Virtual Reality Specialization

Start Date: 02/23/2020

Course Type: Specialization Course

Course Link: https://www.coursera.org/specializations/virtual-reality

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About Course

This specialisation from the University of London will introduce you to virtual reality. Virtual reality is one of the most highly requested skill sets in the jobs market, and this specialisation will give you an introduction to the subject and key skills in the field. You will hear from world-leading lecturers and industry experts, use Unity to develop your own VR environment, and end the specialisation by creating your first VR game.

Course Syllabus

Introduction to Virtual Reality
3D Models for Virtual Reality
3D Interaction Design in Virtual Reality
Building Interactive 3D Characters and Social VR

Deep Learning Specialization on Coursera

Course Introduction

Start your journey in Virtual Reality. Develop your knowledge and create your own VR application. Virtual Reality Specialization This Specialization will allow you to take Virtual Reality training at a very early stage of VR's life, and will give you the opportunity to use the latest and greatest techniques for precise VR tracking, capture and communication. You will then move into the worlds of AR (Augmented Reality) and VR (Augmented Reality + Headset). This Specialization is taught by experts from industry with knowledge of the latest and greatest VR software and hardware. Through individualized lessons you will develop the skills to become a true leader in VR training. If you are interested in Virtual Reality and want to make the best of it, this Specialization is for you! Specialization 1: Early VR Training In this specialization, you will train and equip yourself with the latest and greatest VR hardware and software, as well as the latest and greatest head-mounted display (HMD) software. You will spend 4 weeks in VR with the Oculus Rift DK1, and then for the rest of the Specialization you will work on VR accessories and software. Week 1: Go Down to Earth with Unity In this week's Compile you will use the Unity game engine and the Rift DK1 to bring a virtual world to life. You will learn the basics of Unity's scripting API, and learn how to use the full potential of the Oculus Rift development kit. Week 2: Get Ready for the Speed of the Rift In this week's Compile you will use the Oculus

