Virtual Reality
- Lecturer: Benoît Alary (benoit.alary@ircam.fr)
- Course code: MU5RBI40-RV
- Student workload: 18 h of lectures, 6 h of labs
- Credits: 3 ECTS
- Specialization tracks: ROBOT SI (elective) MeDH (elective)
- Semester offered: S1 S2 S3 S4
- Language of instruction: French English
- Targeted audience: Eng. Sc. department Other :
- Localization : PMC Campus Other :
Course Overview
This course unit provides students with the fundamentals of designing interactive virtual environments. The theoretical component covers real-world physics (light, acoustics, etc.), perceptual mechanisms (vision and hearing), and how to use this knowledge to produce perceptually credible virtual environments. The practical component introduces the fundamentals of virtual-reality development (scene graphs, interaction management and software architecture), then guides students through a mini-project involving a game or immersive experience.
Mots-clés : Virtual reality, human-computer interaction, audiovisual perception, physical simulation, immersive-environment design
Prerequisites
Students should have previously acquired the following prerequisites to follow this course:
- Basic programming (preferably in C#)
- Fundamental concepts in mathematics (algebra, geometry)
- Fundamentals of computer science (data structures, logic)
Intended Learning Outcomes
By the end of this course, students will be able to:
- Explain the main mechanisms of visual and auditory perception and their limitations in virtual environments.
- Describe the physical foundations of light and sound and their impact on visual and audio rendering.
- Analyze the contributions of sensory modalities (vision, hearing, haptics and the vestibular system) to immersion.
- Understand the fundamental principles of room acoustics and virtual acoustics.
- Master the fundamentals of the graphics pipeline and real-time 3D modeling.
- Implement simple interactions in a virtual environment (logic, events and object manipulation).
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Structure a VR/AR project according to basic software-architecture principles.
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Identify perceptual-optimization strategies for real-time interactive applications.
- Develop a functional mini-project (game or immersive experience) integrating interaction, rendering and perceptual consistency.
- Present and justify the technical and perceptual choices made in a project.
Indicative Teaching Sequence and Methods
| Week | C/TD/TP* | Content | Preparation | Learn.\ outc. |
|---|---|---|---|---|
| S1 | C4.2: What is VR/AR, Why learn it, How learn it | Understand VR/AR concepts, uses and challenges, together with the tools and methods used to develop them. | 6, 7, 10, 11 | |
| S2 | C1.1: Perceiving the environment: human vision | Understand the mechanisms of human vision (image formation, visual processing and perceptual limitations) and their implications for creating virtual environments. | 1, 3 | |
| S3 | T1: Game Creation 101 | Become familiar with Unity, understand the creation workflow (scene, objects and components), and build a simple scene. | 5, 6, 7 | |
| S4 | C3.1: 3D Modelling and Illumination Models: Visual rendering models and graphic pipeline | Understand the fundamentals of 3D modeling and the graphics pipeline (geometry, transformations and rasterization) to produce real-time visual scenes. | 5, 6, 7 | |
| S5 | C3.2: 3D Modelling and Illumination Models: Illumination models and perceptual rendering From geometry to light | Understand local and global illumination models and their relationship to visual perception in order to generate realistic rendering. | 2, 5, 9 | |
| S6 | T2: Game Programming Patterns | Acquire the fundamentals of C# programming in Unity and understand the basic design patterns used for interactive logic. | 6, 7 | |
| S7 | C1.2: Perceiving the environment: sound, acoustics, and psychoacoustics | Understand the fundamentals of acoustics and psychoacoustics (sound propagation, auditory cues and spatial perception) to design coherent sound environments. | 1, 2, 3 | |
| S8 | C2.2: Room acoustics | Understand acoustic phenomena in enclosed spaces (reflections, reverberation and absorption) and their impact on sound perception. | 2, 4 | |
| S9 | T3: Interfaces | Understand inter-application interfaces using the OSC protocol and rapidly integrate external components to prototype interactions. | 6, 7, 9 | |
| S10 | C4.1: Virtual acoustics and spatial sound reproduction | Understand the principles of virtual acoustics and sound spatialization (HRTF, binaural audio and sound-field synthesis) to reproduce immersive auditory environments. | 4, 9 | |
| S11 | C2.1: Haptic and vestibular sensations | Understand the mechanisms of haptic and vestibular sensations (touch, proprioception and balance) and their role in immersion and interaction. | 3, 9 | |
| S12 | C5: Perceptual 3D Optimization & Sensory-Motor Integration | Understand how to optimize 3D environments by leveraging human perception and integrating sensorimotor loops to improve interaction and immersion. | 3, 9, 10, 11 | |
| S13 | T4: Mini-Project (4h) | Design and develop a complete VR application using the acquired skills (programming, interaction and rendering), then validate its operation. | Preparation for TP4 | 9, 10, 11 |
- C/TD/TP respectively corresponds to lectures, tutorials and lab sessions.
Sequence of the unit
The course unit is organized into three successive sequences:
Sequence 1: introduction to VR/AR, visual perception and tool familiarization (C4.2, C1.1, T1), with an initial introduction to the graphics pipeline (C3.1)
Sequence 2: advanced visual rendering and fundamentals of interactive programming (C3.2, T2), followed by an introduction to auditory perception, room acoustics (C1.2, C2.2) and interfaces (T3)
Sequence 3: sound spatialization and multimodality (C4.1, C2.1), perceptual optimization and sensorimotor integration (C5), followed by a synthesis mini-project (T4)
Indicative Assessment of Intended Learning Outcomes (1st session)
| Week | Individ./group | In-person/remote | Type of exam | Evaluated outcomes | Scale % |
|---|---|---|---|---|---|
| S6 | Individual | In-person | Written exam | 1-3, 5-7, 10-11 | 20% |
| S13 | Individual | In-person | Written exam | 1, 2-11 | 40% |
| S13 | Group | In-person | Project | 9, 10, 11 | 40% |
2nde session
| Session | Individ./group | In-person/remote | Type of exam | Evaluated outcomes | Scale % |
|---|---|---|---|---|---|
Bibliographic references
- Unity tutorials : https://brackeys.com/
- Game programming patterns : https://gameprogrammingpatterns.com/
- Pulkki, Ville, and Matti Karjalainen. Communication acoustics: an introduction to speech, audio and psychoacoustics. John Wiley & Sons, 2014.
- Vorländer, Michael. Auralization: fundamentals of acoustics, modelling, simulation, algorithms and acoustic virtual reality. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008.
- Jerald, Jason. The VR book: Human-centered design for virtual reality. Morgan & Claypool, 2015.

