Interactive Graphic Systems

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Credits
6
Types
Compulsory
Requirements
This subject has not requirements

Department
CS
In this course students acquire basic knowledge of both design and evaluation of information visualization applications, multimedia and virtual reality, and to adapt to constant changes in technology in these areas. Another goal is that students can design and evaluate advanced interfaces for these applications.

Thus, the student will acquire basic knowledge about multimedia (sound, graphics/images, video) and know the principles that support both the design and programming of multimedia projects, being able to assess the solutions being proposed for a particular application. The student will also aquire the capacity to join a working group addressing the development of interactive graphical applications. He/she will know the elements that make up the architecture of libraries (APIs) that facilitate the 3D visualization and existing techniques for creating virtual environments, and learn about the fundamental principles of the techniques for generating animation time avatars of real and simulation of its behavior.

Finally, the student will know the principles of virtual and augmented reality (VR/AR), the architecture of a VR system, existing devices (sensors and effectors), the principles of stereo visualization techniques for evaluating usability and the feeling of presence systems, and therefore he/she will know the principles of human-computer interaction and advanced interfaces (graphical, tactile, gestural), as the main interaction metaphors and software (and hardware) available for implementation, while ability to evaluate the usability of the interfaces and the needs of an application whether it is normal for mobile or virtual reality.

Teachers

Person in charge

  • Marta Fairen Gonzalez ( )

Others

  • Alvaro Vinacua Pla ( )
  • Antonio Chica Calaf ( )
  • Carlos Andujar Gran ( )
  • Isabel Navazo Alvaro ( )
  • Nuria Pelechano Gomez ( )
  • Pere Pau Vázquez Alcocer ( )

Weekly hours

Theory
2
Problems
0
Laboratory
2
Guided learning
0
Autonomous learning
0

Competences

Technical Competences of each Specialization

Especifics

  • CTE1 - Capability to model, design, define the architecture, implement, manage, operate, administrate and maintain applications, networks, systems, services and computer contents.
  • CTE10 - Capability to use and develop methodologies, methods, techniques, special-purpose programs, rules and standards for computer graphics.
  • CTE11 - Capability to conceptualize, design, develop and evaluate human-computer interaction of products, systems, applications and informatic services.
  • CTE12 - Capability to create and exploit virtual environments, and to the create, manageme and distribute of multimedia content.

Transversal Competences

Basic

  • CB6 - Ability to apply the acquired knowledge and capacity for solving problems in new or unknown environments within broader (or multidisciplinary) contexts related to their area of study.
  • CB9 - Possession of the learning skills that enable the students to continue studying in a way that will be mainly self-directed or autonomous.

Objectives

  1. Understand the components of multimedia applications, as well as be able to design a multimedia application.
    Related competences: CTE1, CTE12, CB6,
  2. Learn advanced concepts of 3D graphics, implementing applications that use them.
    Related competences: CTE1, CTE10, CTE12, CB6,
  3. 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,
  4. Learn all concepts related to Virtual and Augmented Reality, its architecture and the related software and hardware.
    Related competences: CTE1, CTE10, CTE12, CB9,
  5. Understand the concepts of 3D interaction and usability of systems in Virtual and Augmented Reality, and presence.
    Related competences: CTE1, CTE11, CTE12,
  6. Being able to develop an application on a virtual or real + virtual 3D interaction.
    Related competences: CTE1, CTE10, CTE11, CTE12, CB9,

Contents

  1. Introduction to multimedia systems.
    Basic concepts of multimedia systems, components and architecture. Applications.
  2. Sound.
    Analogue sound and digital sound. Volume, frequency and amplitude. Most common formats. MP3 compression.
  3. 2D images.
    Features and image formats. Some formats: PNG, JPEG, JFIF. Mipmapping and antialiasing. Filters.
  4. Video.
    Concept of video and video frame. Analog video and digital video. Video formats. Video compression.
  5. 3D graphics.
    Models of 3D scenes. Process visualization. Lighting. Advanced Techniques. OpenGL API.
  6. Character animation.
    Avatars. Simulation of motion of a character. Avoid collisions. Simulation of crowd.
  7. Virtual Reality - Introduction and architecture.
    Architecture of a Virtual Reality system. Applications.
  8. Virtual Reality - Devices.
    Input devices. Output devices. Haptic.
  9. Virtual reality - stereoscopy
    Concepts of depth perception. Generation of the stereoscopic pair. Stereo Active and passive stereo.
  10. Virtual Reality - Software
    Virtual Reality Software. VR-Juggler. XVR.
  11. Augmented Reality
    Concept of augmented reality. Different architectures. Software: AR-Toolkit.
  12. 3D user interfaces.
    3D user interfaces. Selection and object manipulation. Navigation and control application.
  13. Usability and presence.
    Evaluation of usability. Usability tests. Sense of presence.

