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

Module Requisites

Code Title Requisite Type
MOD011891 Game Development Fundamentals, Practice, Professionalism and Employability pre-requisite
MOD008933 Computer Systems Concepts pre-requisite
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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)

Reading List

No Bugs' Hare. (2017). Development and Deployment of Multiplayer Online Games, Vol. I: GDD, Authoritative Servers, Communications. IT Hare. ISBN-13: 978-390321305

Joshua Glazer (2015) Multiplayer Game Programming: Architecting Networked Games (Game Design); Addison Wesley Professional ISBN-10: 0134034309

Glazer, J. and Madhav, S. (2015) Multiplayer Game Programming: Architecting Networked Games. Addison-Wesley Professional. ISBN-13: 978-0134034300

Davis, S. (2009). Protecting Games: A Security Handbook for Game Developers and Publishers. Cengage Learning. ISBN-13: 978-1584506706