| Code |
16793
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| Year |
2
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| Semester |
S2
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| ECTS Credits |
6
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| Workload |
PL(30H)/T(30H)
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| Scientific area |
Informatics, Automation and Control
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Entry requirements |
N/A
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Learning outcomes |
The general objectives of this curricular unit are the following:
1) develop in students a global view of virtual reality technologies, with an emphasis on the design and development of interactive virtual reality experiences; 2) ensure that students assimilate the fundamental concepts of virtual reality, and its relationships with computer vision, computer graphics and human-computer interaction; 3) provide students with skills that allow them to design, develop and create virtual reality applications.
Regarding the specific objectives, and at the end of the semester, students should be able to:
1) understand the concepts that support a virtual reality application; 2) develop and evaluate interactive 3D applications that incorporate stereoscopic output, virtual reality hardware and user interfaces; 3) create a virtual reality application.
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Syllabus |
1) Introduction. 2) Virtual reality (VR) system: basic characteristics of VR systems; VR systems architecture. 3) VR hardware (input/output): tracking systems, motion capture systems, data gloves and visual displays. 4) Stereoscopic vision: fundamentals of the human visual system. 5) Haptic rendering: haptic sense; haptic devices; algorithms for haptic rendering. 6) VR software development: challenges in VR software development; game engines and SDKs available to develop VR applications for different hardware (HTC VIVE, Oculus, Google VR). 7) 3D User Interfaces (3D UI): why these interfaces; main user tasks in VR; interaction techniques for selection, manipulation and navigation; 3D UI review. 8) Presence: concept, definition, measurement and applications.
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Main Bibliography |
1) D. Schmalstieg and T. Höllerer (2016), Augmented Reality: Principles and Practice, Addison-Wesley, Boston. 2) J. Jerald (2016), The VR Book: Human-Centered Design for Virtual Reality, Association for Computing Machinery and Morgan & Claypool. 3) J. LaViola, E. Kruijff, R. McMaha, D. Bowman, I. Poupyrev (2017), 3D User Interfaces: Theory and Practice (2nd edition), Addison Wesley. 4) S. LaValle (2017), Virtual Reality. Cambridge University Press.
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Teaching Methodologies and Assessment Criteria |
Assessment Methods and Criteria:
1. Continuous Assessment: Students will be assessed throughout the semester based on the development of technological solutions and their public presentation in class. - 3 Individual Mini-projects (I): 3 x 4 points = 12 points; - 1 Group Project (P): 8 points.
Final Grade (FG) for Continuous Assessment: FG = I + P.
Requirements for Exam Eligibility: I + P >= 6 points.
2. Exam Assessment (Regular/Make-up Session): Given the laboratory-based nature of the course, the grade obtained in the Group Project (P) must be carried over to the exam session. The Final Exam (E), which is both theoretical and practical, fully replaces the grade from the individual mini-projects and is worth 12 points. Final Grade (FG) in the Exam Period: FG = E (12 points) + P (8 points).
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Language |
Portuguese. Tutorial support is available in English.
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