Activities

Introduction to Multimedia Systems

Introduction to basic concepts of multimedia systems, components and architecture. Applications.
Theory
2
Problems
0
Laboratory
0
Guided learning
0
Autonomous learning
2
Objectives: 1
Contents:

Sound.

Analogue sound and digital sound. Volume, frequency and amplitude. Most common formats. MP3 compression.
Theory
2
Problems
0
Laboratory
0
Guided learning
0
Autonomous learning
2
Objectives: 1
Contents:

2D images

Features and image formats. Some formats: PNG, JPEG, JFIF. Mipmapping and antialiasing. Filters.
Theory
2
Problems
0
Laboratory
0
Guided learning
0
Autonomous learning
2
Objectives: 1
Contents:

Introduction multimedia tools

Introduction to the tools used in multimedia applications.
Theory
0
Problems
0
Laboratory
4
Guided learning
0
Autonomous learning
4
Objectives: 1
Contents:

Video.

Concept of video and video frame. Analog video and digital video. Video formats. Video compression.
Theory
2
Problems
0
Laboratory
0
Guided learning
0
Autonomous learning
2
Objectives: 1
Contents:

3D Graphics

Models of 3D scenes. Process visualization. Lighting. Advanced Techniques. OpenGL API.
Theory
8
Problems
0
Laboratory
6
Guided learning
0
Autonomous learning
14
Objectives: 2
Contents:

Character animation

Avatars. Simulation of motion of a character. Avoid collisions. Simulation of crowd.
Theory
4
Problems
0
Laboratory
0
Guided learning
0
Autonomous learning
2
Objectives: 3
Contents:

Virtual Reality - Introduction and architecture.

Architecture of a Virtual Reality system. Applications.
Theory
2
Problems
0
Laboratory
0
Guided learning
0
Autonomous learning
2
Objectives: 4
Contents:

Virtual Reality - Devices.

Input devices. Output devices. Haptic.
Theory
2
Problems
0
Laboratory
0
Guided learning
0
Autonomous learning
2
Objectives: 4
Contents:

Virtual reality - stereoscopy

Concepts of depth perception. Generation of the stereoscopic pair. Stereo Active and passive stereo.
Theory
2
Problems
0
Laboratory
0
Guided learning
0
Autonomous learning
2
Objectives: 4
Contents:

Virtual Reality - Software

Virtual Reality Software. VR-Juggler. XVR.
Theory
0
Problems
0
Laboratory
4
Guided learning
0
Autonomous learning
4
Objectives: 4 6
Contents:

Augmented Reality

Concept of augmented reality. Different architectures. Software: AR-Toolkit.
Theory
2
Problems
0
Laboratory
2
Guided learning
0
Autonomous learning
4
Objectives: 4 6
Contents:

3D user interfaces.

3D user interfaces. Selection and object manipulation. Navigation and control application.
Theory
2
Problems
0
Laboratory
0
Guided learning
0
Autonomous learning
2
Objectives: 5
Contents:

Usability and presence.

Evaluation of usability. Usability tests. Sense of presence.
Theory
2
Problems
0
Laboratory
0
Guided learning
0
Autonomous learning
2
Objectives: 5
Contents:

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 9 weeks of the course and the second at week 18. 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 multimedia applications and 3D graphics (NP1), and the second will assess knowledge in Virtual and 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

The assessment of basic skills CB9 will be based on the grade achieved in practice NP1.

The assessment of basic skills CB6 will be based on the grade achieved in practice NP2.

Bibliografy

Basic:

  • Informàtica gràfica. Un enfocament multimèdia. - Andújar, C, Brunet, P., Fairén, M., Monclús, E., Navazo, I., Vázquez, P., Vinacua, À., CPET , 2006.. ISBN:
  • Graphics Shaders: Theory and Practice - Bailey, M., Cunningham, S., A. K. Peters , 2009. ISBN:
  • Understanding Virtual Reality, Interface, Applkication and Design. - Shermanm W., Craig, A., Morgan Kauffman , 2003. ISBN:
  • 3D User Interfaces, Theory and Practice. - Bowman, D., Kruijff, E., LaViola, J., Poupyrev, I., Addison Wesley , 2005. ISBN:

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 + +).

- Understand concepts of linear algebra, in particular foundations of geometric transformations and matrix calculus.