Course Tag

Interaction Design 3d computer graphics Virtual World Virtual Reality

Related Wiki Topic

Article Example
Virtual reality In addition, there are conceptual, and philosophical considerations and implications associated with the use of virtual reality. What the phrase "virtual reality" means or refers to can be ambiguous. Mychilo S. Cline argued in 2005 that through virtual reality techniques will be developed to influence human behavior, interpersonal communication, and cognition. In the book "The Metaphysics of Virtual Reality" by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. As we spend more and more time in virtual space, there could be a gradual "migration to virtual space", resulting in important changes in economics, worldview, and culture. Philosophical implications of VR are discussed in books, including Philip Zhai's "Get Real: A Philosophical Adventure in Virtual Reality" (1998) and "Digital Sensations: Space, Identity and Embodiment in Virtual Reality" (1999), written by Ken Hillis.
Virtual Reality Website In 2014, Google launched 'Chrome Experiments for Virtual Reality'; a Virtual Reality mobile site showcasing web-based Virtual Reality demos for Google Cardboard.
Virtual reality Virtual reality technology faces a number of challenges, including health and safety, privacy and technical issues. Long-term effects of virtual reality on vision and neurological development are unknown; users might become disoriented in a purely virtual environment, causing balance issues; computer latency might affect the simulation, providing a less-than-satisfactory end-user experience; navigating the non-virtual environment (if the user is not confined to a limited area) might prove dangerous without external sensory information. There have been rising concerns that with the advent of virtual reality, some users may experience virtual reality addiction.
Virtual reality in fiction Virtual reality in fiction describes fictional representations of the technological concept of virtual reality.
Virtual reality There are many health and safety considerations of virtual reality. Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices.
Virtual reality Since 2015, virtual reality has been installed onto a number of roller coasters and theme parks, including Galactica at Alton Towers, The New Revolution at Six Flags Magic Mountain and Alpenexpress at Europapark, amongst others. The Void is a virtual reality theme park in Pleasant Grove, Utah that has attractions where, by using virtual reality, AR and customized mechanical rooms, an illusion of tangible reality is created by the use of multiple senses.
Virtual reality simulator A virtual reality simulator (virtual amusement ride/virtual gaming simulator/virtual motion simulator) is the equipment that is used for human immersion in virtual reality with the purpose of entertainment of the public. A virtual amusement in the strict sense can not be considered a computer with a virtual reality glasses (helmet) and game content.
Virtual reality Virtual reality shares some elements with "augmented reality" (or AR). AR is a type of virtual reality technology that blends what the user sees in their "real" surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance way the real surroundings look in some way. Some AR systems use a camera to capture the user's surroundings or some type of display screen which the user looks at (e.g., Microsoft's HoloLens, Magic Leap).
Virtual reality A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it, and interact with features or items depicted in the headset. Virtual reality is displayed with a virtual reality headset. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
Virtual reality therapy Another ethical issue of some concern is how virtual reality is use by clinicians in that clinicians should be certified to use virtual reality for their clients/patients. Due to the relative newness of virtual reality exposure, there may not be many clinicians who have experience with the nuances of virtual reality exposure and the therapy that virtual reality exposure is meant to be used for. According to Rizzo et al. (2003), virtual reality technology should only be used as a tool for qualified clinicians instead of being used to further one's practice or garner an attraction for new clients/patients.
Virtual reality in telerehabilitation An at-home stroke telerehabilitation service was developed using virtual reality haptics. Researchers from Rutgers University and Stanford University developed a virtual reality-based orthopedic telerehabilitation system.
Virtual reality sickness Virtual reality sickness may have undesirable consequences beyond the sickness itself. For example, Crowley (1987) argued that flight simulator sickness could discourage pilots from using flight simulators, reduce the efficiency of training through distraction and the encouragement of adaptive behaviors that are unfavorable for performance, compromise ground safety or flight safety when sick and disoriented pilots leave the simulator. Similar consequences could be expected for virtual reality systems. Although the evidence for performance decrements due to virtual reality sickness is limited, research does suggest that virtual reality sickness is a major barrier to using virtual reality, indicating that virtual reality sickness may be a barrier to the effective use of training tools and rehabilitation tools in virtual reality. Estimates of the multi-study incidence and main symptoms of virtual reality sickness (also called cybersickness) have been made.
Virtual reality sickness Individuals vary widely in their susceptibility to simulator and virtual reality sickness. Some of the factors in virtual reality sickness are listed below:
Virtual reality roller coaster A virtual reality roller coaster is a roller coaster that utilises some form of virtual reality to provide an alternate experience for riders.
Virtual reality Some museums have begun making some of their content virtual reality accessible including the British Museum and the Guggenheim.
Virtual reality The exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence. Elements of virtual reality have surfaced as early as the 1860s with French playwright Antonin Artaud who used avant-garde work to blur illusion and reality to be one and the same. He argued that a theatre audience should suspend their disbelief and consider the performance to be reality. The first references to the more modern concept of virtual reality came from science fiction. Stanley G. Weinbaum's 1935 short story "Pygmalion's Spectacles" describes a goggle-based virtual reality system with holographic recording of fictional experiences, including smell and touch.
Virtual reality therapy Virtual reality therapy (VRT), also known as virtual reality immersion therapy (VRIT), simulation for therapy (SFT), virtual reality exposure therapy (VRET), and computerized CBT (CCBT), is the use of virtual reality technology for psychological or occupational therapy. Patients receiving virtual reality therapy navigate through digitally created environments and complete specially designed tasks often tailored to treat a specific ailment. Technology can range from a simple PC and keyboard setup, to a modern virtual reality headset. It is widely used as an alternative form of exposure therapy, in which patients interact with harmless virtual representations of traumatic stimuli in order to reduce fear responses. It has proven to be especially effective at treating PTSD. Virtual reality therapy has also been used to help stroke patients regain muscle control, to treat other disorders such as body dysmorphia, and to improve social skills in those diagnosed with autism.
Virtual reality A dictionary definition for "cyberspace" states that this word is a synonym for "virtual reality", but the two terms are fundamentally different (something that is "virtual" does not necessarily need to rely on a network, for instance).
Virtual reality One of the first recorded uses of virtual reality in architecture was in the late 1980s when the University of North Carolina modeled its Sitterman Hall, home of its computer science department, in a virtual environment.
Virtual reality In 1938, Antonin Artaud described the illusory nature of characters and objects in the theatre as in a collection of essays, "". The English translation of this book, published in 1958 as "The Theater and its Double", is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was used in "The Judas Mandala", a 1982 science fiction novel by Damien Broderick.