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CODE 108326
ACADEMIC YEAR 2024/2025
CREDITS
SCIENTIFIC DISCIPLINARY SECTOR ING-INF/05
LANGUAGE Italian
TEACHING LOCATION
  • SAVONA
SEMESTER 2° Semester
PREREQUISITES
Propedeuticità in ingresso
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MODULES Questo insegnamento è un modulo di:
TEACHING MATERIALS AULAWEB

AIMS AND CONTENT

LEARNING OUTCOMES

Introduce methodologies and tools useful for designing simple digital applications for platforms and experiences using Game Design techniques, Gamification, up to immersive Extended Reality systems and multimodal Generative-AI.

 

AIMS AND LEARNING OUTCOMES

Aims:

  • Acquire the skills necessary to design multimedia content.
  • Understand the current condition of media hybridization and how the boundaries between them are thinning, with particular reference to the video game world and, in general, to interactive media effectively used for both communication and learning.
  • Acquire awareness of the transmediality of parts through the video game that acts as a vector.
  • Acquire, through the creation of a project, the basic competencies of gamification, game design, screenplay, game writing, and production.
  • Learn how to navigate the available technologies, examining and choosing a target audience, considering the needs of the end-user and a potential client.
  • Understand that Virtual Reality and Augmented Reality are "media."
  • - Provide tools to work consciously on content and projects mediated by multimodal Generative Artificial Intelligence.

Learning Outcomes:

  • Be able to combine VR/AR/XR and Metaverse solutions with Digital Storytelling and Gamification techniques.
  • Be able to design and create simple multimodal and immersive content, not only useful but also enjoyable.
  • Be able to work on a group project, experimenting with different professions related to Game Design and Digital Content Production.
  • Be able to consciously use software powered by multimodal Generative Artificial Intelligence.

TEACHING METHODS

Unit 2 of Digital Communication has mandatory attendance. It will be delivered through lectures and technical-practical laboratory activities in person, using Active Learning and Flipped Classroom methodologies. Some extra-curricular thematic seminars complement the main teaching methods.

SYLLABUS/CONTENT

PART A - THEORY

1. Game Design and Digital Storytelling

  •  Theories and methodologies of Game Design and Game-based Learning.
  •  Digital Storytelling.
  •  Transmediality.
  •  Creating a Pitch Document / brief Project Document.

2. Gamification

  • Storytelling and MDA framework: theories and methods for Gamification.
  • Designing and producing gamified multimedia content.

3. Images & Digital Production

4. Extended Reality (XR)

  • Introduction to Virtual Reality (VR); differences between VR, Cinematic VR, Augmented Virtuality, Mixed Reality, Augmented Reality (AR), and Extended Reality.
  •  Basic principles of Computer Graphics and 3D capture (Web Tool & Software).

5. Metaverse and Artificial Intelligence

  • Future trends: the relationship between XR, Metaverse, and Generative-AI.

PART B – LABORATORY AND PROJECT ACTIVITIES

1. Digital Technologies for the Web and Prompt Programming (“Alice In Codeland”)

  • Designing and creating digital contents using generative-Ai tools and multimodal prompt programming.
  • Designing and creating immersive digital content using multimodal prompt programming tools.

2. Experiences with VR/AR/XR platforms for Metaverses.

  • Elevator Pitch Design.
  • Swot Analysis.

RECOMMENDED READING/BIBLIOGRAPHY

Recommended texts and reference websites:

  • Slides and materials provided by the teacher

TEACHERS AND EXAM BOARD

Exam Board

GIANNI VIARDO VERCELLI (President)

SAVERIO IACONO (President Substitute)

LESSONS

Class schedule

The timetable for this course is available here: Portale EasyAcademy

EXAMS

EXAM DESCRIPTION

There are 2 mutually exclusive modalities for taking the exam:

MODE A (for "attending" students)

  • Presentation of a document representing a gamified project, based on what was explained in class, and an XR demo using the software shown during the course.

MODE B ( for "non-attending" students)

  • Oral on the course materials made available on Aulaweb.

ASSESSMENT METHODS

The assessment method will vary based on attendance.

  • For those who attend lessons and laboratory activities (both in person and remotely) during the course, i.e. "attending" students, a continuous evaluation will be adopted on the basis of the submissions made on Aulaweb and the passing of the self-assessment tests made available online, in order to allow to verify in the final test (project presentation) the timely achievement of the training objectives and key skills.
  • For those who do not attend regularly, i.e. "non-attending" students, a mixed evaluation will be adopted, in which they will be asked to pass the online self-assessment tests, which will allow them to present themselves for the oral exam, in order to verify both the level of theoretical and methodological preparation and the skills and objective practical skills.

Exam schedule

Data appello Orario Luogo Degree type Note
08/01/2025 09:30 SAVONA Scritto + Orale
22/01/2025 09:30 SAVONA Scritto + Orale
05/02/2025 09:30 SAVONA Scritto + Orale
04/06/2025 09:30 SAVONA Scritto + Orale
25/06/2025 09:30 SAVONA Scritto + Orale
16/07/2025 09:30 SAVONA Scritto + Orale
10/09/2025 09:30 SAVONA Scritto + Orale

Agenda 2030 - Sustainable Development Goals

Agenda 2030 - Sustainable Development Goals
Quality education
Quality education
Decent work and economic growth
Decent work and economic growth
Industry, innovation and infrastructure
Industry, innovation and infrastructure