CBM369 Virtual Reality and Augmented Reality in Healthcare Syllabus:
CBM369 Virtual Reality and Augmented Reality in Healthcare Syllabus – Anna University Regulation 2021
COURSE OBJECTIVES
The objective of this course is to enable the student to
● Introduce the relevance of this course to the existing technology through demonstrations, case studies and applications with a futuristic vision along with socio-economic impact and issues
● Understand virtual reality, augmented reality and using them to build Biomedical engineering applications
● Know the intricacies of these platform to develop PDA applications with better optimality.
● Learn the various applications of VR.
● Learn the possibilities of implementing target-specific VR applications on mobile.
UNIT I INTRODUCTION
The three I’s of virtual reality-commercial VR technology and the five classic components of a VR system – Input Devices: (Trackers, Navigation, and Gesture Interfaces): Three-dimensional position trackers, navigation and manipulation-interfaces and gesture interfaces-Output Devices: Graphics displays-sound displays & haptic feedback.
UNIT II VR DEVELOPMENT PROCESS
Geometric modeling – kinematics modeling- physical modeling – behaviour modeling – model management.
UNIT III CONTENT CREATION CONSIDERATIONS
Methodology and terminology-user performance studies-VR health and safety issues-Usability of virtual reality system- cyber sickness -side effects of exposures to virtual reality environment
UNIT IV VR ON THE WEB & VR ON THE MOBILE
JS-pros and cons-building blocks (WebVR, WebGL, Three.js, device orientation events)- frameworks (A-frame, React VR)-Google VR for Android-Scripts, mobile device configuration, building to android-cameras and interaction-teleporting-spatial audio-Assessing human parameters-device development and drivers-Design Haptics
UNIT V APPLICATIONS
Medical applications-military applications-robotics applications- Advanced Real time Tracking-other applications- games, movies, simulations, therapy
TOTAL: 45 PERIODS
COURSE OUTCOMES
Upon successful completion of the course, students will be able to
CO1: Analyze and Design a system or process to meet given specifications with realistic engineering constraints.
CO2: Identify problem statements and function as a member of an engineering design team.
CO3: Analyze the implications and issues pertaining to VR
CO4: Propose technical documents and give technical oral presentations related to design VR mini project results.
CO5: Develop simple and portable VR applications using appropriate software.
TEXT BOOKS
1. C. Burdea & Philippe Coiffet, “Virtual Reality Technology”, Second Edition, Gregory, John Wiley & Sons, Inc.,2008
2. Jason Jerald. 2015. The VR Book: Human-Centred Design for Virtual Reality. Association for Computing Machinery and Morgan & Claypool, New York, NY, USA.
REFERENCES
1. Augmented Reality: Principles and Practice (Usability) by Dieter Schmalstieg & Tobias Hollerer, Pearson Education (US), Addison-Wesley Educational Publishers Inc, New Jersey, United States, 2016. ISBN: 9780321883575
2. Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR (Usability),Steve Aukstakalnis, Addison-Wesley Professional; 1st edition, 2016.
3. The Fourth Transformation: How Augmented Reality & Artificial Intelligence Will Change Everything, Robert Scoble & Shel Israel, Patrick Brewster Press; 1 edition, 2016.
4. Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile, Tony Parisi, O’Reilly Media; 1 edition, 2015.
5. Programming 3D Applications with HTML5 and WebGL: 3D Animation and Visualization for Web Pages, Tony Parisi, O’Reilly Media; 1 edition, 2014.
6. Learning Three.js: The JavaScript 3D Library for WebGL – Second Edition, Jos Dirksen, Packt Publishing – ebooks Account; 2nd Revised ed. Edition 2015.
