Virtual Reality (VR) is a burgeoning field. Many industries have utilised VR technologies, for instance, the automotive industry has used VR for a variety of applications including design, manufacturing and training. Until now technological limitations have held back wide-spread usage as the processing power wasn’t available. Due to the recent technological advancements in the gaming industry, VR has become both more accessible and affordable. Furthermore, now that the advent of computationally advanced smartphones have become commonplace the technology has finally caught up to aspirations. This has resulted in new opportunities for users to contribute to both the material and content of available software for VR. VR is predicted to gain and continue to gain momentum in the future. This module will cover fundamental concepts, technologies and business applications of VR. This will be achieved through preparing participants with the necessary knowledge to make management-based decisions on VR technologies providing a grounding of technological advantages and disadvantages. This is broken down into three main segments: understanding the VR hardware available with live demonstrations of current industry leaders such as HTC Vive; An overview of the available software and hardware solutions for the creation of VR assets involving photogrammetry particularly the use of UAV and thermographic cameras; and finally this module will examine the case studies for VR use particularly remote engineering – closing the gap between the design office and the field.
FHEQ7 PGT (what does this mean?)
Who should attend?
Professionals wanting CPD within this area
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15 hrs lectures
5 hrs tutorials
10 hrs labs
Coursework 1, Class Test 1 - Held under exam conditions, Coursework reassessment instrument
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How To Apply