Credits
6
Types
Compulsory
Requirements
This subject has not requirements
, but it has got previous capacities
Department
CS
Teachers
Person in charge
- Marta Fairen Gonzalez ( mfairen@cs.upc.edu )
Others
- Alejandro Beacco Porres ( alejandro.beacco@upc.edu )
- Alejandro Ríos Jerez ( arios@cs.upc.edu )
- Alvaro Vinacua Pla ( alvar@cs.upc.edu )
- Antonio Chica Calaf ( achica@cs.upc.edu )
- Carlos Andujar Gran ( andujar@cs.upc.edu )
- Nuria Pelechano Gomez ( npelechano@cs.upc.edu )
- Pere Pau Vázquez Alcocer ( ppau@cs.upc.edu )
Weekly hours
Theory
2
Problems
0
Laboratory
2
Guided learning
0
Autonomous learning
0
Competences
Especifics
Basic
Objectives
-
Understand the concept of character, as with the simulation of motion of this character in a graphical environment and the problems arising in the simulation of crowds.
Related competences: CTE1, CTE10, CTE12, -
Learn all concepts related to Virtual and Augmented Reality, its architecture and the related software and hardware.
Related competences: CTE1, CTE10, CTE12, CB6, CB9, -
Being able to develop an application on a virtual or real + virtual 3D interaction.
Related competences: CTE1, CTE10, CTE11, CTE12, CB9, -
Understand the concepts of 3D interaction and usability of systems in Virtual and Augmented Reality, and presence.
Related competences: CTE1, CTE11, CTE12,
Contents
-
Character animation.
Avatars. Simulation of motion of a character. Avoid collisions. Simulation of crowd. -
Virtual Reality - Introduction and architecture.
Architecture of a Virtual Reality system. Applications. -
Virtual Reality - Devices.
Input devices. Output devices. Haptic. -
Virtual reality - stereoscopy
Concepts of depth perception. Generation of the stereoscopic pair. Stereo Active and passive stereo. -
Virtual Reality - Software
Virtual Reality Software. VR-Juggler. XVR. -
Augmented Reality
Concept of augmented reality. Different architectures. Software: AR-Toolkit. -
3D user interfaces.
3D user interfaces. Selection and object manipulation. Navigation and control application. -
Usability and presence.
Evaluation of usability. Usability tests. Sense of presence. -
Haptic Rendering
Sentit del tacte. Dispositius hàptics. Algoritmes per rendering haptic. -
Augmented Reality - Software
Software de Realitat Augmentada.
Activities
Activity Evaluation act
Character animation
Avatars. Simulation of motion of a character. Avoid collisions. Simulation of crowd.Objectives: 1
Contents:
Theory
4h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
4h
Theory
0h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
0h
Virtual Reality - Introduction and architecture.
Architecture of a Virtual Reality system. Applications.Objectives: 2
Contents:
Theory
4h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
4h
Theory
4h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
4h
Virtual reality - stereoscopy
Concepts of depth perception. Generation of the stereoscopic pair. Stereo Active and passive stereo.Objectives: 2
Contents:
Theory
2h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
2h
3D user interfaces.
3D user interfaces. Selection and object manipulation. Navigation and control application.Objectives: 4
Contents:
Theory
6h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
6h
Usability and presence.
Evaluation of usability. Usability tests. Sense of presence.Objectives: 4
Contents:
Theory
4h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
4h
Haptic Rendering
Theory
2h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
2h
Augmented Reality - Software
Theory
0h
Problems
0h
Laboratory
8h
Guided learning
0h
Autonomous learning
8h
Teaching methodology
The course will be based on weekly theory classes (2h) and fortnightly laboratory (2 hours each fortnight).In theory classes will introduce the concepts of the subject and where appropriate will be exercises and examples that may help in achieving the theoretical concepts and practical.
Students are expected to prepare additional materials will be provided during the year in the form of notes or references (bibliographic or web) to prepare examinations and laboratory practice.
In the lab, introduced the software to use and will consider the practices that students must develop and deliver. A part-time laboratory where students will focus on solving the practical help of the teacher raised.
Evaluation methodology
The evaluation of the course is given by the combination of theoretical and practical part.The theory is evaluated with 2 written exams, the first at 7 weeks of the course and the second at week 14. Both will have a 50% of the theoretical part of the course.
NT = + 0.5 * 0.5 * NPrimerExamen NSegonExamen
The practical part will be evaluated by two parts: the first will evaluate everything that has to do with Virtual Reality (NP1) and the second wit Augmented Reality and 3D interaction and usability (NP2). The two notes of the practical parts are coptaram 50% each.
NP = + 0.5 * 0.5 * NP1 NP2
Finally the final grade for the course is calculated as 40% of the practice and 60% of the theoretical part. Therefore the final grade:
NF = 0.4 * 0.6 * NP + NT
Bibliography
Basic
-
Understanding virtual reality: interface, application, and design
- Sherman, W.R.; Craig, A.B,
Morgan Kauffman,
2018.
ISBN: 9780128183991
https://discovery.upc.edu/discovery/fulldisplay?docid=alma991004160479706711&context=L&vid=34CSUC_UPC:VU1&lang=ca -
3D user interfaces: theory and practice
- LaViola, J.J,
Addison Wesley,
2017.
ISBN: 9780134034324
https://discovery.upc.edu/discovery/fulldisplay?docid=alma991004123579706711&context=L&vid=34CSUC_UPC:VU1&lang=ca
Previous capacities
Capabilities equivalent to the level of subject IDI Computer:- Learn the basics of Computer Graphics.
- Ability to program in a high-level programming language and object-oriented (C++ or C#).
- Understand concepts of linear algebra, in particular foundations of geometric transformations and matrix calculus.