filmeu

Class Expanded Realities XR

  • Presentation

    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.

  • Code

    Code

    ULHT1075-25114
  • Syllabus

    Syllabus

    • Virtual reality: Historical perspective, characteristics, and state of the art
      • Historical context
      • VR features: immersion, interaction and imagination
      • State of the art devices (PCVR, Standalone VR, among others)
      • VR applied to entertainment
      • VR applied to serious games
    • Development of VR applications
      • Benefits and limitations from a scientific perspective
      • Techniques and strategies in the development of immersive applications
    • Playable VR applications
      • Creation of simulator applied to serious games
      • Registration of user data in the simulation
      • Preparation of a scientific poster about the simulation developed in this unit
  • Objectives

    Objectives

    • Acquisition of knowledge and VR language and its production characteristics
    • Understanding the different tools and software available to produce VR contents
    • Ability to develop an immersive functional prototype, from the pre-production phase to its distribution
    • 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

    Teaching methodologies and assessment

    In this course students will have a direct and practical application with Virtual Reality (VR) systems, where the goal is to gain a practical sense of its limitations and advantages of the various interactive concepts that exist in this new type of media.
     
    At the end of the course students will have implemented a game using VR technologies taking into account concepts such as: Cybersickness, Visio-Spatial Interaction, VR Locomotion and VR Spatial Awareness.
  • References

    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).

SINGLE REGISTRATION
Lisboa 2020 Portugal 2020 Small Logo EU small Logo PRR republica 150x50 Logo UE Financed Provedor do Estudante Livro de reclamaões Elogios