Course Syllabus
Course Title: Virtual & Augmented Reality
Course Number:
CS 499/559
Credit Hours: 4
Session: Spring/ 2025
Meeting Times
- Lecture:
- MF 1pm-1:50pm in WNGR 287 - Weniger Hall 287 (GP) (3/31 to 6/6)
- Laboratory:
- W 12pm-1:50pm in BAT 244 - Batcheller Hall 244 (3/31 to 6/6)
- W 2pm-3:50pm in BAT 244 - Batcheller Hall 244 (3/31 to 6/6)
- Instructor Information
- Raffaele de Amicis, Associate Professor
- Raffaele.deamicis@oregonstate.edu
- Office Location 3105 Kelley Engineering Center
Links to Dr. De Amicis' website
Course Description
The course “Virtual and Augmented Reality” (VR/AR) is envisioned as an interdisciplinary learning experience to provide students with both an understanding of the fundamentals of VR/AR and to gain practical experience. The overall question driving this course is how to create a satisfying immersive and interactive experience. This course will teach students about one of the most important aspects of VR/AR, how to design an immersive world, specifically how to build a VR/AR User Experience, and the necessary skills to implement realistic, interactive, and immersive VR/AR applications. This course has been designed for those with no or little previous experience in VR/AR, interested in how to bring their ideas onto this new platform. The course will be calling everyone to create, learn and explore.
I look forward to sharing my experience in VR and AR with you, and I am very excited to see what you will design.
Measurable Student Learning Outcomes
Upon successful completion of this course, students will be able to:
- Demonstrate Technical Proficiency in VR/AR Development:
- Explain and apply the techniques, processes, and technologies used in creating immersive VR/AR experiences.
- Utilize industry-standard tools (e.g., Unreal Engine, Blueprint visual scripting) and VR hardware to construct interactive environments, as evidenced by weekly lab assignments and the final project.
- Exhibit Critical Awareness of VR/AR Context:
- Articulate the historical evolution and theoretical underpinnings of VR/AR, analyzing how these frameworks inform current practices.
- Evaluate case studies and real-world applications to understand the broader implications and future trends in immersive technologies.
- Design, Develop, and Evaluate Immersive Experiences:
- Conceptualize and implement a complete VR/AR application that integrates principles of user experience design, interaction techniques, and technical optimization.
- Assess the usability and performance of their creations through iterative testing, user feedback, and formal evaluation methods.
- Identify and Develop Research Topics in VR/AR:
- Critically examine emerging trends and challenges within the VR/AR domain to propose innovative solutions and potential areas for further research.
- Demonstrate the ability to conduct focused inquiries that contribute to the advancement of VR/AR technologies.
Lectures Topics:
- Overview of the course, syllabus, grading policies, and project requirements.
- Introduction to VR/AR: Basic Concepts and History
- Creation, Representation, and Modeling of Virtual Worlds
- Cover various 3D modeling techniques (manual, procedural, and scanning).
- Explain scene graphs and optimization strategies to ensure real-time performance.
- Discuss file formats and integration into runtime environments.
- Technical Aspects of VR/AR Systems
- Detail input devices (tracking systems, sensors) and output devices (displays, haptics, audio).
- Explain system integration and how the hardware and software work togethe
- Perceptual Aspects of VR
- Detail input devices (tracking systems, sensors) and output devices (displays, haptics, audio).
- Explain system integration and how the hardware and software work together
- Interaction Techniques within Virtual Worlds
- Compare natural, intuitive interactions (gestures, speech, body movement) with traditional interfaces.
- Focus on techniques for object manipulation, navigation, and real-time user feedback.
- Focus on Augmented Reality
- Highlight unique AR challenges such as real-time registration, blending virtual with real content, and occlusion handling.
- Compare AR to VR in terms of design and user experience, with a look toward current applications and future trends.
- Case Studies and Practical Applications
- Provide examples from domains like training, architecture, gaming, and medicine.
- Analyze real-world applications to illustrate theoretical and technical concepts.
- Validation of Immersive User Experience: Usability and Cognitive Load
- Usability Evaluation: Methods and metrics (e.g., task success rates, error frequency, user satisfaction surveys, think-aloud protocols, SSQ, and Presence Questionnaires).
- Cognitive Load Analysis: measurement approaches like NASA-TLX, and strategies to minimize cognitive effort without sacrificing immersion.
- Validation Strategies: Case studies, experiments, and iterative refinement approaches based on objective and subjective measures.
Laboratory Hands-On Experience:
- Introduction to Unreal Engine
- Familiarize students with the Unreal Engine interface, basic navigation
- Start constructing a simple scene within Unreal Engine.
