Information updated until 30/06/2026 CODE 117868 ACADEMIC YEAR 2026/2027 CREDITS 6 cfu anno 2 DIGITAL HUMANITIES - INTERACTIVE SYSTEMS AND DIGITAL MEDIA 11945 (LM-92 R) - SAVONA SCIENTIFIC DISCIPLINARY SECTOR ING-INF/05 LANGUAGE Italian (English on demand) TEACHING LOCATION SAVONA SEMESTER 1° Semester PREREQUISITES Propedeuticità in ingresso Per sostenere l'esame di questo insegnamento è necessario aver sostenuto i seguenti esami: DIGITAL HUMANITIES - INTERACTIVE SYSTEMS AND DIGITAL MEDIA 11945 (coorte 2025/2026) VIRTUAL REALITY, AUGMENTED REALITY, AND GAMIFICATION 90618 2025 OVERVIEW The course focuses on the design and production of Extended Reality experiences, with particular attention to the development of interactive prototypes through game engines. Students will be guided from pre-production to implementation, testing, and presentation of an XR application. AIMS AND CONTENT LEARNING OUTCOMES The aim of the course is to deepen the knowledge and practical skills essentials to design, create and distribute immersive applications and solutions based on extended reality (virtual/mixed/augmented) and gamification. This course will address the methodologies and techniques that allow students to design, create and evaluate the effectiveness of a project created in XR, taking into account both technological constraints and the potential disturbance factors generated during the user experience. AIMS AND LEARNING OUTCOMES The course aims to develop design and production skills in the field of Extended Reality, with particular attention to the creation of working prototypes and to the ability to document design, technical, and communicative choices. Upon completion of the course, students will be able to: Describe the main production phases of an XR application, from concept definition to prototype development. Analyse the requirements of an immersive experience in relation to communicative, narrative, educational, or cultural objectives. Design an XR experience through pre-production documents, storyboards, interaction flows, functional specifications, and asset lists. Use Unreal Engine and the Blueprint system to build 3D environments, implement basic interactions, and configure scenes for XR devices. Integrate 3D assets, materials, lighting, sounds, interfaces, and interactive components into a prototype consistent with the design objectives. Evaluate the developed prototype through functional testing, user experience analysis, identification of technical issues, and improvement proposals. Communicate design and technical choices clearly through structured project documentation and an oral discussion. PREREQUISITES Basic knowledge of Virtual Reality, Augmented Reality, Extended Reality, human-computer interaction, 3D modelling, and gamification is recommended. These competencies may be acquired through the course Extended Reality 1 – Foundations & Gamification or equivalent learning paths. Prior knowledge of Unreal Engine is not required: the operational foundations of the game engine will be introduced during the course. Basic computer skills and familiarity with digital environments for multimedia production are useful. TEACHING METHODS The course includes lectures, guided demonstrations, laboratory exercises, and individual or group project activities. Theoretical lectures introduce the principles of design, production, and evaluation of XR experiences; laboratory activities are aimed at progressively acquiring operational skills in Unreal Engine and developing the final project. Attendance is strongly recommended, especially for practical activities, as the course involves the use of software, devices, and workflows that require guided practice. Non-attending students must agree with the instructor on an equivalent work path, including study materials, exercises, and project review methods. SYLLABUS/CONTENT The course addresses the design and production process of XR experiences through theoretical and applied lectures and laboratory activities. Part 1 – XR Production Pipeline Introduction to the production of XR applications; the difference between concept, pitch, prototype, and product; defining experience objectives; user-centered design; technical, narrative, ergonomic, and communication constraints; project documentation and work organization. Part 2 – Operational Introduction to Unreal Engine Unreal Engine interface; project management; levels, actors, components, and assets; scene organization; materials, lights, cameras, and 3D environment management; importing and optimizing assets from modeling software, external libraries, or 3D acquisition processes. Part 3 – Blueprints and Interactive Prototyping Visual logic using Blueprints; events, variables, functions, and execution flows; interaction with 3D objects; collisions, triggers, input, and feedback; building simple interactive mechanics; managing UI, audio, and visual feedback. Part 4 – Development for XR Devices Configuration of a project for VR and, where applicable, mixed reality; use of the VR Template; tracking, locomotion, teleport, grabbing, and natural interaction; principles of comfort, motion sickness, accessibility, and usability in immersive environments; testing on available headsets and devices. Part 5 – Optimization, Testing, and Presentation Optimization of scenes and assets for immersive applications; debugging and functional verification; gathering feedback; iterative review of the prototype; packaging or preparation of the demo build; presentation of the project, technical documentation, and critical discussion of the implementation choices. Part 6 – Project Work Individual or group development of an XR prototype consistent with a theme agreed upon with the instructor. The project must include an interactive component, design and production documentation, and a final presentation. RECOMMENDED READING/BIBLIOGRAPHY Learning materials, slides, tutorials, project examples, and operational instructions will be provided via AulaWeb. Recommended readings and resources: Steven M. LaValle, Virtual Reality, Cambridge University Press, 2023. Jesse Schell, The Art of Game Design: A Book of Lenses, CRC Press, latest available edition. Official Unreal Engine documentation and Epic Games learning materials. Additional articles, case studies, and technical resources will be indicated during the course based on the design topics covered. TEACHERS AND EXAM BOARD SAVERIO IACONO 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) GIANNI VIARDO VERCELLI Ricevimento: In attendance: by appointment via e-mail at the DIBRIS (office TA.11, 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. LESSONS LESSONS START The timetable for this course is available here: Portale EasyAcademy Class schedule The timetable for this course is available here: Portale EasyAcademy EXAMS EXAM DESCRIPTION The exam format is based on an individual or group project, followed by an oral discussion. ASSESSMENT METHODS The assessment method is based on the continuous assessment of learning and the final group or individual project, followed by an oral discussion. The distribution of grades will be as follows: Submission on time of the Final Demo of the project, 60% Presentation of the project and oral discussion, 40% FURTHER INFORMATION Students with disabilities or learning disabilities (LD) may request compensatory/exemptive measures for the exam. The procedures will be defined on a case-by-case basis with the Engineering Coordinator of the University Committee for the Support of Students with Disabilities and Learning Disabilities (LD). Students wishing to request such measures are invited to contact the course instructor, copying the Coordinator (https://unige.it/commissioni/comitatoperlinclusionedeglistudenticondisabilita.html). Agenda 2030 - Sustainable Development Goals Quality education Decent work and economic growth