XR Technologies and Ecosystems (15 cr)
Code: KX00ED31-3002
General information
Enrollment
02.05.2022 - 04.09.2022
Timing
22.08.2022 - 15.12.2022
Number of ECTS credits allocated
15 op
Mode of delivery
Contact teaching
Unit
School of Media, Design and Conservation
Campus
Hämeentie 135
Teaching languages
- Finnish
Seats
0 - 20
Degree programmes
- Design
Teachers
- Turkka Loimisto
- Markku Luotonen
Teacher in charge
Turkka Loimisto
Groups
-
KXE21S1XRXR Design
Objective
The student is able to implement XR applications on various platforms using game engines and software. The student is aware of the opportunities and limitations of XR technologies and different ecosystems and is familiar with the prospects of the industry.
Content
The student gets acquainted with different XR technologies and environments through a project. During the course, the student will design and produce XR applications utilising and supplementing previously acquired knowledge and skills.
- XR application design process: ideation, scheduling, project management, resourcing and implementation
- Knowledge of XR technology
- Further development of 3D modelling skills
- Further development of game engine skills
Teaching methods
Kurssilla perehdytään VR- ja AR-sovellusten luomisen työnkulkuihin.
Opintojakson osaamistavoitteet:
Opiskelija osaa toteuttaa XR-sovelluksia eri alustoille hyödyntäen pelimoottoreita ja alan ohjelmistoja. Opiskelija tuntee XR-teknologioiden ja eri ekosysteemien mahdollisuudet sekä rajoitteet ja on perehtynyt alan tulevaisuuden näkymiin.
Edeltävä osaaminen
Opiskelijalla pitää olla suoritettuna opintojakso ”3D-ohjelmistot, polygonimallinnus ja animaatio” ja Pelimoottorit ja reaaliaikainen renderointi".
Opintojakson sisältö
Opiskelija tutustuu projektityökentelyn kautta erilaisiin XR-teknologioihin ja -ympäristöihin. Opintojaksolla suunnitellaan ja toteutetaan XR-sovelluksia aiemmin opittua hyödyntäen ja täydentäen.
- XR-sovelluksen suunnitteluprosessi, ideointi, aikataulutus, projektinhallinta, resurssointi ja toteutus
- XR-teknologian tuntemus
- 3D-mallinnusosaamisen syventäminen
- pelimoottoriosaamisen syventäminen
Evaluation scale
0-5
Assessment criteria, satisfactory (1)
The student is able to implement XR applications on different platforms using game engines and industry software. The student is familiar with the possibilities and limitations of XR technologies and different ecosystems and is familiar with the future prospects of the field. He has completed the duties approved.
Assessment criteria, good (3)
The student is able to implement XR applications well on different platforms using game engines and industry software. The student is familiar with the possibilities and limitations of XR technologies and different ecosystems and is familiar with the future prospects of the field. He has completed the tasks of the course well and has been able to apply the lessons learned in completing them.
Assessment criteria, excellent (5)
The student is able to implement commendable XR applications on various platforms using game engines and industry software. The student is familiar with the possibilities and limitations of XR technologies and different ecosystems and is familiar with the future prospects of the field. He has completed the tasks of the course, applying what he has learned with particular merit.
Assessment criteria, approved/failed
The student is able to implement XR applications on different platforms using game engines and industry software. The student is familiar with the possibilities and limitations of XR technologies and different ecosystems and is familiar with the future prospects of the field. He has completed the duties approved.
Prerequisites
The student must have completed the course “3D Software, Polygon Modelling and Animation” and “Game Engines and Real-Time Rendering”.