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CODE 90618
ACADEMIC YEAR 2021/2022
CREDITS
SCIENTIFIC DISCIPLINARY SECTOR ING-INF/05
LANGUAGE Italian (English on demand)
TEACHING LOCATION
  • SAVONA
SEMESTER 2° Semester
MODULES Questo insegnamento è un modulo di:
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

Exam Board

ANTONIO CAMURRI (President)

MAURO COCCOLI

GUALTIERO VOLPE

GIANNI VIARDO VERCELLI (President Substitute)

LESSONS

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