Computer Science, Second Cycle, Virtual Reality in Industrial Applications, 3 Credits

Our imagination has always been a powerful source of alternative realities. Imaginary artifacts, characters, stories, and entire universes were distributed in the form of arts and literature. Over time, new technologies such as book publishing, moving pictures, and Virtual Reality have opened up more ways to create and immerse others into new realities.


Blending together real and virtual worlds has always been attractive, but only recently became possible due to technology advancement. Video games created interest towards Virtual Reality not only in the entertainment area, but also in industrial applications.


This course looks into phenomena of human interaction with Virtual and Augmented Reality. We examine different aspects of human perception of virtual reality, depending on such factors as fidelity and immersion. We look at the ways how people act when being immersed into virtual or remote environment. And we look at the methods of building efficient interaction scenarios and measuring interaction quality, using both qualitative and quantitative tools.

The course is intended for working professionals.

ECTS Credits

3 Credits

Level of education

Second cycle, has only first-cycle course/s as entry requirements (A1N)

School

School of Science and Technology

When is the course offered?

Prerequisites: At least 180 credits including 15 credits programming as well as qualifications corresponding to the course "English 5"/"English A" from the Swedish Upper Secondary School.

Selection: Academic points

Course syllabus

Application code: H5629