REALTÀ VIRTUALE, REALTÀ AUMENTATA E GAMIFICAZIONE

REALTÀ VIRTUALE, REALTÀ AUMENTATA E GAMIFICAZIONE

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iten
Code
90618
ACADEMIC YEAR
2019/2020
CREDITS
6 credits during the 1st year of 9913 DIGITAL HUMANITIES - COMMUNICATION AND NEW MEDIA (LM-92) SAVONA
SCIENTIFIC DISCIPLINARY SECTOR
ING-INF/05
LANGUAGE
Italian
TEACHING LOCATION
SAVONA (DIGITAL HUMANITIES - COMMUNICATION AND NEW MEDIA)
semester
2° Semester
modules
This unit is a module of:
Teaching materials

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

Objective of the module is to provide students with the knowledge on the fundamentals of 3D graphics and animation and practical skills to build simple applications and systems based on simulation in virtual / mixed / augmented reality and gamification. The fundamental objectives of this module involve both make students aware of the necessary interdisciplinary approach of contributions from the mobile programming, from biomechanics, from sensory perception, from robotics and video games in order to create natural user interfaces (NUI), both in providing the instruments suitable for the design of software applications based on stereoscopic 3D and Virtual Reality / Augmented.

AIMS AND LEARNING OUTCOMES

Understand that Virtual Reality and Augmented Reality are "average" 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

Lezioni frontali, corredate da approfondimenti tramite video ed esercitazioni di laboratorio. Seminari di approfondimento (opzionali, in orari extra-curricolari). La metodologia didattica usata nel corso sarà di tipo misto tra Flipped Classroom" e PBL, con una valutazione degli esercizi assegnati in laboratorio e letture assegnate a cadenza quindicinale.

SYLLABUS/CONTENT

The course starts from the interaction man-machine basis, with particular regard to natural user interfaces (NUI) and touch, to address the theories and technologies of Virtual Reality (VR), the stereoscopic (3D) video at 360 ° ( Cinematic VR) and Augmented Reality (AR). Part of the course is devoted to the analysis of devices, sensors, natural interfaces, and Immersive Systems. Finally, we will discuss the theories and methodologies of Gamification and Digital Storytelling.

PART ONE: Virtual Reality, Stereoscopic Video and Cinematic VR

  • Introduction to Virtual Reality (VR); differences between VR, Cinematic VR, Augmented Virtuality, Mixed Reality and Augmented Reality (AR).
  • From Perception and Biomechanics: Principles of Computer Graphics and 3D stereoscopic. reference systems and transformations in 3D.
  • Languages, programming environments and tools for VR. Programming exercises with VR engine.
  • Cinematic VR: video shooting techniques and technologies immersive 3D and 360 °.

PART TWO: Gamification

  • Theories and methods of Game Design and Game-based Learning.
  • Storytelling and MDA framework: theories and methods for Gamification.
  • Languages ​​and advanced tools for designing Game / App VR: MoCap, FaceRigging, Performance Capture, AI-based gamification.

PART THREE: Augmented Reality

  • From Cinematic VR to AR: algorithms and tools for marker-based AR, markerless AR, Augmented Vision.
  • Languages ​​and tools for the design of AR-mobile app.
  • Future trends in AR / MR / VR.

RECOMMENDED READING/BIBLIOGRAPHY

  • Steven M. La Valle, Virtual Reality, 2017, Cambridge Univ. Press, disponibile gratuitamente su http://vr.cs.uiuc.edu/
  • Marius Preda, Getting Started with Augmented Reality, Corso MOOC disponibile su https://www.coursera.org/learn/augmented-reality
  • Edoardo Bellanti, Alice Corsi e Gianni Verrcelli, Video a 360° per la realtà virtuale, 2017, disponibile su http://3dlabfactory.dibris.unige.it/
  • Saverio Iacono e Gianni Vercelli, Dai videogame alla gamificazione: realtà e apprendimento aumentato, 2017,  disponibile su http://3dlabfactory.dibris.unige.it/

TEACHERS AND EXAM BOARD

Ricevimento: By appointment by email at the DIBRIS department room (S04 room, 2nd floor Villa Bonino) in Viale Francesco Causa 13, Genoa. The teacher can be contacted via Aulaweb and via email 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

Teaching methods

Lezioni frontali, corredate da approfondimenti tramite video ed esercitazioni di laboratorio. Seminari di approfondimento (opzionali, in orari extra-curricolari). La metodologia didattica usata nel corso sarà di tipo misto tra Flipped Classroom" e PBL, con una valutazione degli esercizi assegnati in laboratorio e letture assegnate a cadenza quindicinale.