B.E. (Computer Engineering) Augmented and Virtual Reality Syllabus - Mumbai University 2026
The University has moved this degree onto NEP 2020 one year at a time. The first and second years are NEP 2020 syllabi; the third and fourth years are still examined on the REV-2019 'C' Scheme, which is what the University sets for them this year.
Loading syllabus...
Syllabus for Augmented and Virtual Reality
Module 1: Introduction to Virtual Reality
- What is virtual reality? ,The beginnings of VR , VR paradigms , Collaboration, Virtual reality systems, Representation ,User interaction
Module 2: The Geometry of Virtual Worlds
- Geometric Models, Changing Position and Orientation, Axis-Angle Representations of Rotation, Viewing Transformations, Chaining the Transformations
Module 3: Motion in Real and Virtual Worlds
- Velocities and Accelerations , The Vestibular System , Physics in the Virtual World , Mismatched Motion and Vection
Module 4: Applying Virtual Reality
- Virtual reality: the medium, Form and genre, What makes an application a good candidate for VR, Promising application fields, Demonstrated benefits of virtual reality , More recent trends in virtual reality application development, A framework for VR application development
Module 5: Augmented Reality
- Terminology, Simple augmented reality, Augmented reality as an emerging technology, Augmented reality applications, Marker detection, Marker pose, Marker types and identification: Template markers, 2D bar-code markers, Imperceptible markers: Image markers, Infrared markers, Miniature markers, Discussion on marker use, General marker detection application
Module 6: AR Development & Applications
- User interfaces, Avoiding physical contacts , Practical experiences with head-mounted displays , Authoring and dynamic content ,AR applications and future visions, How to design an AR application ,Technology adoption and acceptance , Where to use augmented reality
Textbooks
- 1 Virtual Reality, Steven M. LaValle, Cambridge University Press, 2016
- 2 Understanding Virtual Reality: Interface, Application and Design, William R Sherman and Alan B Craig, (The Morgan Kaufmann Series in Computer Graphics)”. Morgan Kaufmann Publishers, San Francisco, CA, 2002
- 3 Developing Virtual Reality Applications: Foundations of Effective Design, Alan B Craig,William R Sherman and Jeffrey D Will, Morgan Kaufmann, 2009.
- 4 Theory and applications of marker-based augmented reality SanniSiltanen
- 1 AR Game Development‖, 1st Edition,Allan Fowler, A press Publications, 2018, ISBN 978 1484236178
- 2 Augmented Reality: Principles & Practice by Schmalstieg / Hollerer, Pearson Education India; First edition (12 October 2016),ISBN-10: 9332578494
- 3 Learning Virtual Reality, Tony Parisi,O’Reilly Media, Inc., 2015, ISBN- 9781491922835 Digital Useful Links
- 1 https://freevideolectures.com/course/3693/virtual-reality
- 2 https://www.vrlabacademy.com/
- 3 https://arvr.google.com/ar/
- 4 https://konterball.com/
Reproduced from the University of Mumbai syllabus for B.E. (Computer Engineering) under REV-2019 'C' Scheme, in force from the academic year 2022-23. Wording is as printed in that syllabus. Module numbering is as printed there too.
The complete syllabus
This subject is cut from the University circular for its year. Open a document here if you want the whole thing rather than a single subject.