SRJC Course Outlines

11/25/2024 7:28:52 AMAPTECH 168 Course Outline as of Fall 2023

Changed Course
CATALOG INFORMATION

Discipline and Nbr:  APTECH 168Title:  3D ANIM: INTRO TO VR  
Full Title:  3D Animation: Introduction to Virtual Reality
Last Reviewed:5/9/2022

UnitsCourse Hours per Week Nbr of WeeksCourse Hours Total
Maximum2.00Lecture Scheduled1.5017.5 max.Lecture Scheduled26.25
Minimum2.00Lab Scheduled1.506 min.Lab Scheduled26.25
 Contact DHR0 Contact DHR0
 Contact Total3.00 Contact Total52.50
 
 Non-contact DHR0 Non-contact DHR Total0

 Total Out of Class Hours:  52.50Total Student Learning Hours: 105.00 

Title 5 Category:  AA Degree Applicable
Grading:  Grade Only
Repeatability:  00 - Two Repeats if Grade was D, F, NC, or NP
Also Listed As: 
Formerly: 

Catalog Description:
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In this course students will create Virtual Reality (VR) environments in the computer, and interact with these environments using head-mounted displays and hand controllers. Students will develop models and animations in applications like Autodesk 3ds Max, and Blender, and combine them with assets available online. Students will also learn basic map-creation techniques in image-editing software like Adobe Photoshop, and use game engines such as Epic Games Unreal Engine or Unity Technologies Unity to create immersive, interactive VR experiences.

Prerequisites/Corequisites:
Course Completion of APTECH 43


Recommended Preparation:

Limits on Enrollment:

Schedule of Classes Information
Description: Untitled document
In this course students will create Virtual Reality (VR) environments in the computer, and interact with these environments using head-mounted displays and hand controllers. Students will develop models and animations in applications like Autodesk 3ds Max, and Blender, and combine them with assets available online. Students will also learn basic map-creation techniques in image-editing software like Adobe Photoshop, and use game engines such as Epic Games Unreal Engine or Unity Technologies Unity to create immersive, interactive VR experiences.
(Grade Only)

Prerequisites:Course Completion of APTECH 43
Recommended:
Limits on Enrollment:
Transfer Credit:
Repeatability:00 - Two Repeats if Grade was D, F, NC, or NP

ARTICULATION, MAJOR, and CERTIFICATION INFORMATION

Associate Degree:Effective:Inactive:
 Area:
 
CSU GE:Transfer Area Effective:Inactive:
 
IGETC:Transfer Area Effective:Inactive:
 
CSU Transfer:Effective:Inactive:
 
UC Transfer:Effective:Inactive:
 
C-ID:

Certificate/Major Applicable: Both Certificate and Major Applicable



COURSE CONTENT

Student Learning Outcomes:
At the conclusion of this course, the student should be able to:
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1. Create and export 3D models and animations from 3ds MAX or Blender for use in virtual reality environments.
2. Construct interactive VR scenes with custom-made and pre-existing assets.
3. Adjust, maintain, and safely use VR equipment such as headsets and controllers.
 

Objectives: Untitled document
At the conclusion of this course, the student should be able to:
1. Build and launch VR projects.
2. Create and utilize 3D models, animations, and sounds in VR projects.
3. Apply basic materials and lighting in VR projects.
4. Build executable files and deploy in VR.

Topics and Scope
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I. Virtual Reality (VR) and VR Lab Overview
    A. VR versus traditional media
    B. VR hardware and software
         1. Hardware setup and adjustments
         2. Hardware care and maintenance
    C. Presence and immersion
    D. Interactivity
    E. Safety concerns
         1. Physical collisions
         2. Vertigo
         3. Photosensitive epilepsy
         4. Falling, jumping, or flailing
         5. Physical environment awareness
         6. Securement of personal belongings
II. Gaming Engine Project Setup
    A. Overview of gaming engine
    B. Gaming engine interface
    C. Navigation
III. Creating Environments
    A. Creating levels
    B. Placing and transforming objects      
    C. Testing levels in VR
IV. Basic Lighting
    A. Light types
    B. Shadows
     C. Light-baking
V. Modeling and Texturing in 3ds MAX or Blender
    A. Best modeling practices
    B. Texturing and UV layout for real-time rendering
    C. Export procedure
VI. Basic Image Editing in Image Editing Application
    A. UV map template setup
    B. Selecting, cutting, and pasting image elements
    C. Adjusting contrast and saturation
    D. Bump and normal maps
    E. Final file formats
VII. Materials Development in Unreal Engine
    A. Physically based materials overview
    B. Material editor overview
    C. Color, emissive, roughness, and metallic characteristics
    D. Texture mapping
VIII. Animation and Audio Workflows for Created Asset Use in Gaming Engines
    A. Object animation
    B. Exporting animations from 3ds MAX or Blender
    C. Audio formats
    D. Importing animations and audio files in Unreal Engine or Unity
    E. Procedures for triggering animation and sound
The above topics and scope apply to both lecture and lab course components in an integrated format.

Assignments:
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1. Modeling and texturing assignment(s) (1-3)
2. Lighting assignment(s) (1-3)
3. Animation and audio project assignment(s) (1-3)
4. VR levels assignments (2-5)
5. Student-designed final VR project
6. Quiz(zes) (1-3)
7. Final VR project presentation and proper equipment use
All topics are covered in the lecture and lab portions of the course.

Methods of Evaluation/Basis of Grade.
Writing: Assessment tools that demonstrate writing skill and/or require students to select, organize and explain ideas in writing.Writing
0 - 0%
None
This is a degree applicable course but assessment tools based on writing are not included because problem solving assessments and skill demonstrations are more appropriate for this course.
Problem solving: Assessment tools, other than exams, that demonstrate competence in computational or non-computational problem solving skills.Problem Solving
55 - 70%
Modeling, texturing, lighting, animation, audio, and VR levels assignments
Skill Demonstrations: All skill-based and physical demonstrations used for assessment purposes including skill performance exams.Skill Demonstrations
5 - 15%
Final project presentation and proper use of equipment
Exams: All forms of formal testing, other than skill performance exams.Exams
5 - 25%
Quiz(zes) and final project
Other: Includes any assessment tools that do not logically fit into the above categories.Other Category
0 - 10%
Participation


Representative Textbooks and Materials:
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Learning Virtual Reality. Parisi, Tony. O'Reilly Media. 2015 (classic)
Unreal Engine 4 Virtual Reality Projects, Build Immersive, Real-World VR Applications Using UE4, C++ & Unreal Blueprints. Mack, Kevin. Packt Publishing. 2019
Instructor prepared materials

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