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CODE 80459
ACADEMIC YEAR 2024/2025
CREDITS
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

Exam Board

GIANNI VIARDO VERCELLI (President)

ANTONIO BOCCALATTE

ILARIA TORRE

GIOVANNI ADORNI (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 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

Agenda 2030 - Sustainable Development Goals
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