Salta al contenuto principale della pagina

VIRTUAL REALITY FOR ROBOTICS

CODE 104737
ACADEMIC YEAR 2021/2022
CREDITS
  • 4 cfu during the 2nd year of 10635 ROBOTICS ENGINEERING (LM-32) - GENOVA
  • SCIENTIFIC DISCIPLINARY SECTOR ING-INF/05
    LANGUAGE English
    TEACHING LOCATION
  • GENOVA
  • SEMESTER 1° Semester
    TEACHING MATERIALS AULAWEB

    OVERVIEW

    The aim of the course is to start from the knowledge on the fundamentals of graphics, modeling and animation of 3D digital objects, to arrive at the programming skills necessary to build applications and systems based on simulation in virtual / mixed / augmented / extended reality (VR / AR / MR / XR).

    This objective will serve to make students aware of the necessary interdisciplinarity of contributions from mobile programming, biomechanics, sensory perception, robotics and video games in order to manage complex interactions between simulated and / or physical objects and actors (both in sight first person FPV and third person TPV).

    AIMS AND CONTENT

    LEARNING OUTCOMES

    Starting from the knowledge on the fundamentals of graphics, modeling and animation of 3D digital objects, the aim of the course is to get to the programming skills necessary to build applications and systems based on simulation in virtual / mixed / augmented / extended reality (VR / AR / MR / XR). The fundamental objectives of this course are to make students aware of the necessary interdisciplinarity of VR for Robotics: from mobile programming to biomechanics, sensory perception, humanoid robotics and video games, in order to manage complex interactions between simulated and / or physical objects and actors (both FPV first-person view and TPV third-person view).

    AIMS AND LEARNING OUTCOMES

    Understanding that Virtual Reality and Augmented Reality are "media" is the starting point of this course. On the one hand, through the techniques of Computer Graphics & Animation and the introduction of immersive systems (sensors and actuators), we are now able to simulate the real world in such a realistic way as to deceive our senses in an extremely sophisticated way; on the other hand, through the insertion of artificial elements into the real perception we are able to increase our operational and intellectual abilities. Finally, combining VR and AR to arrive at a Mixed or rather an Extended Reality (XR) is important to understand how simulation, sensing and implementation methodologies must be adequately integrated with Digital Storytelling techniques.

    The expected learning outcomes will allow the student to design and implement infomobility applications and immersive systems on game-engine that are not only effective, but also funny.

    PREREQUISITES

    There are no particular prerequisites, although having C ++ programming and Computer Graphics / Computer Vision basics can certainly be useful.

    TEACHING METHODS

    Lectures (in presence and/or online), supported by videotutorials and laboratory exercises (even virtual) and by in-depth seminars.

    The teaching methodology used in the course will be based on the active involvement of students in the learning process, and will be re-contextualized for integrated digital didactics (IDD). It will therefore be a hybrid methodology between frontal lessons, Flipped Classroom and ABL (Active Blended Learning), with a Peer-Assessment evaluation of the exercises assigned in the laboratory (in presence and/or virtual).

    SYLLABUS/CONTENT

    PART ONE: Virtual Reality - from 3D Modeling to Animation / Tracking of 3D objects (lessons and video-tutorials)

    • Introduction to Virtual Reality (VR); differences between VR, Cinematic VR, Augmented Virtuality, Mixed reality, Augmented Reality (AR) and Extended Reality.
    • Recall from Perception and Biomechanics: principles of 3D Computer Graphics and Stereoscopy. Reference systems and 3D transformations. 3D modeling and rendering.

    PART TWO: VR Design & Coding (lessons and exercises)

    • Game Design and Game-based Learning theories and methodologies.
    • Storytelling and MDA framework: theories and methods for Gamification.
    • Languages, programming environments and tools for VR: programming exercises with game engine.
    • Game Engine Editor: Worlds, Assets, Actors and Geometry, Components, Level Design.
    • VR Programming: Gameplay Architecture, UI Framework, Gameplay Framework, Character and object animation.
    • Advanced technologies and tools for Game / VR App design: MoCap, FaceRigging, Performance Capture.

    PART THREE: From Augmented Reality to Extended Reality (lessons and seminars)

    • From VR to AR: algorithms and tools for marker-based AR, markerless AR, Augmented Vision.
    • Extended Reality and the relationship with IoT, Robotics and AI
    • The devices: sensors, viewers, actuators for the XR
    • Languages ​​and tools for XR app design (WebXR)
    • Future trends in AR / MR / VR / XR.

    RECOMMENDED READING/BIBLIOGRAPHY

    • Steven M. La Valle, Virtual Reality, 2017, Cambridge Univ. Press, freely available at http://vr.cs.uiuc.edu/
    • Jason Jerald, The VR Book: Human-Centered Design for Virtual Reality, ACM Press, 2016

    TEACHERS AND EXAM BOARD

    Exam Board

    GIANNI VIARDO VERCELLI (President)

    FABIO SOLARI

    NICOLETTA NOCETI (President Substitute)

    LESSONS

    Class schedule

    All class schedules are posted on the EasyAcademy portal.

    EXAMS

    EXAM DESCRIPTION

    The exam modality is based on a group or individual project, followed by an oral discussion.

    ASSESSMENT METHODS

    The assessment method is based on the continuous assessment of learning and the final group or individual project, followed by an oral discussion.

    Exam schedule

    Date Time Location Type Notes
    13/01/2022 10:00 GENOVA Orale
    27/01/2022 10:00 GENOVA Orale
    11/02/2022 10:00 GENOVA Orale
    09/06/2022 10:00 GENOVA Orale
    14/07/2022 10:00 GENOVA Orale
    08/09/2022 10:00 GENOVA Orale