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Topics Dr. Damian Schofield Director of Human Computer Interaction
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Document > Course Outline This course intends to allow students to study advanced three-dimensional virtual environments. These environments pervade our life, from the movies we watch, the games we play and the way we learn and socially interact. The course will focus on usability and HCI aspects of these environments, not on the technology use to develop and build them.
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Document > Course Outline Computer Graphics / Virtual Environment Theory Graphics Rendering Pipeline Transformations/Rendering Polygon / Parametric Representation Graphical Realism Multi-modal Representations Viewpoint / Perspective / Resolution / Lighting Model Simulation Object Behaviour Accuracy / Precision
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Document > Course Outline Interaction Metaphors Visual / Aural Sensory Input Active vs. Passive Interaction Feedback Mechanisms Navigation in Virtual Worlds Hardware (3D Worlds) Narrative Structure Linear / Non-Linear Narratives Testing / Evaluation in 3D worlds
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Document > Course Outline Computer Graphics / Virtual Environment Theory Graphics Rendering Pipeline Transformations/Rendering Polygon / Parametric Representation
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Document > Computer Graphics Theory Graphics Rendering Pipeline : Conversion of a scene into an image.
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Document > Computer Graphics Theory Transformations / Rendering : 2D and 3D Matrix Transformations
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Document > Computer Graphics Theory Polygon / Parametric Representation : Lines and Curves
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Document > Computer Graphics Theory Wireframe to Raster Image : Rendering
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Document > Course Outline Graphical Realism Multi-modal Representations Viewpoint / Perspective / Resolution / Lighting
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Document > Graphical Realism Levels of Realism : Abstract and Realistic Representation (Uncanny Valley)
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Document > Graphical Realism A sophisticated level of realism, containing a high level of detail is often necessary since modern audiences have high levels of graphical literacy.
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Document > Graphical Realism Combining abstract and realistic representations to enforce a message can be effective, however, testing must be undertaken to ensure that the audience are getting the correct message.
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Document > Multi-Modal Presentation A multi modal approach (combining high resolution, three-dimensional virtual environments with photographs, plans and textual information) can be more successful than a single mode approach.
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Document > Multi-Modal Presentation There is convergence towards the ubiquitous mobile device. Delivery to portable devices is essential for most new media.
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Document > Viewpoint / Perspective The viewpoint is crucial - First Person (Egocentric) vs Third Person (Exocentric).
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Document > Course Outline Model Simulation Object Behaviour Accuracy / Precision
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Document > Simulation It should never be forgotten that a virtual simulation, is by its very definition a ‘simulation’ of reality.
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Document > Simulation : Object Behaviour Object behaviour must be programmed : Animation or interaction.
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Document > Simulation Accuracy / Precision Precision and accuracy depends on the simulation context.
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Document > Course Outline Interaction Metaphors Visual / Aural Sensory Input Active vs. Passive Interaction Feedback Mechanisms Navigation in Virtual Worlds Hardware (3D Worlds)
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Document > Visual / Aural Sensory Input The integration of real-world audio soundtracks with a visual media can have a major impact on the level of engagement of the viewer, potentially affecting their understanding and interpretation of the material viewed.
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Document > Active vs. Passive Learning Interactive software resources encourage their users to be active participants by forcing them to make decisions throughout the simulation.
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Document > Feedback Mechanisms It is important that developers do not underestimate the value of spending time providing feedback to the audience.
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Document > Environment Navigation The graphics are often is not as important as the navigation and interaction ability.
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Document > Hardware The graphics are often is not as important as the navigation and interaction ability.
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Document > Course Outline Narrative Structure Linear / Non-Linear Narratives
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Document > Narrative Structure Most viewers are used to linear narratives and may struggle to keep following specific narrative threads with such a non-linear approach
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Document > Narrative Structure New mechanisms may be needed to allow users to interact and explore multi- thread narratives.
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Document > Course Outline Testing / Evaluation in 3D worlds
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Document > Testing Surprisingly many systems are thrown out into the real world without adequate testing. One needs to know if the message is getting across.
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Dr. Damian Schofield Director of Human Computer Interaction
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