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CODE 90618
ACADEMIC YEAR 2025/2026
CREDITS
SCIENTIFIC DISCIPLINARY SECTOR ING-INF/05
LANGUAGE Italian (English on demand)
TEACHING LOCATION
  • SAVONA
SEMESTER 2° Semester
PREREQUISITES
Propedeuticità in uscita
Questo insegnamento è propedeutico per gli insegnamenti:
  • DIGITAL HUMANITIES - INTERACTIVE SYSTEMS AND DIGITAL MEDIA 11945 (coorte 2025/2026)
  • EXTENDED REALITY 2 117868

OVERVIEW

To understand that Virtual Reality and Augmented Reality are "media": this is the starting point of this course. Present the main theories related to the VR / AR and immersive systems. Finally combining 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.

AIMS AND CONTENT

LEARNING OUTCOMES

The aim of the course is to provide students with knowledge on the foundations of 3D graphics and animation and the practical skills to build simple applications and systems based on simulation in extended reality (virtual/mixed/augmented) and gamification. The fundamental objectives consist both in making students aware of the necessary interdisciplinarity of the contributions coming from programming, computer graphics, biomechanics, sensory perception, robotics and video games in order to create immersive experiences, and in providing the appropriate tools for the design of software applications based on Gamification and Extended Reality, in particular game engines such as Unreal.

AIMS AND LEARNING OUTCOMES

Understand that Virtual Reality and Augmented Reality are "media" is the starting point of this course. On the one hand, by the Computer Graphics & Animation techniques and the introduction of immersive systems (sensors and actuators), we are now able to simulate the real world so realistic that it fooled so very sophistic our senses; on the other, through the insertion of artificial elements in the real perceived we are able to increase our operational capabilities and intellectual. Finally combining VR and AR with the Digital Storytelling techniques and Gamification, allow the student to design mobile information systems and immersive applications not only useful but also funny.

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, with continuous assessments.

 

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), in order to understand the complexity of the "umbrella" term Extended reality (XR). 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: Virtual Reality: from 3D Modelling to Interaction with 3D Objects

  • Introduction to Virtual Reality (VR); differences between VR, Cinematic VR, Augmented Virtuality, Mixed Reality, Augmented Reality (AR), and Extended Reality (XR).
  • From Perception and Biomechanics: 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).
  • Interaction with 3D Objects: Tracking, Collision, Interaction, VR Template.

PART TWO: XR Design and Gamification

  • 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.

PART THREE: Future Trends in Extended Reality

  • Relationship between XR, Metaverse and Generative-AI
  • Extended Reality and relationships with IoT, Robotics and AI
  • Devices: sensors, HMDs, actuators for XR

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
  • S.Iacono - G.Vercelli, Dalla fotogramnmetria con i droni alla Virtual Reality (cod. 113560), https://raiseliguria.aulaweb.unige.it/course/view.php?id=33
  • Epic Games, Tutorial su Unreal Engine, disponibili su https://dev.epicgames.com/community/unreal-engine/learning 

TEACHERS AND EXAM BOARD

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 the continuous evaluation of activities carried out in the semester, as well as an individual or team-based project, followed by an oral discussion.

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. Students are invited to contact the teacher of this course and copy the Delegate (https://unige.it/commissioni/comitatoperlinclusionedeglistudenticondisabilita.html).

Agenda 2030 - Sustainable Development Goals

Agenda 2030 - Sustainable Development Goals
Quality education
Quality education
Industry, innovation and infrastructure
Industry, innovation and infrastructure