Entertainment Systems
Presentation
Provide students with: - Knowledge of strategies and techniques, aesthetic and conceptual, that make them capable of creating innovative animation and graphic composition projects - Insight, technical skill and creativity, in the preparation and creation of the various projects to be developed combining elements of visual composition with the means of immersive representation - Ability to integrate the knowledge acquired in Unity 3D throughout the course in an interactive project in VR - Essential knowledge about the development of immersive projects, focusing on the conceptualization and planning of a functional prototype based on the VR Interactive Project - Ability to acquire basic concepts about scientific research in the field of video games and their interconnection with psychology, as well as the main aspects to be taken into account in the scientific dissemination of the results of research projects.
Part of this Programme
Videogames
Level of Qualification|Semesters|ECTS
| Semestral | 4
Year | Type of course unit | Language
3 |Mandatory |Português
Code
ULHT1075-9467
Recommended complementary curricular units
n.a.
Prerequisites and co-requisites
n/a
Professional Internship
Não
Syllabus
1. Virtual reality: Historical perspective, characteristics, and state of the art 1.1. Historical context 1.2. VR features: immersion, interaction and imagination 1.3. State of the art devices (PCVR, Standalone VR, among others) 1.4. VR applied to entertainment 1.5. VR applied to serious games 2. Development of VR applications 2.1. Benefits and limitations from a scientific perspective 2.2. Techniques and strategies in the development of immersive applications 3. Playable VR applications 3.1. Creation of simulator applied to serious games 3.2. Registration of user data in the simulation 3.3. Preparation of a scientific poster about the simulation developed in this unit
Objectives
1. Acquisition of knowledge and VR language and its production characteristics 2. Understanding the different tools and software available to produce VR contents 3. Ability to develop an immersive functional prototype, from the pre-production phase to its distribution 4. Development of scientific skills in the scope of digital applications, allowing the identification and use of variables that the user experience
Teaching methodologies and assessment
Classes are part of a theoretical-practical scope. It is intended that the student create a group project to better integrate into cooperative projects of new entertainment media and serious games. The evaluation is continuous, with a regime of absences, where the average of the results obtained within this unit will contribute to the final grade: 1) ¿VR Simulation¿ project (60%) - group of 3-4 elements - Development of interactive VR content that explores the possibilities and limitations of technology 2) Scientific poster (40%) - group of 3-4 elements - Preparation of a scientific poster containing: (1) state of the art design, (2) study objective, (3) instruments and (4) procedure for using the scenario. Exam evaluation parameters: - Conducting a written test on all theoretical and practical content covered in these classes (weighting 100%), based on the literature in the area and the practical aspects to be met in the development of VR projects.
References
Brahnam, S., & Jain, LC. (2011). Advanced Computational Intelligence Paradigms in Healthcare 6: Virtual reality in psychotherapy, rehabilitation, and assessment. Studies in Computational Intelligence. Berlin: Springer. LaValle, S. (2016). Virtual Reality. Cambrigde University Press. LaViola, Jr. (2000). A discussion of cybersickness in virtual environments. ACM SIGCHI Bulletin, 32. Mandal, S. (2013). Brief Introduction of Virtual Reality & its Challenges. International Journal of Scientific & Engineering Research. 4(4). Martinez, M., Arbelaez, G., Dupont, L., Hily, A., Camargo, M., Jacob, C., & Dinet, J. (2020). Physiological assessment of user experience supported by immersive environments: First input from a literature review. ConVRgence (VRIC) Proceedings. Slater, M., Gonzalez-Liencres, C., Haggard, P., Vinkers, C., Gregory-Clarke, R., Jelley, S., ¿ Silver, J.D., (2020). The Ethics of Realism in Virtual and Augmented Reality. Frontiers in Virtual Reality, 1(1).
Office Hours
Nome do docente Horário de atendimento Sala