Logotipo da Universidade Lusófona
  • email
  • colibri
  • office365
  • colaborador
  • ficha docente
  • moodle
  • online services
  • Intranet
  • Admissions
  • Courses
  • Degrees
  • Masters
  • Integrated Masters
  • Doctoral Programmes
  • Post-Graduations
  • Open Courses
  • Academic Information's
  • Academic Calendar
  • Scholarships
  • Protocols
  • Documents
  • Forms
  • Regulations
  • Research
  • R&D Units
  • Digital repository
  • Online Journals
  • Contact
  • EN
  • PT
  • Home
  • Curricular Units
  • Entertainment Systems

Universidade Lusófona

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

 

 

 

 

 

 

 

 

 

Não precisa de ser aluno do ensino superior para frequentar as nossas disciplinas!

Saiba como realizar a sua candidatura como Aluno Externo para Frequência de unidades curriculares avulso na Universidade Lusófona.

Cursos

  • Licenciaturas
  • Mestrados
  • Mestrados Integrados
  • Doutoramentos
  • Pós-Graduações
  • Formação livre
  • Ver todos os cursos

Courses

  • UnderGraduate
  • Masters
  • Integrated Masters
  • PhD's
  • Post-Graduations
  • Open Courses
  • See all Courses

See also...

  • ECTS Guide

Eventos, campanhas, notícias e muito mais. Subscreve a nossa Newsletter

Follow Us

  • Logotipo do Youtube
  • Logotipo do Linkedin
  • Logotipo do RSS
  • Logotipo do Facebook
  • Logotipo do Twitter
  • Logotipo do Instagram

Contacto WhatsApp 963640100

Logotipo WhatsApp

Talk with us on

Logotipo WhatsApp

Events calendar

News

  • Academic Year 21/22 | Welcome Sessions and Activities for New Students
  • CBIOS researcher wins Egon Stahl Award 2022
  • Accessible Education Project translated into Sign Language and English
  • Open Call for PhD Students - Doctoral Summer Seminar - FilmEU
  • New Creative and Cultural Industries KIC

Services

  • Perdidos e achados
  • Alteração | Recuperação de password
  • Biblioteca
  • Email
  • Gabinete de Tradução
  • Lusofona Mobile
  • Moodle
  • Office 365
  • Portal Emprego
  • Perdidos e achados
  • Projecto Play
  • Recil
  • Secretaria Online
  • Trabalha connosco
  • Web VPN
Logotipo

Universidade Lusófona de Humanidades e Tecnologias

Campo Grande, 376
1749-024 Lisboa - Portugal
Tel: 217 515 500
info@ulusofona.pt
A Universidade Lusófona de Lisboa é um espaço único de ensino superior, uma instituição que articula ensino e investigação num campus de excelência PRR Logotipo do Livro de Reclamações online

Consulte a Política de Privacidade em vigor na Universidade Lusófona.

Copyright © 2022 Universidade Lusófona de Humanidades e Tecnologias. Todos os direitos reservados.