|SCIENTIFIC DISCIPLINARY SECTOR||ING-INF/05|
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).
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).
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.
There are no particular prerequisites, although having C ++ programming and Computer Graphics / Computer Vision basics can certainly be useful.
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).
PART ONE: Virtual Reality - from 3D Modeling to Animation / Tracking of 3D objects (lessons and video-tutorials)
PART TWO: VR Design & Coding (lessons and exercises)
PART THREE: From Augmented Reality to Extended Reality (lessons and seminars)
Office hours: 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 email@example.com During the semester the teacher will be available at the end of the planned activities, always by appointment, except impediments.
GIANNI VIARDO VERCELLI (President)
NICOLETTA NOCETI (President Substitute)
All class schedules are posted on the EasyAcademy portal.
The exam modality is based on a group or individual project, followed by an oral discussion.
The assessment method is based on the continuous assessment of learning and the final group or individual project, followed by an oral discussion.