A course is the basic teaching unit, it's design as a medium for a student to acquire comprehensive knowledge and skills indispensable in the given field. A course guarantor is responsible for the factual content of the course.
For each course, there is a department responsible for the course organisation. A person responsible for timetabling for a given department sets a time schedule of teaching and for each class, s/he assigns an instructor and/or an examiner.
Expected time consumption of the course is expressed by a course attribute extent of teaching. For example, extent = 2 +2 indicates two teaching hours of lectures and two teaching hours of seminar (lab) per week.
At the end of each semester, the course instructor has to evaluate the extent to which a student has acquired the expected knowledge and skills. The type of this evaluation is indicated by the attribute completion. So, a course can be completed by just an assessment ('pouze zápočet'), by a graded assessment ('klasifikovaný zápočet'), or by just an examination ('pouze zkouška') or by an assessment and examination ('zápočet a zkouška') .
The difficulty of a given course is evaluated by the amount of ECTS credits.
The course is in session (cf. teaching is going on) during a semester. Each course is offered either in the winter ('zimní') or summer ('letní') semester of an academic year. Exceptionally, a course might be offered in both semesters.
The subject matter of a course is described in various texts.
BI-VHS Virtual game worlds Extent of teaching: 2P+2C Instructor: Richtr R. Completion: ZK Department: 18102 Credits: 4 Semester: Z Annotation:
The course leads students to create a complex virtual world. The course is a continuation of basic graphical courses (MGA, PGR, BLE,?). This current students knowledge is furthermore complemented by the theory of game design, principles of writing dialogues and characters in order to create a functional and complex virtual world. The course can be followed by the course MI-PVR with the task of converting scenes and their dynamics into a fully virtual environment suitable for VR devices.
Lecture syllabus:
1. scene representation 2. interaction and modality in a virtual world 3. world with avatar and without 4. natural world dynamics 5. natural activity cycles 6. dialogues and scenarios 7. the inner logic and rules of a virtual world 8. non-user persons 9. complex structures 10. whole virtual world storyline 11. virtual reality 12. project presentation Seminar syllabus:
1semestral work assignment 2team role assignment 3basic graphics engines, virtual world, objects and interactions 4checkpoint (static world) 5world and objects dynamics 6checkpoint (dynamic world) 7storylines, dialogs, NPCs 8complex virtual world 9checkpoint (NPC, dialogs) 10unity VR (static world) 11unity VR (dynamic world) 12project presentationLiterature:
Schell, Jesse. The Art of Game Design: A book of lenses. AK Peters/CRC Press, 2014. Lebowitz, Josiah, and Chris Klug. Interactive Storytelling for Video Games: Proven Writing Techniques for Role Playing Games, Online Games, First Person Shooters, and more. Focal Press, 2012. Nystrom, Robert. Game programming patterns. Genever Benning, 2014.Requirements:
BI-MGA, BI-PGR, or BI-BLE (recommended, not mandatory)
Informace o předmětu a výukové materiály naleznete na https://courses.fit.cvut.cz/BI-VHS/
Na tento předmět navazuje v magisterském studiu předmět Architektura počítačových her.The course is also part of the following Study plans:
Page updated 20. 4. 2024, semester: L/2023-4, L/2020-1, L/2022-3, L/2021-2, Z/2019-20, Z/2022-3, Z/2020-1, Z/2023-4, L/2019-20, Z/2021-2, Z/2024-5, Send comments to the content presented here to Administrator of study plans Design and implementation: J. Novák, I. Halaška