Completed: / exercises

Coursework at a Glance: Modules, Homework, Quizzes, the Final Project, and Exam

Tasks Readings / Due Date
MODULE 1: Introduction, Bird's-Eye View Ch. 1, 2
HW1: VR Cardboard Setup 2024-08-16 23:59
HW2: VR Critic 2024-08-17 23:59
QUIZ 1: Introduction, Bird's-Eye View 2024-08-18 23:59
MODULE 2: Geometry of Virtual Worlds Ch. 3
HW3: The Room 2024-08-28 23:59
QUIZ 2: Geometry of Virtual Worlds 2024-09-01 23:59
MODULE 3: Light and Optics Ch. 4
QUIZ 3: Light and Optics 2024-09-08 23:59
HW4: Twisters 2024-09-11 23:59
MODULE 4: The Physiology of Human Vision Ch. 5
QUIZ 4: The Physiology of Human Vision 2024-09-15 23:59
MODULE 5: Visual Perception Ch. 6, 12
HW5: Bad Visuals 2024-09-18 23:59
QUIZ 5: Visual Perception 2024-09-22 23:59
HW6: Bad Design 2024-09-25 23:59
MODULE 6: Tracking Systems Ch. 8, 9
QUIZ 6: Tracking Systems 2024-09-29 23:59
HW7: Color Perception 2024-10-03 23:59
MODULE 7: Visual Rendering Ch. 7
QUIZ 7: Visual Rendering 2024-10-06 23:59
HW8: Vection 2024-10-09 23:59
MODULE 8: Audio Ch. 11
QUIZ 8: Audio 2024-10-13 23:59
MODULE 9: Interfaces Ch. 13
QUIZ 9: Interfaces 2024-10-20 23:59
MODULE 10: General Topics
The Final Exam: Attempt 1 activates starting at 18:00 until 2024-10-29 22:00
The Final Exam: Attempt 2 activates starting at 18:00 until 2024-11-01 22:00
The Final Project 2024-11-03 23:59

Learning Materials

Learning Modules

MODULE 1: Introduction and Bird’s-Eye View

Module Duration: 6 hours of lectures and quizzes.
Topics:
Instructors:
Learning Outcomes:
After completing this module, students will be able to set up and use a VR headset, run various VR applications, and gain an understanding of the critical components involved: hardware, software, and human perception. Students will also learn to critically evaluate VR applications based on best practice guidelines for VR development.
Applications of the Module:
Students will acquire essential skills necessary for developing more effective, comfortable, and advanced VR systems, applicable across the VR industry.

MODULE 2: Geometry of Virtual Worlds

Module Duration: 6 hours of lectures and quizzes.
Topics:
Instructors:
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
After completing this module, students will master matrix algebra and quaternion operations to accurately represent and manipulate 3D models in virtual environments. They will gain a deep understanding of how these mathematical tools are used to facilitate complex transformations necessary for creating dynamic and interactive virtual worlds and for rendering these worlds.
Applications of the Module:
The skills acquired in this module are applicable across a wide range of fields, including game design, computer graphics, computer vision, robotics, and VR/XR applications.

MODULE 3: Light and Optics

Module Duration: 3 hours of lectures and quizzes.
Topics:
Instructors:
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
Upon completing this module, students will understand the physics of light propagation and its interaction with head-mounted displays (HMDs) and the human optical system. They will grasp how these interactions impact the quality and comfort of VR experiences, laying the foundation for more advanced studies in optical engineering.
Applications of the Module:
This module outlines the fundamentals of optical engineering, which are crucial for the development of next-generation VR/XR optics.

MODULE 4: The Physiology of Human Vision

Module Duration: 5 hours of lectures and quizzes.
Topics:
Instructors:
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
Upon completing this module, students will understand how photoreceptors and neural structures in the eyes and brain shape our perception of the external environment, essentially creating an optical illusion of reality. They will also learn how understanding human vision physiology is leveraged by VR technologies to engineer another kind of optical illusion: immersive virtual reality experiences.
Applications of the Module:
This module covers the fundamentals of human vision physiology and neuroscience, essential for determining key VR display requirements such as screen resolution and field of view (FOV). These principles are crucial for VR developers to optimize the visual quality of VR systems.

MODULE 5: Visual Perception

Module Duration: 5 hours of lectures and quizzes.
Topics:
Instructors:
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
Upon completing this module, students will understand the importance of depth perception, color perception, and motion perception on designing comfortable and effective VR display technologies and perceptual experiences.
Applications of the Module:
This module delves into the fundamentals of perceptual processes, which are essential for future perceptual engineers working on advanced display technologies and developing VR experiences.

MODULE 6: Tracking Systems

Module Duration: 6 hours of lectures and quizzes.
Topics:
Instructors:
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
After completing this module the students will learn about various VR tracking systems and the human vestibular system, to understand how motion is being tracked in real world and in VR applications. The students will also learn how human senses interact with engineered sensors and the mathematical models and computations needed to perform accurate motion tracking and prevent drift.
Applications of the Module:
This module provides foundational knowledge applicable in designing tracking technologies in various applications: from VR and robotics to automotive, aerospace, and military applications.

MODULE 7: Visual Rendering

Module Duration: 4 hours of lectures and quizzes
Topics:
Instructors:
Dr. M.Manivannan, IIT Madras Faculty.
Dr. Kaushik Mitra, IIT Madras Faculty.
Learning Outcomes:
Upon completing this module, students will have a comprehensive understanding of the principles, techniques, and challenges involved in rendering visuals for virtual reality experiences.
Applications of the Module:
This module outlines the principles, techniques, and challenges involved in rendering visuals for virtual reality experiences used in popular VR applications/games.

MODULE 8: Audio

Module Duration: 4 hours of lecture and Tutorial
Topics:
Instructors:
Dr. M.Manivannan, IIT Madras Faculty.
Dr. Kaushik Mitra, IIT Madras Faculty.
Learning Outcomes:
Upon completing this module, students will become familiar with Spatial Audio Rendering Techniques and the challenges in incorporating spatial audio in VR..
Applications of the Module:
This module outlines the fundamentals of Spatial Audio and the design challenges in incorporating audio in VR environments.

MODULE 9: Interfaces

Module Duration: 4 hours of lecture and Tutorial
Topics:
Instructors:
Dr. M.Manivannan, IIT Madras Faculty.
Dr. Kaushik Mitra, IIT Madras Faculty.
Learning Outcomes:
Upon completing this module, students will have a proficiency in Interface Design Techniques and mastery of Interaction Modalities
Applications of the Module:
This module outlines the fundamentals of interface design and knowledge, skills, and abilities necessary to design immersive and user-centric VR interfaces that enhance user experiences in VR.

MODULE 10: General Topics

Module Duration: 4 hours of lecture and Tutorial
Topics:
Instructors:
Dr. M.Manivannan, IIT Madras Faculty.
Dr. Kaushik Mitra, IIT Madras Faculty.
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
Upon completing this module, students will understand the limitations of the current VR technologies and the current trend on how it is evolving.
Applications of the Module:
This module outlines the challenges in VR and the recent trends so that the students can expect next milestones in VR.
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