CODE 90618 ACADEMIC YEAR 2017/2018 CREDITS 6 cfu anno 1 DIGITAL HUMANITIES - COMUNICAZIONE E NUOVI MEDIA 9913 (LM-92) - SCIENTIFIC DISCIPLINARY SECTOR ING-INF/05 LANGUAGE Italian TEACHING LOCATION SEMESTER 2° Semester MODULES Questo insegnamento è un modulo di: MULTIMEDIA INTERCTIVE SYSTEMS TEACHING MATERIALS AULAWEB OVERVIEW To understand that Virtual Reality and Augmented Reality are "media": this is the starting point of this course. Present the main theories related to the VR / AR and immersive systems. Finally combining VR and AR with the Digital Storytelling techniques and Gamification, so that students will be able to design info-mobility apps and immersive systems not only useful but also funny. AIMS AND CONTENT LEARNING OUTCOMES Objective of the module is to provide students with the knowledge on the fundamentals of 3D graphics and animation and practical skills to build simple applications and systems based on simulation in virtual / mixed / augmented reality and gamification. The fundamental objectives of this module involve both make students aware of the necessary interdisciplinary approach of contributions from the mobile programming, from biomechanics, from sensory perception, from robotics and video games in order to create natural user interfaces (NUI), both in providing the instruments suitable for the design of software applications based on stereoscopic 3D and Virtual Reality / Augmented. AIMS AND LEARNING OUTCOMES Understand that Virtual Reality and Augmented Reality are "average" is the starting point of this course. On the one hand, by the Computer Graphics & Animation techniques and the introduction of immersive systems (sensors and actuators), we are now able to simulate the real world so realistic that it fooled so very sophistic our senses; on the other, through the insertion of artificial elements in the real perceived we are able to increase our operational capabilities and intellectual. Finally combining VR and AR with the Digital Storytelling techniques and Gamification, allow the student to design mobile information systems and immersive applications not only useful but also funny. TEACHING METHODS Lezioni frontali, corredate da approfondimenti tramite video ed esercitazioni di laboratorio. Seminari di approfondimento (opzionali, in orari extra-curricolari). La metodologia didattica usata nel corso sarà di tipo misto tra Flipped Classroom" e PBL, con una valutazione degli esercizi assegnati in laboratorio e letture assegnate a cadenza quindicinale. SYLLABUS/CONTENT The course starts from the interaction man-machine basis, with particular regard to natural user interfaces (NUI) and touch, to address the theories and technologies of Virtual Reality (VR), the stereoscopic (3D) video at 360 ° ( Cinematic VR) and Augmented Reality (AR). Part of the course is devoted to the analysis of devices, sensors, natural interfaces, and Immersive Systems. Finally, we will discuss the theories and methodologies of Gamification and Digital Storytelling. PART ONE: Virtual Reality, Stereoscopic Video and Cinematic VR Introduction to Virtual Reality (VR); differences between VR, Cinematic VR, Augmented Virtuality, Mixed Reality and Augmented Reality (AR). From Perception and Biomechanics: Principles of Computer Graphics and 3D stereoscopic. reference systems and transformations in 3D. Languages, programming environments and tools for VR. Programming exercises with VR engine. Cinematic VR: video shooting techniques and technologies immersive 3D and 360 °. PART TWO: Gamification Theories and methods of Game Design and Game-based Learning. Storytelling and MDA framework: theories and methods for Gamification. Languages and advanced tools for designing Game / App VR: MoCap, FaceRigging, Performance Capture, AI-based gamification. PART THREE: Augmented Reality From Cinematic VR to AR: algorithms and tools for marker-based AR, markerless AR, Augmented Vision. Languages and tools for the design of AR-mobile app. Future trends in AR / MR / VR. RECOMMENDED READING/BIBLIOGRAPHY Steven M. La Valle, Virtual Reality, 2017, Cambridge Univ. Press, disponibile gratuitamente su http://vr.cs.uiuc.edu/ Marius Preda, Getting Started with Augmented Reality, Corso MOOC disponibile su https://www.coursera.org/learn/augmented-reality Edoardo Bellanti, Alice Corsi e Gianni Verrcelli, Video a 360° per la realtà virtuale, 2017, disponibile su http://3dlabfactory.dibris.unige.it/ Saverio Iacono e Gianni Vercelli, Dai videogame alla gamificazione: realtà e apprendimento aumentato, 2017, disponibile su http://3dlabfactory.dibris.unige.it/ TEACHERS AND EXAM BOARD GIANNI VIARDO VERCELLI Ricevimento: By appointment by email at the DIBRIS department room (S04 room, 2nd floor Villa Bonino) in Viale Francesco Causa 13, Genoa. The teacher can be contacted via Aulaweb and via email at gianni.vercelli@unige.it During the semester, starting from 27.09.2016, the teacher will be available at the end of the planned activities every Tuesday from 6:00 to 7:00 PM, always by appointment, except impediments. MAURO COCCOLI Ricevimento: On lectures' days, at the Savona Universtity Campus. On appointment, at the Department DIBRIS in Genoa. Exam Board ANTONIO CAMURRI (President) GIANNI VIARDO VERCELLI (President) MAURO COCCOLI GUALTIERO VOLPE LESSONS LESSONS START February 27, 2017 Class schedule VIRTUAL REALITY, AUGMENTED REALITY AND GAMIFICATION EXAMS Exam schedule Data appello Orario Luogo Degree type Note 11/01/2018 09:00 SAVONA Orale 29/01/2018 09:00 SAVONA Orale 13/02/2018 09:00 SAVONA Orale 11/06/2018 09:00 SAVONA Orale 26/06/2018 09:00 SAVONA Orale 11/07/2018 09:00 SAVONA Orale 13/09/2018 09:00 SAVONA Orale