VIRTUAL ENVIROMENTS AND GAMES ON THE WEB

Course Information
TitleΕΙΚΟΝΙΚΑ ΠΕΡΙΒΑΛΛΟΝΤΑ ΚΑΙ ΠΑΙΧΝΙΔΙΑ ΣΤΟΝ ΠΑΓΚΟΣΜΙΟ ΙΣΤΟ / VIRTUAL ENVIROMENTS AND GAMES ON THE WEB
CodeNDM08
FacultySciences
SchoolInformatics
Cycle / Level2nd / Postgraduate
Teaching PeriodSpring
CoordinatorNikolaos Nikolaidis
CommonNo
StatusActive
Course ID40003492

Programme of Study: PPS School of Informatics (2014-today)

Registered students: 4
OrientationAttendance TypeSemesterYearECTS
TECΗNOLOGIES GNŌSĪS DEDOMENŌN KAI LOGISMIKOUElective Courses217.5
TECΗNOLOGIES PLĪROFORIAS KAI EPIKOINŌNIŌN STĪN EKPAIDEUSĪElective Courses217.5
PSĪFIAKA MESA- YPOLOGISTIKĪ NOĪMOSYNĪElective Courses belonging to the selected specialization217.5
DIKTYAKA SYSTĪMATAElective Courses217.5

Class Information
Academic Year2015 – 2016
Class PeriodSpring
Faculty Instructors
Weekly Hours3
Class ID
600011313
Type of the Course
  • Scientific Area
Course Category
Specific Foundation / Core
Mode of Delivery
  • Face to face
Erasmus
The course is also offered to exchange programme students.
Language of Instruction
  • Greek (Instruction, Examination)
  • English (Examination)
Prerequisites
General Prerequisites
Computer graphics and animation. Programming skills (generic and graphics related). Good level of English.
Learning Outcomes
a) Knowledge: Familiarization with virtual reality techniques, technologies and applications as well as advanced graphics techniques ( tracking and navigation devices, graphics and sound displays, tactile/force feedback interfaces, haptic rendering and texture, force feedback, geometric model management, processing of motion capture signals, spatial data structures). Exposure to virtual reality and advanced graphics programming. Acquaintance with virtual reality systems and their applications in areas such as education and training, arts, science, entertainment. b) Skills: Acquisition of skills in the use, programming and development of algorithms/techniques involved in virtual reality application. Promoting analytic and programming skills.
General Competences
  • Apply knowledge in practice
  • Retrieve, analyse and synthesise data and information, with the use of necessary technologies
  • Work autonomously
  • Work in teams
  • Be critical and self-critical
  • Advance free, creative and causative thinking
Course Content (Syllabus)
Historical overview. Principles of VR, related scientific disciplines, VR applications. Tracking devices, navigation devices, gesture interfaces. The human visual system, stereopsis. Graphics displays. The human aural system, sound source position determination cues. Sound displays, generation of 3D sound fields. Tactile/force feedback interfaces. Physical modeling, haptic rendering, haptic texture, force feedback calculation. Autonomous agents, crowds. Geometric model management, Level of Detail (LOD), cell segmentation. Motion capture, processing of motion capture signals. Mesh simplification and mesh subdivision techniques. Spatial data structures: Bounding Volume Hierarchies (BVH), Binary Space Partitioning (BSP) Trees, Octrees, Scene Graphs. Culling techniques. Fast intersection & overlap test methods. Image based rendering basics.
Keywords
Virtual Reality, Advanced Graphics Techniques
Educational Material Types
  • Slide presentations
  • Multimedia
  • Book
Use of Information and Communication Technologies
Use of ICT
  • Use of ICT in Course Teaching
  • Use of ICT in Communication with Students
Description
Course material in digital form, use of PILEAS e-learning environment.
Course Organization
ActivitiesWorkloadECTSIndividualTeamworkErasmus
Lectures842.8
Reading Assigment301
Tutorial421.4
Project692.3
Total2257.5
Student Assessment
Description
Written exam (~50%), programming assignments where students are orally examined on the outcome (~50%)
Student Assessment methods
  • Written Exam with Short Answer Questions (Summative)
  • Oral Exams (Summative)
  • Written Exam with Problem Solving (Summative)
  • Labortatory Assignment (Summative)
Bibliography
Course Bibliography (Eudoxus)
G. Burdea, P. Coiffet, Virtual Reality Technology, 2nd edition, Wiley 2003 A Watt, F. Policarpo, 3D Games: Animation and Advanced Real-Time Rendering, Vol 2, Addison Wesley, 2003 T. Akenine Moller, E. Haines, Real-time Rendering, 2nd edition, A. K. Peters, LTD, 2002 (ή νεώτερη) Υλικό (π.χ άρθρα) που διανέμεται στους φοιτητές /Course material, e.g scientific papers.
Additional bibliography for study
W.Sherman, A. Craig, Understanding Virtual Reality, Morgan Kaufmann, 2003 A Watt, F. Policarpo, 3D Games: Animation and Advanced Real-Time Rendering, Vol 1, Addison Wesley, 2003 D. Luebke, M. Reddy, J. Cohen, A. Varshney, B. Watson, R. Huebner, Level of Detail for 3D Graphics, Morgan Kaufmann, 2003
Last Update
22-02-2016