CS2S573 - Making the Metaverse 01 Jul 2022 - 31 Aug 2028 | Version 1
Associated Module Information
| Module Code: | CS2S573 | ||
|---|---|---|---|
| Module Title: | Making the Metaverse | ||
| Faculty: | Faculty of Computing, Engineering and Science | ||
| Faculty Group: | Computing and Mathematical Sciences | ||
| Faculty Sub Group: | Computer Science | ||
| Module Leader: | Mike Reddy | ||
| Module Team: | Simon Downes | ||
| First Intended Intake: | SEP 2022 | Final Year of Intake: | 2027 |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101029 - computational mathematics | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Jul 2022 |
| Valid To | 31 Aug 2028 |
Module Aims
This module will explore aspects of VR/AR (virtual and augmented reality) - head mounted displays (HMDs), 3D optics - underlying computer networking techniques - client/server, peer to peer, real-time simulations - and the evolving nature of the Metaverse. Students will investigate current and future technologies for visualisation and connectivity, as well as the social effect of the immersive, multiplayer VR environments.
Content Summary
Real-Time, Time-Based Simulation
- to convey theoretical knowledge of game event management.
- to introduce the student to Game Physics programming techniques used to render effects in real-time and time-sequenced simulations;
- to provide skills to create and modify objects that are part of a real-time, multi-user game environment;
Applied Networks:
- Internet protocols, performance issues and work load balancing
- models and data structures for abstraction, prediction, and efficiency of data delivery
- security and encryption for networked games
- Server/Client Systems, Peer2Peer, and Hybrid Systems
- Applications for games, such as high scores, matchmaking, in game chat, etc
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 24 |
| Practical classes and workshops | 24 |
| Independent Study | 76 |
| Directed Study | 52 |
| Formative Assessment - Independent | 24 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Demonstrate knowledge of key theoretical principles of real-time and time-based simulation, including its application to VR |
| LO2 | Apply knowledge of computer networking concepts to the completion of multiplayer and online games related practical tasks |
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Practical Coursework 2 (Asynch) | Integrate a virtual environment into a server client and/or peer-to-peer delivery | 0 | 2500 | 50 | No | 40 |
| Asynchronous Assessment | Practical Coursework 1 (Asynch) | Design, produce and test and interactive virtual environment, with real-time or time-based simulation | 0 | 2500 | 50 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Practical Coursework 2 (Asynch) | ✔ | ✔ | |
| Practical Coursework 1 (Asynch) | ✔ | ✔ | |