The aim of the course is to start from the knowledge on the fundamentals of graphics, modeling and animation of 3D digital objects, to arrive at the programming skills necessary to build applications and systems based on simulation in virtual / mixed / augmented / extended reality (VR / AR / MR/ XR).
This objective will serve to make students aware of the necessary interdisciplinarity of contributions from mobile programming, biomechanics, sensory perception, robotics and video games in order to manage complex interactions between simulated and / or physical objects and actors (both in sight first person FPV and third person TPV).
In this course students will become aware of the necessary interdisciplinarity of Augmented Reality and Virtual Reality technologies for Computer Engineering: starting from the knowledge of the fundamentals of computer graphics, modeling and animation of 3D digital objects, the aim of the course is to get to the programming skills necessary to build applications and systems in virtual / mixed / augmented / extended reality (VR / AR / MR / XR). Considering recent approaches from mobile programming to biomechanics, sensory perception and generative-AI, humanoid robotics and video games, students will face challenging tasks in order to manage complex interactions between simulated and / or physical objects and actors (both FPV first-person view and TPV third-person view).
Understanding that Virtual Reality and Augmented Reality are "media" is the starting point of this course. On the one hand, through the techniques of Computer Graphics & Animation and the introduction of immersive systems (sensors and actuators), we are now able to simulate the real world in such a realistic way as to 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 abilities. Finally, combining VR and AR to arrive at a Mixed or rather an Extended Reality (XR) is important 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 implement infomobility applications and immersive systems on game-engine that are not only effective but also funny, learning to channel creativity, technique, and problem-solving.
There are no particular prerequisites, although having C ++ programming and Computer Graphics / Computer Vision basics can certainly be useful.
Lectures (in presence and/or online), supported by videotutorials and laboratory exercises (even virtual) and by in-depth seminars.
The teaching methodology used in the course will be based on the active involvement of students in the learning process, and will be re-contextualized for integrated digital didactics (IDD). lt will therefore be a hybrid methodology between frontal lessons, Flipped Classroom.
PART ONE: Virtual Reality - from 3D Modeling to Animation / Tracking of 3D objects (lessons and video-tutorials)
PART TWO: VR Design & Coding (lessons and exercises)
PART THREE: From Augmented Reality to Extended Reality (lessons and seminars)
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.
GIANNI VIARDO VERCELLI (President)
ILARIA TORRE
GIOVANNI ADORNI (President Substitute)
ANTONIO BOCCALATTE (Substitute)
The timetable for this course is available here: Portale EasyAcademy
The timetable for this course is available here: EasyAcademy