn how to integrate AR and VR concepts together in a single application Book Description Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. You'll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. You'll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, you'll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. You'll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking. You'll learn the Unity 3D game engine via the interactive Unity Editor and C# programming. By the end of this Learning Path, you'll be fully equipped to develop rich, interactive mixed reality experiences using Unity. This Learning Path includes content from the following Packt products: Unity Virtual Reality Projects - Second Edition by Jonathan Linowes Unity 2018 Augmented Reality Projects by Jesse Glover What you will learn Create 3D scenes to learn about world space and scale Move around your scenes using locomotion and teleportation Create filters or overlays that work with facial recognition software Interact with virtual objects using eye gaze, hand controllers, and user input events Design and build a VR storytelling animation with a soundtrack and timelines Create social VR experiences with Unity networking Who this book is for If you are a game developer familiar with 3D computer graphics and interested in building your own AR and VR games or applications, then this Learning Path is for you. Any prior experience in Unity and C# will be an advantage. In all, this course teaches you the tools and techniques to develop engaging mixed reality applications.

Required Reading
2016-09-08 Practical Augmented Reality Addison-Wesley
ISBN 0134094239 ISBN-13 9780134094236

The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence-accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems.

Module Resources