FF:DESB17 Virtual Reality - Course Information
DESB17 Virtual Reality: theory and practice
Faculty of ArtsAutumn 2022
- Extent and Intensity
- 0/1/1. 2 credit(s). Type of Completion: z (credit).
- Teacher(s)
- Mgr. Alžběta Šašinková, Ph.D. (lecturer)
Mgr. Simona Kramosilová (seminar tutor) - Guaranteed by
- Mgr. Alžběta Šašinková, Ph.D.
Department of Information and Library Studies – Faculty of Arts
Contact Person: Mgr. Alice Lukavská
Supplier department: Department of Information and Library Studies – Faculty of Arts - Prerequisites
- The only prerequisity is a basic technical skill enabling setting up and running a provided VR headset. The students will receive support by the course's tutor.
- Course Enrolment Limitations
- The course is only offered to the students of the study fields the course is directly associated with.
The capacity limit for the course is 28 student(s).
Current registration and enrolment status: enrolled: 21/28, only registered: 0/28 - fields of study / plans the course is directly associated with
- Information Services Design (programme FF, B-DIS_)
- Course objectives
- The main objective of the course is to get familiar with VR technology, relevant hardware, and a minimum number of recommended applications. Both research-based theoretical background and practical implementation of the VR technology will be discussed. VR will be presented as an example of innovation and the students will be encouraged to explore the cases in which this particular innovation is functional.
- Learning outcomes
- After the course, students should be able to:
- control the virtual environment and the necessary hardware
- understand the basics of cognitive processes employed within VR
- search and find VR apps suitable for various purposes and target groups
- identify cases from their practice in which VR has a high potential. - Syllabus
- Lectures: 1) VR and its application - overview of the up-to-date implementations and research 2) VR and reason - where does VR make sense and why?
- Individual work: - Getting to know the technology
- - Testing recommended applications
- - Designing an example VR implementation in students' future or current practice
- Literature
- recommended literature
- Ellern, G. D., & Cruz, L. (2021). Black, White, and Grey: The Wicked Problem of Virtual Reality in Libraries. Information Technology & Libraries, 40(4), 1–18. https://doi.org/10.6017/ital.v40i4.12915
- Fromm, J., Radianti, J., Wehking, C., Stieglitz, S., Majchrzak, T. A., & vom Brocke, J. (2021). More than experience? - On the unique opportunities of virtual reality to afford a holistic experiential learning cycle. The Internet and Higher Education, 50
- Vogel, J., Schuir, J., Koßmann, C., Thomas, O., Teuteberg, F., & Hamborg, K.-C. (2021). Let’s Do Design Thinking Virtually: Design and Evaluation of a Virtual Reality Application for Collaborative Prototyping. Proceedings of the European Conference on In
- Teaching methods
- Mostly individual work introduced by a common lecture and closed by a colloquium in VR.
- Assessment methods
- Within the final colloquium, students will present their reflections on selected VR apps and discuss their potential use in various contexts.
- Language of instruction
- English
- Further comments (probably available only in Czech)
- Study Materials
The course is taught annually.
The course is taught: in blocks. - Listed among pre-requisites of other courses
- Enrolment Statistics (Autumn 2022, recent)
- Permalink: https://is.muni.cz/course/phil/autumn2022/DESB17