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CODE 90618
ACADEMIC YEAR 2023/2024
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 "media" 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 basics of man-machine interaction, with particular regard to natural user (NUI) and haptic interfaces, to address the theories and technologies of Virtual Reality (VR), stereoscopic (3D), 360° videos (Cinematic VR) and Augmented Reality (AR). A part of the course is dedicated to the analysis of devices, sensors, natural interfaces, and Immersive Systems. Moreover, we will discuss the theories and methodologies of Gamification and Game Design.

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 3D Computer Graphics and stereoscopy. Reference systems and transformations in 3D.
  • Languages, programming environments and tools for VR.
  • 3D modeling (Blender); Tools for Photogrammetry-based Capture.
  • Basics of VR/AR programming using Blueprint (Unreal).
  • 3D animation: Tracking, Collision, Interaction

PART TWO: VR Design and Gamification

  • Theories and methods of Game Design and Game-based Learning.
  • Construction of a Game Design Document starting from a Pitch.
  • Storytelling and MDA framework: theories and methods for 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
  • Future trends: relationship between XR, Metaverse and Generative-AI

RECOMMENDED READING/BIBLIOGRAPHY

  • Steven M. La Valle, Virtual Reality, 2023, Cambridge Univ. Press, disponibile gratuitamente su http://lavalle.pl/vr/
  • 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
  • Epic Games, Tutorial su Unreal Engine, disponibili su https://dev.epicgames.com/community/unreal-engine/learning 

TEACHERS AND EXAM BOARD

Exam Board

ANTONIO CAMURRI (President)

GIANNI VIARDO VERCELLI (President)

MAURO COCCOLI

GUALTIERO VOLPE

SAVERIO IACONO (President Substitute)

LESSONS

Class schedule

The timetable for this course is available here: Portale EasyAcademy

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.

Exam schedule

Data appello Orario Luogo Degree type Note
09/01/2024 09:30 SAVONA Orale
22/01/2024 09:30 SAVONA Orale
05/02/2024 09:30 SAVONA Orale
10/06/2024 09:00 SAVONA Orale
25/06/2024 14:00 SAVONA Orale
16/07/2024 09:30 SAVONA Orale
09/09/2024 09:30 SAVONA Orale

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/comitatoperlinclusionedeglistudenticondisabilita.html).

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Agenda 2030 - Sustainable Development Goals
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