Next Generation Gaming - Interactive curriculae of TU Ilmenau
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You can find all details on planned lectures and classes in the course catalogue.
Please note that this page is no longer updated. All modules and study plans from PO version 2021 onwards (Bachelor and Master study programs) are now available on the Campus Portal.
| module properties module number 101498 - common information | |
|---|---|
| module number | 101498 |
| department | Department of Economic Sciences and Media |
| ID of group | 2557 (Virtual Worlds and Digital Games) |
| module leader | Prof. Dr. Wolfgang Broll |
| language | |
| term | unbekannt |
| previous knowledge and experience | |
| learning outcome | Head mounted displays (HMD) are not new. Actually they already come into existence in the late sixties of the previous century. However, so far they very only used sparsely. They were in particular used for research in the context of Virtual Reality (VR). Due to their heavy weight and the rather low quality of the display they could actually only be used for short periods. Further, in particular for higher resolution displays one had to pay some thousand or even ten-thousand dollar, making them practically unaffordable for private users. Additionally, for actually diving into a virtual world, a precise tracking system, tracking the position and orientation of the user’s head is required to achieve an immersive impression of the virtual environment. Again, those system were either of rather low quality or very expensive, preventing a usage by consumers. While still only available as pre-release for developing purposes, the Oculus Rift is the first HMD providing a high-resolution, high-immersive VR display at a reasonable, affordable price. In its second release the system already integrates a tracking system, giving anyone full access to VR. Obviously, the game industry has quickly adopted this trend. Today, already a couple of current games have been adapted to work with the Oculus Rift. However, future opportunities go far beyond this. Not at least the acquisition of Oculus VR by Facebook for 2 billion US dollars showed that people see a great potential in this development. Will the revolutionize digital games? Which games will benefit from this development, which won’t? Will there be a new generation of games? Will the users finally accept this? Which (other) application scenarios are possible? Will our way to play games change? Or is there another story behind all this? In this research seminar students will have the opportunity to investigate into these and many other questions, examine trends and create their own concepts, ideas as well as application/game prototypes. The individual research topics and the methods selected will be presented and discussed with other participants |
| content | |
| media of instruction and technical requirements for education and examination in case of online participation | |
| literature / references | |
| evaluation of teaching | |
| Details reference subject | |
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| module name | Next Generation Gaming |
| examination number | 90347 |
| credit points | 6 |
| SWS | 0 |
| on-campus program (h) | 0 |
| self-study (h) | 180 |
| obligation | elective module |
| exam | multiple performances |
| details of the certificate |
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| link to Moodle course | |
| teacher | |
| signup details for alternative examinations | |
| maximum number of participants | |
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Details
in degree program
Master Medien- und Kommunikationswissenschaft/Media and Communication Science 2013 ATTENTION: not offered anymore |
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|---|---|
| module name | Next Generation Gaming |
| examination number | 90347 |
| credit points | 6 |
| on-campus program (h) | 22 |
| self-study (h) | 158 |
| obligation | elective module |
| exam | multiple performances |
| details of the certificate |
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| link to Moodle course | |
| signup details for alternative examinations | |
| maximum number of participants | |

