Lecturer(s)
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Arnold Milan, doc. Ing. Ph.D.
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Course content
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Lecture: In the lecture part of the course students will learn about the development trends that led to the formation of the digital enterprise, its definition and short history, which is related to the description of the main development trends that lead to the philosophy of Industry 4.0. They will be able to list the basic benefits of using the concept of digital enterprise and Industry 4.0. Last but not least, they will learn about possible software support in this area. In the area of virtual reality and augmented reality, the subject is focused primarily on the historical development of systems, explains the main technical principles and demonstrates possible areas of application or deployment of these so-called immersion technologies (especially in industry). Practical examples of laserscanning are included in the course. Students will be able to practically learn new technologies. Introduction. Conditions for granting credit. Immersion technology - motivational lecture. Use of virtual and augmented reality in industrial companies. Preliminary lecture structure (this can change, e.g. according actual trends): 1. Introduction. Conditions for granting credit. Immersion technology - motivational lecture. 2. Use of virtual and augmented reality in industrial enterprises 3. Basics of 3D computer graphics 4. Virtual reality (VR) - visualization and haptic aspect 5. Digital Enterprise and Industry 4.0 6. Practical applications of the CoR 7. Hardware and Motion Capture 8. Augmented reality 9. Serious games 10. 3D Laserscanning 11. Work on semestral work 12. Invited lecture (e.g. Use of VR in psychiatry) 13. Presentation and pre-term
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Learning activities and teaching methods
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Lecture supplemented with a discussion, E-learning, Multimedia supported teaching, Students' portfolio, Individual study, Practicum
- Graduate study programme term essay (40-50)
- 40 hours per semester
- unspecified
- 10 hours per semester
- Presentation preparation (report) (1-10)
- 5 hours per semester
- Practical training (number of hours)
- 26 hours per semester
- Contact hours
- 26 hours per semester
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prerequisite |
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Knowledge |
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algoritmic thinking |
basis of at least one programming language |
three-dimensional orientation and the spatial imaginery |
Skills |
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to know how to expert skills self-aquiring on the basis of practical knowledge and the ability to evaluate those |
to know basis priciples of CAD |
to know how to design a common concept of a future 3D model on the basis gathered knowledge |
Competences |
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N/A |
N/A |
N/A |
learning outcomes |
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Knowledge |
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to explain basic possibilities of hardware for virtual and augmented reality |
describe particular exmaples of virtual and augmented reality use in industry |
to know basis of 3D graphics |
explain a new philosophy of Industry 4.0 |
Skills |
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develop a simple visualisation of manufacturing space |
model simple objects with textures |
Work with basic scripts: rotation, movement, etc. |
Competences |
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N/A |
N/A |
N/A |
teaching methods |
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Knowledge |
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Lecture supplemented with a discussion |
Practicum |
E-learning |
Multimedia supported teaching |
Individual study |
Students' portfolio |
Skills |
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Practicum |
Individual study |
Competences |
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Lecture supplemented with a discussion |
Students' portfolio |
assessment methods |
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Knowledge |
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Skills demonstration during practicum |
Seminar work |
Individual presentation at a seminar |
Skills |
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Skills demonstration during practicum |
Competences |
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Individual presentation at a seminar |
Recommended literature
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Siemens PLM (web).
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Dengzhe Ma, Jürgen Gausemeier, Xiumin Fan, Michael Grafe. Virtual Reality & Augmented Reality in Industry. Springer, 2011. ISBN 978-3642173752.
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Görner, Tomáš; Hořejší, Petr,; Kurkin, O. Virtuální realita a DP. [Plzeň] : SmartMotion, 2012. ISBN 978-80-87539-07-1.
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Lavieri, E. Getting Started with Unity 5. Packt Publishing, 2015. ISBN 9781784395636.
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Leeder, Edvard; Bureš, Marek. Digitální podnik. [Plzeň] : SmartMotion, 2013. ISBN 978-80-87539-17-0.
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Sherman, William R.; Craig, Alan B. Understanding virtual reality : interface, application, and design. Boston : Morgan Kaufmann Publishers, 2003. ISBN 1-55860-353-0.
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Steven M. LaValle. Virtual Reality. Cambridge University Press, 2019.
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Žára, Jiří; Beneš, Bedřich; Sochor, Jiří; Felkel, Petr. Moderní počítačová grafika. 2., přeprac. a rozš. vyd. Brno : Computer Press, 2004. ISBN 80-251-0454-0.
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