CODE 80459 ACADEMIC YEAR 2024/2025 CREDITS 6 cfu anno 2 COMPUTER ENGINEERING 11160 (LM-32) - GENOVA SCIENTIFIC DISCIPLINARY SECTOR ING-INF/05 LANGUAGE English TEACHING LOCATION GENOVA SEMESTER 1° Semester TEACHING MATERIALS AULAWEB OVERVIEW Understanding that Virtual Reality and Augmented Reality are "media" is the starting point of this course. Present the main theories related to VR/AR and immersive systems. Finally, combine VR and AR with Digital Storytelling and Gamification techniques, so that the student can design immersive applications and gamified solutions that are not only useful but also pleasant. AIMS AND CONTENT LEARNING OUTCOMES The aim of the course is to provide students with knowledge of the fundamentals of virtual and augmented reality. Students will study how to design simple applications in the Mixed & Extended Reality (MR/XR) field to understand how simulation, detection and implementation methodologies must be adequately integrated with Digital Storytelling techniques. The expected learning outcomes will allow the students to design and create immersive applications and gamified solutions that will be not only effective, but also f AIMS AND LEARNING OUTCOMES Attendance and active participation in the proposed training activities and individual study will allow the student to: understand that Virtual Reality and Augmented Reality are "media"; simulate, through simple projects of increasing complexity, the real world in such a realistic way as to deceive our sense organs in an extremely advanced way; use Computer Graphics & Animation techniques within immersive extended reality systems in which sensors and actuators can be connected; insert artificial digital twins into the real perception to increase the operational and intellectual capabilities of users; combine VR and AR with Digital Storytelling and Gamification techniques; design simple projects at a Mixed or rather an Extended Reality (XR) 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 create immersive game-engine based applications and systems that are not only effective, but also fun. PREREQUISITES There are no particular prerequisites, although having C ++ programming and Computer Graphics / Computer Vision basics can certainly be useful. 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. 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: 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 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 GIANNI VIARDO VERCELLI 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 gianni.vercelli@unige.it During the semester the teacher will be available at the end of the planned activities, always by appointment, except impediments. Exam Board GIANNI VIARDO VERCELLI (President) ANTONIO BOCCALATTE ILARIA TORRE GIOVANNI ADORNI (President Substitute) LESSONS LESSONS START https://courses.unige.it/11160/p/students-timetable 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 participation in the exercises proposed during the semester and on the evaluation of the skills and knowledge acquired in the implementation of the individual or group project. 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, prof. Francesco Curatelli. Students are invited to contact the teacher and copy the Delegate (francesco.curatelli@unige.it). Agenda 2030 - Sustainable Development Goals Quality education Industry, innovation and infrastructure