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dc.contributor.authorLambers, Martinen_US
dc.contributor.editorBeatriz Sousa Santos and Jean-Michel Dischleren_US
dc.date.accessioned2016-04-26T07:43:04Z
dc.date.available2016-04-26T07:43:04Z
dc.date.issued2016en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/eged.20161024en_US
dc.description.abstractIn Computer Graphics, it is common practice to accompany lectures with hands-on tutorials and/or project assignments that allow students to write and run their own interactive graphics applications. In the special case of Virtual Reality courses, this approach is difficult to maintain since the software requirements pose a high entry barrier to students. In this paper, we propose a technique to significantly simplify Virtual Reality application programming, and implement it in an easy-to-use framework that supports the full range of typical Virtual Reality hardware setups, from head-mounted displays to multi-node, multi-GPU render clusters. The framework lowers the entry barrier for students and allows them to focus on course goals instead of fighting software complexities.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectK.3.2 [Computers and Education]en_US
dc.subjectComputer and Information Science Educationen_US
dc.subjectComputer Science Educationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectVirtual and Augmented Realityen_US
dc.titleLowering the Entry Barrier for Students Programming Virtual Reality Applicationsen_US
dc.description.seriesinformationEG 2016 - Education Papersen_US
dc.description.sectionheadersE2en_US
dc.identifier.doi10.2312/eged.20161024en_US
dc.identifier.pages33-36en_US


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