Understanding that Virtual Reality and Augmented Reality are "media" is the starting point of this course. Presenting the main theories related to VR/AR and immersive systems. Finally combining VR and AR with Digital Storytelling and Gamification techniques, so that the student can design infomobility applications and immersive systems that are not only useful but also enjoyable.
The aim of the course is to start from the knowledge onthe fundamentals of graphics, modeling and animation of3D digital objects, to arrive at the programming skillsnecessary to build applications and systems based onsimulation in virtual / mixed / augmented / extended reality (VR / AR / MR / XR)
Understanding that Virtual Reality and Augmented Reality are "media" is the starting point of this course. On the one hand, through Computer Graphics techniques and the introduction of immersive systems (sensors and actuators), we are now able to simulate the real world in such a realistic way that we can 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 capabilities. Finally, combining VR and AR with Digital Storytelling and Gamification techniques will allow the student to design infomobility applications and immersive systems that are not only useful but also enjoyable.
Lectures and laboratory activities, accompanied by in-depth analysis through videos and exercises. In-depth seminars (optional, in extra-curricular hours).
The course starts from the basics of human-machine interaction, with particular attention to natural user interfaces (NUI) and touch, to address the theories and technologies of Virtual Reality (VR) and Augmented Reality (AR). A part of the course is dedicated to the analysis of devices, sensors, natural interfaces, and Immersive Systems. Finally, the theories and methodologies of Gamification and Digital Storytelling will be presented.
PART ONE: Introduction to Virtual Reality (VR); differences between VR, Cinematic VR, Augmented Virtuality, Mixed reality, Augmented Reality (AR) and Extended Reality. Recall from Perception and Biomechanics. Principles of 3D Computer Graphics. Reference systems and transformations in 3D. Languages, programming environments and tools for VR. 3D modeling (Blender). Basics of VR/AR programming using Blueprint (Unreal).
PART TWO: VR Design and Gamification Theories and methodologies of Game Design and Game-based Learning. Building a Game Design Document 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 its relationship with IoT, Robotics and AI Devices: sensors, viewers, actuators for XR Future trends: relationship between XR, Metaverse and Generative-AI
Steven M. La Valle, Virtual Reality, 2023, Cambridge Univ. Press, available for free at 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, MOOC course available at https://www.coursera.org/learn/augmented-reality
Epic Games, Tutorial on Unreal Engine, available at https://dev.epicgames.com/community/unreal- engine/learning
Ricevimento: By appointment via Microsoft Teams or at 3DLabFactory (room T.008, Lagorio Building, ground floor), Savona Campus, Via A. Magliotto 2, Savona. Appointment must be previously arranged via email (saverio.iacono@unige.it)
Ricevimento: By appointment via Microsoft Teams The appointment must be previously agreed via email (edoardo.bellanti@edu.unige.it)
SAVERIO IACONO (President)
GIANNI VIARDO VERCELLI
EDOARDO BELLANTI (President Substitute)
The exam format is based on an individual or group project, followed by an oral discussion.
The assessment method is based on the evaluation of the exercises and the individual or group project, followed by an oral discussion.
Students with disabilities or DSA may request compensatory/exemptive measures for the exam. The procedures will be defined on a case-by-case basis together with the Engineering Representative of the University Committee for the support of students with disabilities and DSA. Students who wish to request this are invited to contact the course teacher, copying the Representative (https://unige.it/commissioni/comitatoperlinclusionedeglistudenticondisabilita.html).