Syllabus for Advanced Visual Interfaces

Avancerade visuella gränssnitt

  • 5 credits
  • Course code: 1MD020
  • Education cycle: Second cycle
  • Main field(s) of study and in-depth level: Computer Science A1N, Technology A1N, Human-Computer Interaction A1N

    Explanation of codes

    The code indicates the education cycle and in-depth level of the course in relation to other courses within the same main field of study according to the requirements for general degrees:

    First cycle

    • G1N: has only upper-secondary level entry requirements
    • G1F: has less than 60 credits in first-cycle course/s as entry requirements
    • G1E: contains specially designed degree project for Higher Education Diploma
    • G2F: has at least 60 credits in first-cycle course/s as entry requirements
    • G2E: has at least 60 credits in first-cycle course/s as entry requirements, contains degree project for Bachelor of Arts/Bachelor of Science
    • GXX: in-depth level of the course cannot be classified

    Second cycle

    • A1N: has only first-cycle course/s as entry requirements
    • A1F: has second-cycle course/s as entry requirements
    • A1E: contains degree project for Master of Arts/Master of Science (60 credits)
    • A2E: contains degree project for Master of Arts/Master of Science (120 credits)
    • AXX: in-depth level of the course cannot be classified

  • Grading system: Fail (U), Pass (3), Pass with credit (4), Pass with distinction (5)
  • Established: 2008-03-18
  • Established by:
  • Revised: 2018-08-30
  • Revised by: The Faculty Board of Science and Technology
  • Applies from: Spring 2019
  • Entry requirements:

    120 credits with 40 credits in science/engineering. A course in computer graphics is recommended and can be taken in parallel. Proficiency in English equivalent to the Swedish upper secondary course English 6.

  • Responsible department: Department of Information Technology

Learning outcomes

On completion of the course, the student should be able to:

  • account for the technical principles of advanced modern display systems
  • explain theoretical foundations of spatial calibration
  • describe technical principles for spatial registration of displays and movements of the viewer
  • analyse requirements on display and registration techniques in different application areas
  • independently evaluate display and registration techniques by own experiments or theoretical studies
  • adapt visualisation algorithms for presentation in advanced display environments


Techniques for advanced presentation and interaction: The technologies of basic screen, projection based systems, head-up display for augmented reality, camera based see-through systems, techniques for stereo image display, methods for multiplexing of images, holographic optical elements (HOEL) and optical filters, methods for spatial registration, camera based system positioning systems, inert trackning, 3D algorithms for stereoscopic projection, spatial registration and calibration of screens, algorithms for the off-axis projection, geometric calibration in 2D the picture plane.

Practical experiments and projects in development of advanced visualisation environment that assumes knowledge and skills within C++/OpenGL and basic knowledge in shader programming.


Lectures, practical experiments, supervision of project.


Written examination (2 credits), oral and written presentation of project (3 credits).

If there are special reasons for doing so, an examiner may make an exception from the method of assessment indicated and allow a student to be assessed by another method. An example of special reasons might be a certificate regarding special pedagogical support from the disability coordinator of the university.

Reading list

The reading list is missing. For further information, please contact the responsible department.