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REALTÀ VIRTUALE, REALTÀ AUMENTATA E GAMIFICAZIONE

CODE 90618
ACADEMIC YEAR 2022/2023
CREDITS
  • 12 cfu during the 1st year of 9913 DIGITAL HUMANITIES - COMUNICAZIONE E NUOVI MEDIA (LM-92) - SAVONA
  • SCIENTIFIC DISCIPLINARY SECTOR ING-INF/05
    LANGUAGE Italian (English on demand)
    TEACHING LOCATION
  • SAVONA
  • SEMESTER 2° Semester
    MODULES This unit is a module of:
    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 and lab activities, 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 Active Learning, with continuous assessments.

     

    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

    TEACHERS AND EXAM BOARD

    LESSONS

    Class schedule

    All class schedules are posted on the EasyAcademy portal.

    EXAMS

    EXAM DESCRIPTION

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

    ASSESSMENT METHODS

    The assessment methods are based on the continuous evaluation of activities carried out in the semester, as well as an individual or team-based project, followed by an oral discussion.

    FURTHER INFORMATION

    Students with disabilities or learning disorders are allowed to use specific modalities and supports that will be determined on a case-by-case basis in agreement with the Delegate of the Engineering courses in the Committee for the Inclusion of Students with Disabilities. Students are invited to contact the teacher of this course and copy the Delegate (https://unige.it/commissioni/comitatoperlinclusionedeglistudenticondisa…).