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Advanced Interaction Techniques & Technologies - TFT00067H

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  • Department: Theatre, Film, Television and Interactive Media
  • Module co-ordinator: Prof. Jonathan Hook
  • Credit value: 20 credits
  • Credit level: H
  • Academic year of delivery: 2024-25

Module summary

This module will equip you to design and develop for a range of the advanced interaction technologies that are set to play an important role in the future of interactive media. The technologies addressed in the module evolve over time in response to the latest contemporary developments. Example topics include: computer vision-based interaction; interaction with motion controllers and wearable motion sensors; virtual reality, including spatial and 3D interaction; haptics and force feedback; mixed and augmented reality; ubiquitous and tangible user interfaces; and motion capture. The module is taught using a combination of interactive lectures and practical classes. In lectures, you’ll learn how advanced interaction technologies work and interaction design techniques for creating usable and pleasurable experiences with them. In practicals, you’ll learn to apply these advanced interaction technologies and techniques to your own project ideas using a range of prototyping tools.

Module will run

Occurrence Teaching period
A Semester 2 2024-25

Module aims

Module Aims:

  • Develop an understanding of technologies underpinning advanced interaction techniques, including spatial, tangible, ubiquitous, augmented reality and wearable interfaces.

  • Develop a theoretical and practical understanding of principles and approaches for designing user experiences using advanced interaction techniques and technologies.

  • To provide a realistic forum in which you can explore the application of advanced interaction techniques and technologies across a range of contexts using appropriate prototyping tools.

Module learning outcomes

After completing this module, you will be able:

  • To describe the key characteristics of advanced interaction techniques and technologies, including their scientific basis, specification, implementation and evaluation.

  • To synthesize and apply knowledge of theoretical and practical principles underpinning the design of advanced interaction techniques and technologies in response to defined user, system and contextual requirements.

  • To design, develop and evaluate prototypes of user experiences that leverage advanced interaction techniques and technologies.

  • Demonstrate creative skills in designing interactive media concepts and prototypes using advanced interaction techniques and technologies.

  • Demonstrate problem-solving skills including the choice of appropriate advanced interaction technologies to deliver an appropriate and positive user experience.

  • Demonstrate application of computer programming and media production skills in implementing prototypes of advanced in interaction techniques and technologies.

  • Demonstrate technical writing skills in describing the design, implementation and evaluation of prototypes using advanced in interaction techniques and technologies.

Assessment

Task Length % of module mark
Essay/coursework
Interactive media prototype and 2500 word report
N/A 100

Special assessment rules

None

Reassessment

Task Length % of module mark
Essay/coursework
Interactive media prototype and 2500 word report
N/A 100

Module feedback

You will receive individual oral feedback for the weekly practical lab sessions, during the lab sessions.

You will receive written feedback on coursework assignments using a proforma identifying key requirements and marks awarded for sections of the assignment. This will be in line with standard University turnaround times.

Indicative reading

Dieck, M. C. t., Loureiro, S. M. C., Jung, T. H. (2021). Augmented Reality and Virtual Reality: New Trends in Immersive Technology. Germany: Springer International Publishing.

Jones, L. A. (2018). Haptics. United Kingdom: MIT Press.

Maher, M. L., Lee, L. (2017). Designing for Gesture and Tangible Interaction. (n.p.): Morgan & Claypool Publishers.

Snyder, W. E., Qi, H. (2017). Fundamentals of Computer Vision. United Kingdom: Cambridge University Press.



The information on this page is indicative of the module that is currently on offer. The University is constantly exploring ways to enhance and improve its degree programmes and therefore reserves the right to make variations to the content and method of delivery of modules, and to discontinue modules, if such action is reasonably considered to be necessary by the University. Where appropriate, the University will notify and consult with affected students in advance about any changes that are required in line with the University's policy on the Approval of Modifications to Existing Taught Programmes of Study.