LEARNING OUTCOMES
On successful completion of this course, students will be able to:
- Apply basic design principles of VR.
- Design and create a virtual world.
- Identify and discuss new innovations in VR.
Credits: 6
Schedule: 24.10.2022 - 01.12.2022
Teacher in charge (valid for whole curriculum period):
Teacher in charge (applies in this implementation): Lily Diaz-Kommonen
Contact information for the course (applies in this implementation):
The contents of the course will be disseminated via online lectures/presentations on Mondays and "immersion sessions" at the VR Hub (Harald Herlin Learning Center) and/or VR Studios (Aalto Studios) every Thursday. Facilities at Aalto Studios will be available for students use. The responsible teacher is Lily Diaz-Kommonen with Gautam Vishwanath and Tania Chumaira.
Please join us on Slack - Building Virtual Worlds (also used for other courses in the minor)
- https://join.slack.com/t/buildingvirtualworlds/shared_invite/zt-1i7cubiys-KsG0Tt3zgfUKoESTiByMkg
- Use the channel for #designing-virtual-worlds-2022
CEFR level (valid for whole curriculum period):
Language of instruction and studies (applies in this implementation):
Teaching language: English. Languages of study attainment: English
CONTENT, ASSESSMENT AND WORKLOAD
Content
valid for whole curriculum period:
Participants learn the basics of designing and implementing a virtual world. The presentations in the course touch on a diversity topics related to the process of design:
- Cultural history of virtual reality and anthropology of the human senses;
- Information architecture, content domain development and making a production schedule
- Scenario design, storyboarding; and user studies research
- Interaction design, user interface and narrative;
- Basics of coding a VR application (Basic coding example);
- Using sound for storytelling.
We also touch, albeit not as deeply as might be the case in a longer course, on critical issues regarding the use of immersive technologies.
applies in this implementation
What the course IS about
⁃ Basics of designing and implementing a virtual world
⁃ Cultural history of virtual reality
What the course IS NOT about
⁃ Programming in Unity 3D
• No other VR frameworks, e.g., VRTK, OpenVR, AR framework …
• 3D Modeling and Animation (see Animation for Games and VR D)
• Spatial Sound (see Immersive Sound)
• HCI principles (see Human-Computer Interaction)
• Bigger VR projects (see Independent Study in VR)
Check out: Man under the bridge - VR experience
Assessment Methods and Criteria
valid for whole curriculum period:
A minimum of 80% attendance is required.
Assessment is based on attendance and participation (20%) and quality of works submitted (80%) throughout the course.
Students works are evaluated using the following criteria:
- Completion of task on time 20%,
- Originality of contents and ideas, 20%
- Understanding of design aspects 20%
- Technical implementation 20%
applies in this implementation
Main activities in the class
As part of the activities of the class, students are guided through the task of designing and building a concept for a world. Participants are organized into groups and work together to carry on the exercise during the duration of the course. Learning outcomes include being able to design and implement a prototype of a world.
Engage in critical dialogues and discussions about the topic of virtual reality and its impact on the world. Learning outcomes include familiarization with current theoretical points of view about the importance of virtual reality.
Workload
valid for whole curriculum period:
Lectures, tutorials, independent study, assignments, readings.
6 ECTS ≈ 160h
- Contact teaching: 30h
- Independent study: 130h
applies in this implementation
Workload
The course is divided into six (6) direct contact sessions of three (3) hours length. Typically, a session includes Thirty (30) minutes lecture on a given topic; a one (1) hour pragmatic presentation and one (1) hour Q&A + discussion. It is expected that there will be an additional participation of seventy-two (72) hours of group work outside of class and a remainder of thirty-nine (39) hours devoted to readings.
DETAILS
Study Material
applies in this implementation
Study Material
Reading materials from various authors such as Katherine Hayles (How We Became Posthuman) and Chris Salter (Entangled: technology and the transformation of performance) will be distributed throughout the course.
Substitutes for Courses
valid for whole curriculum period:
Prerequisites
valid for whole curriculum period:
SDG: Sustainable Development Goals
8 Decent Work and Economic Growth
9 Industry, Innovation and Infrastructure
FURTHER INFORMATION
Further Information
valid for whole curriculum period:
Teaching Language : English
Teaching Period : 2022-2023 Autumn II
2023-2024 Autumn IIEnrollment :
Minimum amount of participants: 8
Maximum amount of participants varies according to the implementation of the course.Registration for Courses: Sisu.
Priority order to courses is according to the order of priority decided by the Academic committee for School of Arts, Design and Architecture:
https://www.aalto.fi/en/services/registering-to-courses-and-the-order-of-priority-at-aalto-arts
Details on the schedule
applies in this implementation
Assignment schedule
1. Create a concept for a world that you would like to build. Due date: 31/10.
2. Design an information architecture for your world, due date. Due date: 07/11.
3. Design a storyboard for your world that also outlines interfaces for navigation. Due date: 14/11
4. Add sound to your world. Due date: 21/11
5. Complete an initial prototype of your world. Due date: 28/11.