SubjectsSubjects(version: 964)
Course, academic year 2024/2025
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Chapters from Virtual Reality - NCGD015
Title: Kapitoly z virtuální reality
Guaranteed by: Department of Software and Computer Science Education (32-KSVI)
Faculty: Faculty of Mathematics and Physics
Actual: from 2024
Semester: winter
E-Credits: 2
Hours per week, examination: winter s.:0/1, C [HT]
Capacity: unlimited
Min. number of students: unlimited
4EU+: no
Virtual mobility / capacity: no
State of the course: taught
Language: Czech, English
Teaching methods: full-time
Note: you can enroll for the course repeatedly
Guarantor: Mgr. Bc. Michal Sedlák, Ph.D.
Teacher(s): Mgr. Bc. Michal Sedlák, Ph.D.
Annotation -
The seminar discusses the topics of immersive virtual reality from multiple points of view. Theoretical background and terminology related to virtual reality is introduced. Students learn about user interface of virtual reality and human-computer interaction. User experience from immersive virtual reality is discussed. Each student prepares a contribution in the form of a presentation. In the middle of the semester, a guest lecturer is invited to give an expert lecture. By the end of the semester, a field trip to the VR Centre is conducted.
Last update: Holan Tomáš, RNDr., Ph.D. (08.09.2024)
Course completion requirements -

To be accredited it is necessary to:

• attend the seminar regularly (2 unexcused absences allowed);

• give a presentation of your work.

Last update: Holan Tomáš, RNDr., Ph.D. (08.09.2024)
Literature -

• Bailenson, J. (2018). Experience on demand: What virtual reality is, how it works, and what it can do. WW Norton & Company.

• LaValle, S. M. (2023). Virtual reality. Cambridge university press.

• Sherman, W. R., & Craig, A. B. (2018). Understanding virtual reality: Interface, application, and design. Morgan Kaufmann.

• Papagiannis, H. (2017). Augmented human: How technology is shaping the new reality. O'Reilly Media, Inc.

• Jerald, J. (2015). The VR book: Human-centered design for virtual reality. Morgan & Claypool.

• Slater, M., Gonzalez-Liencres, C., Haggard, P., Vinkers, C., Gregory-Clarke, R., Jelley, S., ... & Silver, J. (2020). The ethics of realism in virtual and augmented reality. Frontiers in Virtual Reality, 1, 512449.

• Research papers in scientific journals.

Last update: Holan Tomáš, RNDr., Ph.D. (08.09.2024)
Syllabus -

• Application of immersive virtual reality: game and experience use, therapeutic use, simulation use, training use, rehabilitation use, communication use, relaxation use, educational use.

• Objective reality, virtual reality (VR), and virtual environment (VE). Difference between VR and VE.

• Hardware for virtual reality: 2D imaging devices, 3D imaging screens, head-mounted displays (HMDs), audio production devices, haptic devices, omnidirectional treadmills.

• Properties of virtual reality : interactivity, spatial depth perception, 3D visualization and 3D imaging.

• Psychological phenomena of virtual reality: involvement, immersion, sense of presence, dimensions of sense of presence.

• Types of virtual reality: non-immersive VR (non-iVR), immersive VR (iVR), fully-immersive VR (fully-iVR), future types of VR.

• Scientific use of virtual reality: VR as an object of research, VR as a method for research, VR application research.

• Guest lecture from an expert in the field of immersive virtual reality.

• Utilization of immersive virtual reality in mental health care.

• Field trip to the Centre for Virtual Reality in Mental Health and Neuroscience (VR Centre) at National Institute of Mental Health CZ (NIMH CZ).

Last update: Holan Tomáš, RNDr., Ph.D. (08.09.2024)
 
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