Course Unit Code | 545-0168/05 |
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Number of ECTS Credits Allocated | 5 ECTS credits |
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Type of Course Unit * | Compulsory |
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Level of Course Unit * | First Cycle |
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Year of Study * | Third Year |
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Semester when the Course Unit is delivered | Winter Semester |
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Mode of Delivery | Face-to-face |
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Language of Instruction | Czech |
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Prerequisites and Co-Requisites | Course succeeds to compulsory courses of previous semester |
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Name of Lecturer(s) | Personal ID | Name |
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| BEN170 | Ing. Filip Beneš, Ph.D. |
Summary |
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The aim of the course is to familiarize students with the application potential of expanded and virtual reality across the spectrum of human activities. Students will get acquainted with basic concepts related to these technologies, systems for creation of their content and in the practical part will create their own applications.
Within this course students will be acquainted with practical and useful applications in economics, marketing and environment of business centers, industry and human / machine interfaces. |
Learning Outcomes of the Course Unit |
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The aim of the course is to familiarize students with the application potential of expanded and virtual reality across the spectrum of human activities. Students will get acquainted with basic concepts related to these technologies, systems for creation of their content and in the practical part will create their own applications.
Within this course students will be acquainted with practical and useful applications in economics, marketing and environment of business centers, industry and human / machine interfaces. |
Course Contents |
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1. History of Virtual (VR) and Augmented Reality (AR)
2. Basic concepts and theoretical background of VR and AR
3. Web Interface for AR / VR
4. AR / VR Content Creation Tools
5. Application potential of AR / VR in construction and architecture
6. Application potential of AR / VR in economics, marketing and retail
7. Application potential of AR / VR in healthcare and systems to improve quality of life
8. Application potential of AR / VR in the entertainment industry
9. AR / VR in logistics and warehouse management
10. AR VR as a tool for BIM
11. AR / VR in education and training of workers
12. AR / VR and its role in Industry 4.0
13. Hazards associated with AR / VR
14. Future of AR / VR |
Recommended or Required Reading |
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Required Reading: |
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AUKSTAKALNIS, Steve. Practical augmented reality: a guide to the technologies, applications and human factors for ar and vr. 1st edition. Old Tappan, NJ: Pearson Education, Inc., 2016. ISBN 9780134094236.
KADLEC, Josef. Covid-proof virtual trainer: a complete guide to video tech and tools for online education including online coaching, webinars, on-the-job learning and courses in virtual reality. [Česko]: Josef "José" Kadlec, 2020. ISBN 978-80-270-8251-3.
Virtual, augmented and mixed reality. New York, NY: Springer Berlin Heidelberg, 2017. ISBN 9783319579863.
PRODROMOU, Theodosia. Augmented reality in educational settings. Boston: Brill/ Sense, 2020. |
KLÁN, Petr a Tomáš MARIANČÍK. Jak stavět virtuální světy v metaverzu Neos: LogiX, avatary, Neos, virtuální realita. Litomyšl: H.R.G. spol. s r.o., 2019. ISBN 978-80-88320-26-5.
KEBO, Vladimír a Oldřich KODYM. Virtuální realita a řízení procesů: [odborná publikace]. Ostrava: VŠB-TU Ostrava ve vydavatelství Montanex, 2011. ISBN 978-80-7225-361-6.
ORŠULÁK, Tomáš a Jan PACINA. 3D modelování a virtuální realita. Ústí nad Labem: Tomáš Mikulenka, 2012. ISBN 978-80-904927-4-5.
AUKSTAKALNIS, Steve. Practical augmented reality: a guide to the technologies, applications and human factors for ar and vr. 1st edition. Old Tappan, NJ: Pearson Education, Inc., 2016. ISBN 9780134094236. |
Recommended Reading: |
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MAYER, Richard E., ed. The Cambridge handbook of multimedia learning. Second edition. New York: Cambridge University Press, 2014. ISBN 978-1-107-61031-6.
YANG, Kenneth C. C. Cases on immersive virtual reality techniques. Hershey, PA: Engineering Science Reference, [2019].
NIXON, David. Beginning unreal game development: foundation for simple to complex games using unreal engine 4. West Palm Beach, FL: Apress, [2020]. ISBN 978-1-4842-5638-1.
OKITA, Alex. Learning C# programming with Unity 3D. Second edition. Boca Raton, FL: CRC Press/Taylor & Francis Group, 2019. ISBN 9781138336827. |
RYAN, Marie-Laure. Narativ jako virtuální realita: imerze a interaktivita v literatuře a elektronických médiích. Přeložil Eva KRÁSOVÁ. Praha: Academia, 2015. Možné světy. ISBN 978-80-200-2507-4.
SLABÝ, Antonín. Počítačová grafika. Hradec Králové: Gaudeamus, 2012. ISBN 978-80-7435-208-9.
MYŠKA, Karel a Michal MUNZAR. Grafika a základy videotvorby. Hradec Králové: Gaudeamus, 2014. ISBN 978-80-7435-457-1.
MAYER, Richard E., ed. The Cambridge handbook of multimedia learning. Second edition. New York: Cambridge University Press, 2014. ISBN 978-1-107-61031-6. |
Planned learning activities and teaching methods |
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Lectures, Tutorials, Project work |
Assesment methods and criteria |
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Task Title | Task Type | Maximum Number of Points (Act. for Subtasks) | Minimum Number of Points for Task Passing |
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Credit and Examination | Credit and Examination | 100 (100) | 51 |
Credit | Credit | 30 | 17 |
Examination | Examination | 70 | 34 |