Siirry suoraan sisältöön

Cross Reality (5 cr)

Code: HTGP0330-3002

General information


Enrollment

01.11.2022 - 05.01.2023

Timing

09.01.2023 - 19.05.2023

Number of ECTS credits allocated

5 op

Mode of delivery

Face-to-face

Unit

Liiketoimintayksikkö

Teaching languages

  • English

Seats

0 - 25

Degree programmes

  • Bachelor's Degree Programme in Business Information Technology

Teachers

  • Kalle Raijonkari

Groups

  • ZJA23KI
    Avoin AMK, tiko
  • HTG21S1
    Bachelor's Degree Programme in Business Information Technology
  • ZJK23KI
    Korkeakoulujen välinen yhteistyö, TIKO
  • 29.03.2023 09:30 - 12:15, Cross Reality HTGP0330-3002
  • 05.04.2023 09:30 - 12:15, Cross Reality HTGP0330-3002
  • 12.04.2023 09:45 - 12:15, Cross Reality HTGP0330-3002
  • 19.04.2023 09:45 - 12:15, Cross Reality HTGP0330-3002
  • 26.04.2023 09:45 - 12:15, Cross Reality HTGP0330-3002
  • 03.05.2023 09:45 - 12:15, Cross Reality HTGP0330-3002
  • 10.05.2023 09:15 - 12:15, Cross Reality HTGP0330-3002

Objective

The object of the course:
Have you ever wondered what kind of technologies hides behind the term Cross Reality, XR? Do you know that the XR consists of Virtual Reality, Augmented Reality and Mixed Reality (and others yet to be invented)? If you do you might be perhaps interested in developing to these environments?

If you answered "yes" this course might suit you well!

Course competences:
Cross-disciplinary competence in games

The learning objectives of the course:
The goal for your studies in this course is to get familiar with different aspects of Cross Reality, to learn to use technologies and frameworks to develop content in the XR. You will also learn how the XR is applied in different industries.

Content

In this course we will focus on getting familiar with different (HW) equipment and tools to support the development in Cross Reality. We will learn how the XR industry is making development projects and how they are using the modern technology to develop and to capture real-life environments.

Oppimateriaali ja suositeltava kirjallisuus

Bucher J. Storytelling for Virtual Reality Methods and Principles for Crafting Immersive Narratives, 2017

Teaching methods

The course will be delivered as face-to-face lectures and independent assignments. The course consists of case study, problem-based learning and project-based learning. The course will be implemented by general lectures, learning assignments and practical project work. During the course the students will become acquainted with different XR-technologies and devices, and they will learn the foundations of XR development process. During the course the students will produce a minimum viable product of an XR application

Employer connections

Special lecture from the experts concerning the topic and experiencing existing XR experiences during the course.

Exam schedules

There will be no exam during this course. The XR project, project report and project summary are in the main role concerning the assessment. Individual smaller assignments will be assessed during the course, which influence the final grade based on student activity.

In the case the student is unable to return the assignments, project report and summary in time, please be in contact with the lecturer responsible of the course

Vaihtoehtoiset suoritustavat

You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.



The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.

Student workload

Course workload is 5 ECTS = approx. 135 hours.

Lectures, individual tasks and self-reflection: 20 %
Project work and workshops: 70 %
Project report and summary: 10 %

Evaluation scale

0-5

Arviointikriteerit, tyydyttävä (1-2)

Sufficient (1): You have knowledge in the area of Cross Reality. You know the concepts and terms of Cross Reality and you know what they mean. You know the tools and technologies that can be used to develop in XR.

Satisfactory (2): You understand how the tools and technologies can be used to develop XR-projects in various industries.You also understand why it is meaningful to use possibilities the XR offers.

Arviointikriteerit, hyvä (3-4)

Good (3): You understand the concepts and tools in Cross Reality and can apply them in real-life development project. You have an understanding to select the ones that suits best for the problem at hand.

Very good (4): You understand the concepts and tools in Cross Reality thoroughly and will be able to analyze the impact of the develop product. You can work in a steering role in the development projects.

Assessment criteria, excellent (5)

Excellent (5): You can analytically discuss about the concepts in Cross Reality and present and defend (based on knowledge and evidence) your opinions. You can question the presented information and give valid options. You can work as team lead in the development projects.

Qualifications

You will need to have game engine skills to attend this course. To be an effective XR-developer you need to have solid project management skills and overall understanding of the software engineering.