- Explore asset import, level design, and scene organization.
- Introduce Blueprint visual scripting to create interactive elements.
- Setting Up a VR Project
- Familiarize students with the VR hardware setup.
- Learn how to configure Unreal Engine for VR development.
- Understand project settings, input configurations, and hardware integration
- Discuss VR fundamentals and design considerations.
- Blueprints for VR Interactions
- Focus on VR interactions like teleportation and object selection.
- Packaging, Deployment & Cross-Platform Considerations
- Learn how to package a VR application for distribution.
- Address deployment challenges across different VR hardware.
- Creating VR User Interfaces (UI)
- Designing and implementing UIs in VR.
- Understand challenges such as depth, readability, and interaction in 3D space.
- Enhancing Interactions and Physics-Based Objects
- Integrate physics-based interactions to improve realism.
- Expand on user interaction beyond simple triggers.
- Advanced VR Interactions and Animation
- Develop more advanced VR interactions, including multi-object manipulation and animation blending.
- Enhance user feedback (haptics, visual cues).
- 3D Scanning & 360° VR Capture
- Introduce techniques for 3D scanning using reality capture tools.
- Learn to record and integrate 360° video into VR experiences.
Learning Resources
The learning resources for this course are diverse and designed to support your exploration of both theoretical and practical aspects of VR/AR. There is no required textbook; instead, we will rely on a combination of lecture and laboratory notes, supplemented by accessible digital assets available through the OSU Valley Library.
Course Expectations and Policies
Finally, the following guidelines will create a comfortable and productive learning environment throughout the semester.
You can expect me:
- To start and end class on time.
- To assign homework that adequately covers the material and meets the learning objectives of the course while adhering to the time expectations for a 4 credits course.
- To give exams that accurately reflect the material covered in class and assigned in homework.
I can expect you:
- To come to class on time.
- To be attentive and engaged in class.
- To spend an adequate amount of time on homework each week, making an effort to solve and understand each problem.
- To engage with both the theoretical and computational sides of the material.
- To seek help when appropriate.
Students' Recording of Classes
No student may record any classroom activity without express written consent from me. If you have (or think you may have) a disability such that you need to record or tape classroom activities, you should contact the Office of Equal Opportunity Services, Disability Resources to request an appropriate accommodation
Instructional Methods
Project and Lab Assignments are a major part of this course. Lectures and lab sessions will prepare the class for the design of virtual/augmented reality applications in particular areas of interest. Students will then design a complete virtual reality application, document the projects using a website, and demonstrate them.
Evaluation of student performance
|
Category |
Weight |
|
Homework Assignments |
40 |
|
Development Assignments |
60 |
|
TOTAL |
100 |
Late Assignments
For each day of delay, the grade will be reduced by 10%. A maximum delay of 5 days is allowed, afterward, the final grade will be equal to 0 points. If there is a reason as to why your assignment will be late (e.g. sickness, job interviews, etc.), you must contact me (email is fine) at least FOUR days before the assignment due date. Otherwise, no extensions will be given. Emergencies are exempt from the FIVE-days rule. Be prepared to provide some details to the Office of the Dean of Students so they can assess the situation and offer advice about what should be done to make your transition back to class easier. Documentation is not required but may be a helpful factor as they explore specific options.
Grading Disputes
If you believe you have been incorrectly graded, you must contact your grader or the instructor within 3 days of receiving the grade in question. Late disputes will not be considered.
Homework Assignments - 40%
There will be 5/6 homework assignments to be turned in at the end of the class period. These will sometimes take the form of a short quiz on the lecture material, technological analysis, and usability testing.
Development Assignments - 60%
There will be 5 development assignments that will require students to design, develop, and validate a series of small interactive VR projects. Each assignment is structured to introduce and reinforce different interaction patterns, ensuring that students not only learn the theoretical underpinnings but also gain practical experience. By incrementally integrating these patterns, students will progressively build the skills necessary to create a complete immersive experience. This hands-on approach allows learners to experiment with, refine, and ultimately master the techniques essential for developing high-quality VR/AR applications.
Grading Scale
|
93% |
<= A < |
100% |
|
90% |
<= A - < |
93% |
|
88% |
<= B+ < |
90% |
|
83% |
<= B < |
88% |
|
80% |
<= B -< |
83% |
|
78% |
<= C+ < |
80% |
|
73% |
<= C < |
77% |
|
70% |
<= C- < |
73% |
|
68% |
<= D+ < |
70% |
|
63% |
<= D < |
68% |
|
60% |
<= D- < |
63% |
|
0% |
<= F < |
60% |
Prerequisites, co-requisites
- No prior Computer Graphics experience or knowledge is required, and any experience you have will only help.
