CODE 90618 ACADEMIC YEAR 2021/2022 CREDITS 6 cfu anno 1 DIGITAL HUMANITIES - COMUNICAZIONE E NUOVI MEDIA 9913 (LM-92) - SAVONA SCIENTIFIC DISCIPLINARY SECTOR ING-INF/05 LANGUAGE Italian (English on demand) TEACHING LOCATION SAVONA 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 Lectures (face-to-face and/or blended learning), with video tutorials and lab exercices. Seminars (optionals, in extra-curricular dates). The pedagogical approach used in this course will be blended between Flipped Classroom and PBL, with continuous assessments. Further information at the link https://corsi.unige.it/9913/news/12704-modalit%C3%A0-didattica-per-lavvio-dellaa-202122. 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: from 3D Modelling to Animation/Tracking of 3D Objects Introduction to Virtual Reality (VR); differences between VR, Cinematic VR, Augmented Virtuality, Mixed Reality, Augmented Reality (AR), and Extended Reality (XR). 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. Animation 3D: Tracking, Collision, Interaction. PART TWO: VR Design and 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: From Augmented Reality to Extended Reality From VR to AR: algorithms and tools for marker-based AR, markerless AR, Augmented Vision. Extended Reality and relationships with IoT, Robotics and AI Devices: sensors, HMDs, actuators for XR Languages and tools for the design of XR apps (WebXR) Future trends in AR / MR / VR / XR. RECOMMENDED READING/BIBLIOGRAPHY Steven M. La Valle, Virtual Reality, 2017, Cambridge Univ. Press, disponibile gratuitamente su http://vr.cs.uiuc.edu/ Jason Jerald, The VR Book: Human-Centered Design for Virtual Reality, ACM Press, 2016 Marius Preda, Getting Started with Augmented Reality, Corso MOOC disponibile su https://www.coursera.org/learn/augmented-reality TEACHERS AND EXAM BOARD GIANNI VIARDO VERCELLI Ricevimento: In attendance: by appointment via e-mail at the DIBRIS (office S04, Villa Bonino 2nd floor) in Viale Francesco Causa 13, Genoa or at the 3DLabFactory (room T.008, Palazzina Lagorio, ground floor), Campus di Savona, Via A. Magliotto 2, Savona Remote call: by appointment via e-mail at gianni.vercelli@unige.it During the semester the teacher will be available at the end of the planned activities, always by appointment, except impediments. Exam Board ANTONIO CAMURRI (President) MAURO COCCOLI GUALTIERO VOLPE GIANNI VIARDO VERCELLI (President Substitute) LESSONS LESSONS START https://corsi.unige.it/9913/p/studenti-orario Class schedule The timetable for this course is available here: Portale EasyAcademy EXAMS Exam schedule Data appello Orario Luogo Degree type Note 10/01/2022 09:00 SAVONA Orale 24/01/2022 09:00 SAVONA Orale 08/02/2022 09:00 SAVONA Orale 13/06/2022 09:00 SAVONA Orale 28/06/2022 14:00 SAVONA Orale 19/07/2022 09:00 SAVONA Orale 06/09/2022 15:00 SAVONA Orale