This course is the Fall 2024 version of IAT 848 Mediated, Virtual, and Augmented Reality, taught by Dr. Bernhard Riecke at Simon Fraser University.
Upcoming Showcase: Tuesday November 26th, from 2:30 - 5:30pm, in SRYC 3850 and 3800 (aka black box and gray box labs).
Project websites:
MindScape VR: Promoting brain health
..If I Were You..
BR - Fly: Become a firefly through a guided breathing exercise
Course Details
Calendar Description:
Covers the emerging field of virtual, augmented, mediated, and mixed reality from human-centered, research, technical, and ethical perspectives. Discusses and analyzes design, development, usage, and evaluation of technologies that can be used to mediate human experience and interaction with virtual and real environments including Virtual, Augmented, and Mixed Realities (together known as XR). Investigates how these emerging technologies can affect and augment human perceptual, motor, cognitive and socio-emotional processes. Analyzes human-centered approaches to interaction with 3D real and virtual content, using visual, auditory, haptic, kinesthetic, physiological and neurophysiological modalities. Design guidelines and practices are covered throughout. Considers aesthetic, cultural and ethical implications of mediating reality.
Class location and times
Each week, starting Tuesday Sept 10th, we’ll be for the first 2 hours in the computer lab (that has VR capable computers) in case we need them, and then will move to another nearby seminar room for the last hour (as the computer lab wasn’t available for the whole 3 hours unfortunately):
Tuesday, 2:30pm-4:20pm, SRYC 3050
Tuesday, 4:30pm-5:20pm, SRYC 3120 (both on the SFU Surrey campus, main Surrey Central building, Galleria 3)
Course-level educational goals and desired learning outcomes
After successfully completing the course, students should be able to do the following
- Critically engage with, reflect, discuss, and analyze interactive VR/MR/AR (abbreviated as XR) experiences using and applying relevant scholarly frameworks, theories, and concepts
- Explain, evaluate, discuss current challenges of XR on the technical, ethical, perceptual, and user experience level
- Prepare a XR research proposal and evaluate its feasibility, including a clear motivation and argument for the gap in literature and current state of the art and and argument for its contribution
- Design and create a real-time immersive/XR experience that identifies the context of participants and stakeholders, and takes advantage of the potential of the technology. This includes being able to argue convincingly why it makes sense to use the chosen technology and its potential integration in larger systems.
- Being able to design, run, analyze and present user studies/evaluation/research of XR system/user experience/performance
Requirements / prerequisite
- Basic programming skills, as documented through IAT806 or equivalent demonstration or documentation of basic programming competency, or instructor permission.
- Basic research methods skills, as documented through having taking a graduate research methods course (e.g., IAT 801, 802, 803, 834), or instructor permission.
Teaching/learning activities include:
- Interactive lecturing and demonstrations, including flipped-classroom components (reading and video tutorials at home incentivized by assignments)
- Group discussions (in-class or online chat– and discussing forums)
- Regular reading, writing and/or revision/reviewing/feedback assignments
- Online and in-class tutorials on various topics ranging from conceptual to technical
- Group/individual research projects and presentations
Topics and Overview
As this field is rapidly evolving topics covered will evolve over time. Current topics include but are not limited to:
- Introduction into mediated, virtual and augmented realities:
- Overview, Background and Motivation
- Definitions
- History and development
- Different kinds of alternate realities
- Presence, immersion, and reference frames
- Overview of technologies
- Hardware, software, interfaces,
- How to move through alternate realities
- How to interact with alternate realities
- Designing for human capabilities:
- Perceptual, cognitive, sensorial & physiological modalities
- The human in multiple realities
- What can go wrong: Adverse side effects
- From motion sickness to disorientation, strain, usability, and practical challenges
- Design guidelines
- Closing the action-perception loop: Interaction and feedback
- The human in the loop
- Input, output, and what happens in between
- Interaction paradigms
- How to design alternate realities and MR/VR/AR content
- Principles for designing for alternate realities
- Determining context: e.g., training, learning, exploring, gaming, storytelling/narratives, socially interacting (synchronously & asynchronously), visualizing data & sensemaking
- Iterative design and evaluation
- Co-creating with Participants, Stakeholders, Communities
- Intertwining technology, aesthetics (look & feel) & interaction
- Assessing content & context: accounting for use scenarios in specific contexts; siting: access, sustainability/longitudinal use, fit with institutional, social contexts, needs & expectations; accounting for longitudinal use: upgrades, technical support; evolution of use
- Innovation, entrepreneurial considerations
- User interface guidelines for alternate realities
- User studies in alternate realities
- Implications, potentials and challenges in designing alternate realities
- Scientific, health, and technological aspects
- What should or should we not design? Social, societal, cultural, and ethical perspectives
- Artistic, aesthetic & narrative perspectives
- Responsibility, ethics, and the future of alternate realities
Current research topics and challenges as well as design guidelines and practices will be covered throughout the course and above topics.
Examples of prior students' VR/XR projects from Bernhard's classes:
Grad/undergrad mixed:
UBISS Summerschool 2024 1-week intensive VR Workshop/Jam “Virtually Real? The Art and Science of Designing Impactful (or Even Transformative?) Virtual Experiences”
Undergrad classes
Semester in Alternate Realities
IAT 445: Immersive Environments
Resources
[excerpt, see Canvas course resources page for more details]
Unity & VR
if you don’t have a strong background in programming or VR development already, I’d suggest to go through some basic Unity tutorials. It’ll be useful to have at least a basic understanding of these areas for the course projects. Prior students have found the following tutorials quite useful:
- https://learn.unity.com/pathway/unity-essentials - lots of basic skills, pick and try out at least the basics until you can create basic VR/XR projects
- https://learn.unity.com/pathway/vr-development - probably the most relevant once you are comfortable w/ basic Unity things [optional if you’d like to go deeper]
Quantitative research methods
see my IAT 802 Quantitative Research Methods and Design tutorials/guidelines