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An introductory VR course for undergraduates incorporating foundation, experience and capstone

Published: 23 February 2005 Publication History

Abstract

This paper presents the structure, pedagogy and motivation for an introductory undergraduate course in Virtual Reality. The course is offered as an elective at the 400-level, hence students taking the course are juniors and seniors who have completed a substantial portion of their Computer Science curriculum. The course incorporates multiple components of VR theory and practice, including hardware and software survey and analysis, human perception, and applications. It also contains a semester-long, hands-on development component utilizing a specific virtual reality environment. In addition, because VR is a broad, multidisciplinary field of study, the course provides an ideal environment for incorporating capstone elements that allow undergraduate students to tie together many of the computing principles learned during their undergraduate academic careers.

References

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Computing Curricula 2001 Final Report. IEEE Computer Society Press. 2002.
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The DIVE Homepage. Retrieved from http://www.sics.se/dive on September 1, 2004.
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IEEE VR Panel on Teaching VR. R. Darken, moderator, IEEE Virtual Reality Conference. March 29-31, 2004. Chicago, IL.
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Java 3D API. Retrieved from http://java.sun.com/products/java-media/3D/ on September 1, 2004.
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NPSNET-V. Retrieved from http://www.npsnet.org/ npsnet/v/ on September 1, 2004.
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Rhodus, T. and Hoskins, J. Toward a Philosophy for Capstone Courses in Horticulture. Horticulture Technology. Vol 5, No. 2, (April-June 1995) p. 175--178.
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Sherman, W. and Craig, A. Understanding Virtual Reality: Interface, Application, and Design. Morgan Kaufman Publishers. 2003.
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Stansfield, S., Shawver, D., Sobel, A., Prasad, M., and Tapia, L. Design and Implementation of a Virtual Reality System and Its Application to Training Medical First Responders. Presence: Teleoperators and Virtual Environments. MIT Press Journals, Vol. 9, No. 6. (Dec. 2000) p. 524--556.
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Zeltzer, D. Autonomy, Interaction and Presence. Presence: Teleoperators and Virtual Environments, Vol. 1, No. 1. (1992) p. 127--132.

Cited By

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  • (2022)Actual Practicum Course vs. Virtual Living Lab in Tourism EducationMobile and Sensor-Based Technologies in Higher Education10.4018/978-1-6684-5400-8.ch010(202-231)Online publication date: 23-Sep-2022
  • (2017)What should a virtual/augmented reality course be?Proceedings of the European Association for Computer Graphics: Education papers10.2312/eged.20171027(59-62)Online publication date: 24-Apr-2017
  • (2016)Lowering the entry barrier for students programming virtual reality applicationsProceedings of the 37th Annual Conference of the European Association for Computer Graphics: Education Papers10.5555/3059068.3059074(33-36)Online publication date: 9-May-2016
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cover image ACM Conferences
SIGCSE '05: Proceedings of the 36th SIGCSE technical symposium on Computer science education
February 2005
610 pages
ISBN:1581139977
DOI:10.1145/1047344
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 February 2005

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Author Tags

  1. capstone
  2. course design
  3. virtual reality

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SIGCSE05
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SIGCSE05: Technical Symposium on Computer Science Education
February 23 - 27, 2005
Missouri, St. Louis, USA

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Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

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Cited By

View all
  • (2022)Actual Practicum Course vs. Virtual Living Lab in Tourism EducationMobile and Sensor-Based Technologies in Higher Education10.4018/978-1-6684-5400-8.ch010(202-231)Online publication date: 23-Sep-2022
  • (2017)What should a virtual/augmented reality course be?Proceedings of the European Association for Computer Graphics: Education papers10.2312/eged.20171027(59-62)Online publication date: 24-Apr-2017
  • (2016)Lowering the entry barrier for students programming virtual reality applicationsProceedings of the 37th Annual Conference of the European Association for Computer Graphics: Education Papers10.5555/3059068.3059074(33-36)Online publication date: 9-May-2016
  • (2013)Teaching Methodology for Virtual Reality Practical Course in Engineering EducationProcedia Computer Science10.1016/j.procs.2013.11.03125(251-260)Online publication date: 2013
  • (2010)The design and evaluation of online lesson units for teaching virtual reality to undergraduates2010 IEEE Frontiers in Education Conference (FIE)10.1109/FIE.2010.5673163(F3F-1-F3F-6)Online publication date: Oct-2010
  • (2010)Selected Papers from the SIGGRAPH Asia Education ProgramComputers and Graphics10.1016/j.cag.2010.08.00734:6(811-819)Online publication date: 1-Dec-2010
  • (2008)Building an economical VR system for CS educationACM SIGCSE Bulletin10.1145/1597849.138431240:3(148-152)Online publication date: 30-Jun-2008
  • (2008)Building an economical VR system for CS educationProceedings of the 13th annual conference on Innovation and technology in computer science education10.1145/1384271.1384312(148-152)Online publication date: 30-Jun-2008
  • (2023)Introducing Virtual Reality to Undergraduate Students: A Hybrid ApproachJournal of Computing Sciences in Colleges10.5555/3606388.360639238:6(28-39)Online publication date: 1-Apr-2023
  • (2022)Overcoming challenges when teaching hands-on courses about Virtual Reality and Augmented Reality: Methods, techniques and best practiceGraphics and Visual Computing10.1016/j.gvc.2021.2000376(200037)Online publication date: Jun-2022
  • Show More Cited By

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