|SCIENTIFIC DISCIPLINARY SECTOR
To understand that Virtual Reality and Augmented Reality are "media": this is the starting point of this course. To present the main theories related to the VR / AR and immersive systems. Finally, to combine 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.
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 unit involve both make students aware of the interdisciplinary fields (mobile programming, biomechanics, sensory perception, robotics, and video games) to create immersive experiences, providing the instruments suitable for the design of software applications based on stereoscopic 3D and Virtual Reality / Augmented.
AIMS AND CONTENT
In this course students will become aware of the necessary interdisciplinarity of Augmented Reality and Virtual Reality technologies for Computer Engineering: starting from the knowledge of the fundamentals of computer 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 in virtual / mixed / augmented / extended reality (VR / AR / MR / XR).
Considering recent approaches from mobile programming to biomechanics, sensory perception and generative-AI, humanoid robotics and video games, students will face challenging tasks 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.
There are no particular prerequisites, although having C ++ programming and Computer Graphics / Computer Vision basics can certainly be useful.
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.
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: Augmented and Virtual Reality - from 3D Modeling to Animation / Tracking of 3D objects
- Introduction to Augmented/Virtual Reality (AR/VR); differences between VR, Cinematic VR, Augmented Virtuality, Mixed reality, Augmented Reality (AR) and Extended Reality.
- From Perception and Biomechanics: recall of 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: AR/VR Design & Coding
- 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.
- Languages, programming environments and tools for AR/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.
- AR Programming: algorithms and tools for marker-based AR, markerless AR, Augmented Vision.
PART THREE: From Augmented Reality to Extended Reality
- Extended Reality and relationships with IoT, Robotics and AI
- Devices: sensors, HMDs, actuators for XR
- Future trends: relationship between XR, Metaverse and Generative-AI
- 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
Ricevimento: In attendance: by appointment via e-mail at the DIBRIS (office TA.10, Villa Bonino - Mezzanine 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)
GIOVANNI ADORNI (President Substitute)
L'orario di tutti gli insegnamenti è consultabile all'indirizzo EasyAcademy.
The exam modality is based on an individual or group project, followed by an oral discussion.
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.
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, prof. Francesco Curatelli. Students are invited to contact the teacher and copy the Delegate (firstname.lastname@example.org).