CSCI5460 Virtual Reality


Course code CSCI5460
Course title Virtual Reality
Course description This course introduces the fundamental and advanced research topics in virtual reality (VR), including VR tools & metaphors, multi-sensory interactions, geometric and behavior modelling, touch-enabled interfaces, real-time immersive navigation, human factor in VR, augmented reality systems, internet-based VR applications. The web-based virtual reality interfaces plus 3D graphics engines build up the developing tools for testing the innovative ideas/solutions for the advanced VR research and real-time applications.
Unit(s) 3
Course level Postgraduate
Prerequisite CSCI3260 
Exclusion CMSC5716
Semester 1 or 2
Grading basis Graded
Grade Descriptors A/A-:  EXCELLENT – exceptionally good performance and far exceeding expectation in all or most of the course learning outcomes; demonstration of superior understanding of the subject matter, the ability to analyze problems and apply extensive knowledge, and skillful use of concepts and materials to derive proper solutions.
B+/B/B-:  GOOD – good performance in all course learning outcomes and exceeding expectation in some of them; demonstration of good understanding of the subject matter and the ability to use proper concepts and materials to solve most of the problems encountered.
C+/C/C-: FAIR – adequate performance and meeting expectation in all course learning outcomes; demonstration of adequate understanding of the subject matter and the ability to solve simple problems.
D+/D: MARGINAL – performance barely meets the expectation in the essential course learning outcomes; demonstration of partial understanding of the subject matter and the ability to solve simple problems.
F: FAILURE – performance does not meet the expectation in the essential course learning outcomes; demonstration of serious deficiencies and the need to retake the course.
Learning outcomes At the end of the course of studies, students will have acquired the ability to
1. learn fundamental methodology in VR projects/systems.
2. build VR environments and web-based virtual effects.
3. realize the virtual immersion and interactions in VR.
4. apply VR techniques to the application via 3D graphics tools.
(for reference only)
Essay test or exam: 40%
Presentation: 10%
Others: 50%
Recommended Reading List 1. Virtual Reality Technology – 2nd Edition by Grigore Burdea and Philippe Coiffet, John Wiley, New York, 2003.
2. Touch in Virtual Environments, Haptics and the Design of Interactive Systems, by M. McLaughlin, J. Hespanha, G. Sukhatme, Pretice Hall, 2002.
3. Online WebGL homepage:
4. Learning WebGL tutorials:
5. Selected research papers in VR journals and conferences (e.g MIT PRESENCE, ACM VRST).
ARToolKit homepage:


CSCIN programme learning outcomes Course mapping
Upon completion of their studies, students will be able to:  
1. identify, formulate, and solve computer science problems (K/S);
2. design, implement, test, and evaluate a computer system, component, or algorithm to meet desired needs (K/S);
3. receive the broad education necessary to understand the impact of computer science solutions in a global and societal context (K/V); T
4. communicate effectively (S/V);
5. succeed in research or industry related to computer science (K/S/V);
6. have solid knowledge in computer science and engineering, including programming and languages, algorithms, theory, databases, etc. (K/S);
7. integrate well into and contribute to the local society and the global community related to computer science (K/S/V); TP
8. practise high standard of professional ethics (V);
9. draw on and integrate knowledge from many related areas (K/S/V);
Remarks: K = Knowledge outcomes; S = Skills outcomes; V = Values and attitude outcomes; T = Teach; P = Practice; M = Measured