Cross Reality (5 cr)
Code: HTGP0330-3003
General information
Enrollment
20.11.2023 - 04.01.2024
Timing
08.01.2024 - 20.05.2024
Number of ECTS credits allocated
5 op
Mode of delivery
Face-to-face
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
20 - 25
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Kalle Raijonkari
Groups
-
HTG22S1Bachelor's Degree Programme in Business Information Technology
-
ZJA24KIAvoin amk, tiko
- 12.01.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 19.01.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 26.01.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 02.02.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 09.02.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 16.02.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 23.02.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 08.03.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 15.03.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 22.03.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 05.04.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 12.04.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 19.04.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 26.04.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
- 03.05.2024 09:45 - 12:15, Cross Reality HTGP0330-3003
Objectives
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.
Learning materials and recommended literature
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 using the Unity XR Interaction Toolkit and AR Foundation. During the course the students will produce a minimum viable product of an XR application
Practical training and working life connections
Special lecture from the experts concerning the topic and experiencing existing XR experiences during the course.
Exam dates and retake possibilities
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
Alternative completion methods
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: 25 %
Assignments and project work: 65 %
Project report and summary: 10 %
Further information for students
The course course activity is measured by attendance and individual assignments assessed as Pass/Fail. The final assessment for the XR-project, and the evaluation of the student's progress is given in a face-to-face discussion at the end of the course.
Evaluation scale
0-5
Evaluation criteria, satisfactory (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.
Evaluation criteria, good (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.
Evaluation 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.
Prerequisites
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.