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Virtual Reality and Augmented Reality in Automotive Industry

Course

Automotive Engineering

Subject

Virtual Reality and Augmented Reality in Automotive Industry

Type

Optional (OP)

Credits

3.0

Semester

2nd

GroupLanguage of instructionTeachers
G51, classroom instruction, morningsEnglishJose Díaz Iriberri
Enrique Vergara Carreras

Objectives

The main goal of the course is to teach students how to design virtual and augmented reality solutions using 3D tools. These applications will use augmented and virtual reality specific software and hardware.

The course is based on the traditional concepts of geometry and 3D to explain the paradigms that make virtual and augmented reality possible. The aim of the course is for students to understand these concepts and to be able to apply them in solutions adapted to the automotive sector. As well, students must internalise the possibilities that 3D, virtual and augmented reality tools offer to the automotive sector, and they should be able to use them to improve the accessibility to the visualisation of automotive design prototypes and to enhance the experience of performing maintenance on existing designs.

Learning outcomes

  • LO13. Understand and apply the principles of virtual reality, holography and videomapping in the modelling and simulation of automotive systems.

Competencies

Specific skills

  • Identify and understand spatial vision and graphic representation techniques, using traditional methods of metric and descriptive geometry, and computer-aided design applications, and apply these techniques in the design and manufacturing processes automotive engineering.
  • Understand the basic principles of use and programming of computers, operating systems, databases, software applications in engineering, industrial computing and communications networks, and apply this to engineering in general and to the design of connectivity systems in the automotive sector.
  • Understand the principles of mathematical theory in order to solve mathematical problems that may arise in engineering and apply knowledge to: linear algebra, geometry, differential geometry, differential and integral calculus, ordinary and partial differential equations, numerical methods, numerical algorithms, statistics and optimisation.
  • Work in a multilingual, multidisciplinary environment, and make oral presentations and write reports in English in the field of engineering, in general, and in the automotive sector, in particular.

Basic skills

  • Students have the ability to gather and interpret relevant data (usually within their field of study) in order to make judgements that include reflection on relevant social, scientific and ethical issues.

Core skills

  • Exercise active citizenship and individual responsibility with a commitment to the values of democracy, sustainability and universal design, through practice based on learning, service and social inclusion.

Content

  1. Introduction to virtual and augmented reality
  2. Augmented reality
    1. Paradigms
    2. Software
    3. Hardware
  3. Virtual reality
    1. Stereoscopy
    2. Presence
    3. Software
    4. Hardware

Evaluation

Being a mainly practical subject, the evaluation will be based on two practical projects.

Final mark = 50% P1 + 50% P2

  • Project 1 - P1 (in groups)
    • This project corresponds to the second block of the course. Its topic will be related to augmented reality environments and their application to the automotive field.
  • Project 2 - P2 (in groups)
    • This project corresponds to the third block of the course. Its topic will be related to virtual reality environments and their application to the automotive field.

To pass the course, it is mandatory to have a minimum grade of 4 in each of the projects. In case of failing, the student will have the opportunity to recover up to the 50% of the grade by means of a recovery exam(s), project(s) or practical exercise(s).

Methodology

As the subject has a strong practical basis, most sessions will be dedicated to the development of projects. At the beginning of each session, the theory underlying the practical work will be presented.

Bibliography

Bibliography

  • Laviola J., Bowman D., Kruijff E., McMahan R., Poupyrev I. (2017). 3D user interfaces : theory and practice (2 ed.). Addison-Wesley Professional.
  • Ma D., Fan X., Gausemeier J., Grafe M. (2011). Virtual Reality & Augmented Reality in Industry. Springer.
  • Nixon, D. (2020). Beginning Unreal Game Development: Foundation for Simple to Complex Games Using Unreal Engine 4. Apress.
  • Shirley P, Marschner S (2015). Fundamentals of computer graphics (4 ed.). A K Peters/CRC Press.
  • Unity Technologies (2019). Unity User Manual. Retrieved from https://docs.unity3d.com/Manual/

Reading

Teachers will provide complementary bibliography and compulsory reading throughout the course via the Virtual Campus.

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