![]() ![]() Introduction Human Factors: what makes an application "fit-for-purpose"?.Introduction computer graphics concepts.Introduction simulation and associated concepts.Introduction Virtual Reality, Augmented Reality, Mixed Reality, eXtended Reality. ![]() In the Basic Knowledge learning line, the following topics will be discussed: ![]() The topics that are discussed throughout this programme will support you to carry out the project. In the individual part a division is made into Basic Knowledge that applies to all students, and three specialisations -so called Deepening Lines- from which you will choose (the choice will be made at the end of week 2). This programme does not have separate subjects, but it consist of only two parts: an individual part and a group project (15 ECTS each). All classes, guest lectures, workshops and projects will focus on the use of AR, VR, and MR. In this programme, students learn, research and experiment in collaboration with experts in the field of immersive technologies. There is an increasing demand for immersive content creation, storage solutions and interactive displays. The impact of immersive technologies is acknowledged and applied in, for example, training in business, simulations in the construction and automotive industry, health care, culture and media. This emerging technology has versatile impact which affects various sectors and markets. The whole spectrum of immersive technologies includes Virtual Reality (VR), Augmented Reality (AR), eXtended reality (XR), and everything in between. Ongoing digital developments bring new possibilities to transfer information from traditional 2D screens (phones, laptops, and tablets) into 3D environments. Choose your path and projects and learn by working on projects for top of the bill companies. Innovate by learning and creating new realities: Virtual Reality, Augmented Reality, Mixed Reality. ![]()
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