- Experience with object-oriented programming and data structures is required or assumed.
- Knowledge of linear algebra (i.e., vector and matrix multiplication, dot and cross products) is required or assumed.
Student Conduct Expectations link: https://beav.es/codeofconduct
Basic Needs Statement
Any student who has difficulty affording groceries or accessing sufficient food to eat every day, or who lacks a safe and stable place to live, and believes this may affect their performance in a course, is urged to contact the Human Services Resource Center (HSRC) for support (hsrc@oregonstate.edu, 541-737-3747). The HSRC has a food pantry, a textbook lending program, and other resources to help such as access to a kitchen, a shower facility, washers/dryers, and lockers. Visit the HSRC website at http://studentlife.oregonstate.edu/hsrc for more details about the benefits available to all students at OSU.
Statement Regarding Students with Disabilities:
Accommodations for students with disabilities are determined and approved by Disability Access Services (DAS). If you, as a student, believe you are eligible for accommodations but have not obtained approval please contact DAS immediately at 541-737-4098 or at http://ds.oregonstate.edu. DAS notifies students and faculty members of approved academic accommodations and coordinates the implementation of those accommodations. While not required, students and faculty members are encouraged to discuss the details of the implementation of individual accommodations.
Link to Statement of Expectations for Student Conduct:
http://studentlife.oregonstate.edu/code
Diversity Statement:
The School of Electric Engineering and Computer Science strives to create an affirming climate for all students including underrepresented and marginalized individuals and groups. Diversity encompasses differences in age, color, ethnicity, national origin, gender, physical or mental ability, religion, socioeconomic background, veteran status, sexual orientation, and marginalized groups.
I believe diversity is the synergy, connection, acceptance, and mutual learning fostered by the interaction of different human characteristics.
Religious Holiday Statement:
Oregon State University strives to respect all religious practices. If you have religious holidays that are in conflict with any of the requirements of this class, please see me immediately so that we can make alternative arrangements.
Student Evaluation of Courses:
The online Student Evaluation of Teaching system opens to students on the Monday of dead week and closes on the Monday following the end of finals. Students will receive notifications, instructions, and link through their ONID. They may also log into the system via Online Services. Course evaluation results are extremely important and used to help improve courses and the learning experience of future students. Responses are anonymous (unless a student chooses to “sign” their comments agreeing to relinquish anonymity) and unavailable to instructors until after grades have been posted. The results of scaled questions and signed comments go to both the instructor and their unit head/supervisor. Anonymous (unsigned) comments go to the instructor only.
Reach Out for Success
University students encounter setbacks from time to time. If you encounter difficulties and need assistance, it’s important to reach out. Consider discussing the situation with an instructor or academic advisor. Learn about resources that assist with wellness and academic success at oregonstate.edu/ReachOut. If you are in immediate crisis, please contact the Crisis Text Line by texting OREGON to 741-741 or call the National Suicide Prevention Lifeline at 1-800-273-TALK (8255)
Student Bill of RightsOSU has twelve established student rights. They include due process in all university disciplinary processes, an equal opportunity to learn, and grading in accordance with the course syllabus: https://asosu.oregonstate.edu/advocacy/rights
Reach Out for Success*University students encounter setbacks from time to time. If you encounter difficulties and need assistance, it’s important to reach out. Consider discussing the situation with an instructor or academic advisor. Learn about resources that assist with wellness and academic success at oregonstate.edu/ReachOut. If you are in immediate crisis, please contact the Crisis Text Line by texting OREGON to 741-741 or call the National Suicide Prevention Lifeline at 1-800-273-TALK (8255)
Instructor Short Bio:
Hi everyone, I'm Dr. Raffaele De Amicis, I am an Associate Professor of Virtual and Augmented Reality and Software Engineering at Oregon State University. Over the course of my career, I have been the Principal Investigator on several multidisciplinary projects funded by organizations such as the National Science Foundation, the U.S. Economic Development Administration, the National Security Agency, the Oregon Manufacturing Innovation Center, the European Commission, and the North Atlantic Treaty Organization, with a total budget of over $52 million. I have authored 3 books, contributed to 30 scientific journal papers, and written or co-authored more than 177 peer-reviewed conference papers. Additionally, I have advised 7 Ph.D. students, 21 M.S. students, and 32 REU students.
I look forward to working with you all this term and helping you build the skills necessary for success in software engineering.
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Course Summary:
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