Technische Universität Ilmenau

New Technologies: Virtual and Augmented Reality - Modultafeln of TU Ilmenau

The Modultafeln have a pure informational character. The legally binding information can be found in the corresponding Studienplan and Modulhandbuch, which are served on the pages of the course offers. Please also pay attention to this legal advice (german only). Information on place and time of the actual lectures is served in the Vorlesungsverzeichnis.

module properties New Technologies: Virtual and Augmented Reality in major Master Medien- und Kommunikationswissenschaft/Media and Communication Science 2013
module nameNew Technologies: Virtual and Augmented Reality
module number101936
departmentDepartment of Economic Sciences and Media
ID of group 2557 (Virtual Worlds and Digital Games Group)
module leaderProf. Dr. Wolfgang Broll
credit points10
Obligationobligatory elective

Interest in VR and AR, and technology driven innovations. Willingness to discuss and present in English. Knowledge of programming is not required but offers by far additional opportunities for experiments. Literature (as far as required) to be announced at the first appointment. This course is primarily for master students of media and communication science and open for participants from other degree programs.

certificate of the module Individual achievements or exams
details of the certificate

Amount of participation in group discussions as part of a regular seminar attendance (10%)

Quality of the oral presentations of intermediate and final results (20%)

Quality of research (experimental study, application design and/or realization) and scientific paper (50%)

Quality of peer reviews (20%)

Video, etc. (optional, up to 20% bonus)


Signup details for alternative examinations
learning outcome

New technologies frequently pop up. While some of them are quickly adopted, others need several years to get established and well-accepted while further just disappear or are replaced by something even more sophisticated. New technologies regularly fascinate people and early adopters often just use and buy gadgets and products because of those.

This research seminar typically focuses around a certain technology or a bunch of technologies enabling a new type of usage or application. Participants of the seminar try to develop a deep understanding of the technological aspects involved and investigate into an individual research topic related to them. This allows them to examine general trends and perspectives, types of usage, implications, ethical aspects involved, privacy issues, and user acceptance, but also to create their own (novel) application concepts and ideas. While research may be based or include typical methodologies used in communication science, students are highly encouraged to conduct experiments using the technologies researched and to create their own (mock-up) videos. Ideally, such research finally is accompanied by an application prototype (which may include games). The individual research topics, the related work, and the methods selected will be presented and discussed with other participants throughout the seminar. The research will result in a research paper. Students delivering excellent research are encouraged and supported to submit their work to international workshop and conferences.

The particular topic will be different in each seminar and is presented at the beginning of each term.

Starting in winter term, our seminar topic is:


VR/AR - Virtual and Augmented Reality

Until recently, Virtual Reality technology has been extraordinary expensive, with multi-wall projection environments (CAVEs) and 6-DOF tracking systems ranging at 6-digit prices, making a usage outside research labs or large companies almost impossible. However, a new generation of powerful and affordable devices suddenly opens up the Virtual Reality field to consumers, bringing VR to everyone’s home. Starting with the Oculus Rift and almost immediately followed up by others (including HTC Vive, VR One, Gear VR, and PlayStation VR) stereoscopic immersive 3d visualization combined with 6-DOF tracking became available at reasonable prices. Other devices such as the Virtuix Omni for omnidirectional endless walking and new input controllers such as the Kinect 2, the Leap Motion controller, or the Myo gesture control wrist band for barehanded interaction complement this to a real VR experience right in your living room. Beside this, Augmented Reality (AR) has suddenly come to our attention. While AR capable mobile devices such as smart phones and tablets have been around for some time, the unexpected and sudden popularity of Pokemon Go demonstrated how AR may influence our daily life anywhere and anytime. With new, more advanced AR devices such as Microsoft’s Hololens waiting in the wings, one can foresee the dramatic change this may have on our perception of and interaction with our environment.

Will VR and AR revolutionize our usage of computers? How will individuals benefit from this? Which future application scenarios are imaginable? Which areas of our life will benefit from this development, which won’t? Will our way to live, work, and communicate 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 and ideas. The individual research topics and the methods selected will be presented and discussed with other participants.

The module contains the following subjects:
New Technologies: Virtual and Augmented Reality
credit points10
Obligationobligatory elective
certificate of the subjectalternative examination performance
term ganzjährig