Program Description
LOCATION
The program is located in the heart of the historic city of Orvieto in the Umbria region of Italy. The program is hosted by the British School of Orvieto.
LANGUAGES
The VRES Camp will be offered in either English or Italian. Proficiency in either language is required.
PARTICIPANT LEARNING OBJECTIVES
The objectives for the participant designers are to:
Investigate the latest research in educational gaming, active learning theories, and VR;
Leverage prototyping design processes to develop VR environments and simulation;
Evaluate, through qualitative feedback, the impact of the simulation to determine if the learning goals were achieved; and
Engage with industry professionals and learn about their experiences in leveraging VR and visualization tools.
The skills that the participants are going to acquire are:
Proficiency in developing User Experience Storyboards;
Proficiency in using SketchUp to develop mass models of buildings;
Proficiency in importing SketchUp Make models in Unity;
Proficiency in using Unity to generate virtual walkthroughs and User Interfaces; and
Introductory use of C# programming and coding language.
WORK READINESS COMPETENCIES
Attendance and Timeliness
The participants will have to attend every class event in order to complete all of the class activities and receive credit for attending the program. If a participant cannot make it to a session, they will have to notify the instructor as soon as possible. Additionally, the participants will have to submit deliverables at the end of every session as part of their activities. If a participant cannot deliver on time, they will have to notify the instructor as soon as possible.
Critical Thinking and Problem Solving and Collaboration and Teamwork
The participants will have to work together in groups to develop a virtual reality walkthrough by the end of the camp by engaging in problem-solving and critical-thinking activities.
Communication Skills and Quality of Work
A panel will judge the participants’ group virtual reality walkthrough project. The participants will be judged by a panel based on their communication skills and quality of work.
DAILY CLASS STRUCTURE
Hours of Lecture: 4 hours
Hours of Reflection and Discussion: 4 hours
Hours of Project Activities: 20 hours
PROGRAM STRUCTURE
The VRES Camp will combine lectures, demonstrations, in-class discussions, mini-projects, and presentations. The participants will have to attend a 6-hour class every day for the duration of the course. The course will be in the last week of June, and the participants will also focus on the development of the virtual prototypes. Several class periods will be available for discussing project presentations and providing specific demonstrations that may be useful for completing the projects. The course will last one week, and on each day, the participants will participate in lectures, activities, and presentations. Additionally, the participants will work in groups on exercises to develop 3D models, import them into game engines, perform design reviews, and code user interactions in C#.
LECTURES TOPICS
Introduction to Architecture, Engineering, and Construction (AEC)
The participants are exposed to what engineers do and receive examples of common careers for engineers. They are presented with the important traits of successful engineers, and the different habits and strategies that would lead to a good career in an engineering profession. In particular, they are presented with the professional duties of architectural engineers, civil engineers, and construction managers.
Introduction to Virtual Reality in AEC
The participants are presented with the current applications of virtual reality and visualization tools in the architecture, engineering, and construction industry. In particular, the participants are presented with basic theory of virtual reality, stereoscopy, immersion, and different types of VR systems for design and construction of buildings.
Introduction to the VR Design Process
In this module, the participants are exposed the engineering and virtual reality design process. In particular, they are introduced to variation of the Human-Center design process, including analysis, design, and development iterative cycles. This process is specific to designing virtual reality solutions within the architectural, engineering, and construction field.
VR User-Center Analysis
The module will introduce participants to the process of evaluating future users and the implementation environment. Additionally, participants will learn the three ways to collect user data to influence VR design, such as interviews, questionnaires, and observations. In particular, participants will perform on-site observations and interviews on the CSU EB campus.
Storyboarding for User Experience
The participants are trained in the process of developing user interfaces and experiences through the use of storyboarding techniques. In particular, the participants will have to develop a user experience for a prototype that challenges the user to learn about architecture in virtual reality.
Introduction to Modeling in SketchUp
To support the prototyping process, participants will be introduced to the modeling basics of SketchUp. SketchUp is an easy-to-learn prototyping tool used by architects and engineers to develop early concept design and portray future prototype use.
Introduction to Unity Game Engine and Prototype Development
Current professional settings leverage the Unity Game Engine for the development of VR prototypes. In this module participants are introduce to the structure of visualization experiences in Unity. The participants will learn how to code basic graphical user interactions in Unity. Additionally, the participants will learn how to export their 3D prototypes from SketchUp to Unity and activate VR walkthroughs in the space.