Learning outcomes |
The general objectives of this curricular unit (CU) are the following:
1) provide students with skills in computational immersion in mobile devices, which requires knowing how these devices relate to physical space, which technologies and hardware support this relationship, as well as how to program immersive experiences in the mobile environment, emphasizing specific details regarding the design, structure, and features and languages used in this development;
2) captivate the student's sensitivity to specific problems in this area.
Regarding the specific objectives, at the end of the CU, students must be able to, at least:
1) demonstrate understanding of the types, attributes and infrastructures of extended reality (XR);
2) evaluate the usability of the immersion support hardware;
3) discuss contemporary practices and developments on the ground;
4) design and develop XR components and prototypes for mobile devices.
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Main Bibliography |
1) D. Schmalstieg and T. Hollerer (2016), Augmented Reality: Principles and Practice, Addison-Wesley Professional.
2) S. Greengard (2019), Virtual Reality, The MIT Press.
3) E. Pangilinan, S. Lucas and V. Mohan (2020), Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing, O'Reilly Media.
4) J. Murray (2020), Building Virtual Reality with Unity and SteamVR (2nd edition), CRC Press.
5) M. McCaffey (2017), Unreal Engine VR Cookbook: Developing VR with UE4, Addison-Wesley Professional.
6) J. Glover and J. Linowes (2019), Complete VR and AR Development with Unity, Packt Publishing.
7) B. Han (2019), Mobile Immersive Computing: Research Challenges and the Road Ahead, IEEE Communications Magazine, vol. 57, Issue 10, pp.112-118.
8) P. Inácio, Introdução à Programação de Aplicações Android - Apontamentos de Apoio e Guias Laboratoriais de Programação de Dispositivos Móveis (2ª edição), UBI - Serviços Gráficos, October 2021.
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