Obiettivi formativi
At the end of the course, students are expected to be able to: - Explain the fundamental principles of Virtual Reality, Augmented Reality, Mixed Reality, and Extended Reality, including their conceptual differences, technological requirements, and application contexts. - Describe the main hardware components of immersive systems. - Explain the software architectures and development workflows for real-time interactive 3D applications. - Identify the main paradigms of human-computer interaction in immersive environments, including navigation, selection, manipulation, multimodal interaction, and user interface design. - Discuss the opportunities and limitations of VR/AR technologies in relevant application domains. - Design real-time 3D environments for immersive VR/AR applications, taking into account interaction requirements, performance constraints, and user experience. - Implement basic VR/AR interaction techniques using appropriate development environments, libraries, and device-specific tools. - Select suitable VR/AR technologies and interaction techniques based on the requirements of a given application context. - Work effectively in a small team to design, develop, test, and document an immersive application. - Present and discuss the design choices, technical implementation, and user experience of a VR/AR project using appropriate technical terminology. - Use technical documentation, software libraries, and development tools to independently extend the knowledge acquired during the course.
Programma
The course introduces the theoretical, methodological, and practical foundations of eXtended Reality, including Virtual Reality, Augmented Reality, and Mixed Reality. XR systems are presented as both enabling technologies and user-centered interactive experiences, where display technologies, tracking, input and output devices, software architectures, real-time 3D graphics, and interaction techniques contribute to immersion, presence, embodiment, usability, comfort, and overall user experience. The course provides students with the conceptual and technical tools needed to understand how real and synthetic environments can be integrated, perceived, and interacted with in immersive applications. Particular attention is given to the relationship between technological choices, perceptual mechanisms, and interaction design, enabling students to critically analyze and develop XR applications for various professional contexts, including technical training, cultural heritage, healthcare, industrial design, manufacturing, simulation, and education. The course supports the educational objectives of the degree program by providing students with interdisciplinary skills at the intersection of computer graphics, human-computer interaction, 3D content production, immersive experience design in different professional contexts, and user-centered evaluation.
The course covers the following topics. The credit distribution is indicative and may be adjusted according to the development of practical activities. Foundations of Virtual Reality and Extended Reality – definitions, taxonomy of VR/AR/MR/XR systems, immersion, presence, perception, real-time rendering requirements, and application scenarios. 1 credit Input and tracking devices – motion tracking, hand tracking, eye tracking, controllers, body tracking, sensors, calibration, spatial mapping, and interaction data acquisition. 1 credit Output devices and immersive feedback – head-mounted displays, projection-based systems, stereoscopy, field of view, latency, haptics, spatial audio, and multisensory feedback. 1 credit Hardware and software architectures for immersive applications – real-time 3D engines, rendering loop, scene management, XR SDKs, deployment pipelines, device integration, and performance constraints. 0.5 credits Augmented Reality and Mixed Reality – registration between real and virtual content, tracking and mapping, spatial anchors, occlusion, handheld AR, head-worn AR, and interaction with mixed environments. 1 credit Human-computer interaction in immersive environments – navigation, selection, manipulation, multimodal interaction, interaction metaphors, user interface design, cybersickness, usability, and user experience evaluation. 1 credit Applications and case studies of VR/AR technologies – analysis of immersive applications in training, education, cultural heritage, healthcare, retail, manufacturing, simulation, and industrial design; discussion of project-oriented examples. 0.5 credits
Modalità d'esame
Modalita di esame: Elaborato progettuale in gruppo; Prova scritta in aula tramite PC con l'utilizzo della piattaforma di ateneo;
Exam: Group project; Computer-based written test in class using POLITO platform;
... The exam is designed to assess both the theoretical knowledge acquired during the course and the ability to apply this knowledge to the design and development of an immersive VR/AR application. The assessment includes the following mandatory components: 1. Computer-based written test – Maximum score: 10/30. The written test is conducted in class using the PoliTo platform. It evaluates the student’s understanding of the theoretical and methodological topics covered in the course, including VR/AR/MR principles, devices, software architectures, interaction techniques, and application scenarios. The test may include multiple-choice, short-answer, and open questions. Duration: approximately 60 minutes. The use of teaching materials, notes, manuals, internet access, or personal devices is not permitted unless explicitly authorized by the instructor. 2. Group project – Maximum score: 18/30. Students develop a VR/AR application in small groups, typically of 2 to 5 students. The project must demonstrate the practical application of the concepts and techniques introduced during the course. The project is evaluated based on: - coherence between the application scenario and the proposed immersive solution; - quality of the 3D environment and real-time content; - correctness and robustness of the technical implementation; - quality of the interaction design; - usability and user experience considerations; - integration of input/output devices or XR development tools; - clarity of the documentation and reproducibility of the submitted material. 3. Additional project-related activities – Maximum 6 bonus points - Individual exercises: maximum 2 points. These exercises consolidate the theoretical and practical topics discussed during the course. They may include short assignments, technical exercises, or individual tasks related to XR concepts, interaction techniques, real-time 3D development, or usability analysis. - Project documentation: maximum 1 point. Documentation is evaluated for clarity, completeness, technical accuracy, description of the design and development process, explanation of implementation choices, and reproducibility of the submitted material. - Intermediate project review: maximum 3 points. The intermediate review assesses project progress during the course, the quality of the proposed concept, the consistency of the development plan, the ability to identify technical and interaction design issues, and the effective use of feedback received. The final score is the sum of the points awarded for the written test, the group project, and the additional project-related activities (for a total of 34 points). To pass the exam, students must achieve a final grade of at least 18/30 and must complete both the individual written test and the group project. Laude may be awarded to students who achieve 31/30 and demonstrate outstanding performance across all assessment components.
Testi di riferimento
Supporting materials - Course slides and lecture notes provided through the teaching portal. - Laboratory instructions, project guidelines and example materials provided during the course. - Official documentation for the software tools and device SDKs used in the practical activities. Additional reference textbooks - Jason Jerald, The VR Book: Human-Centered Design for Virtual Reality, ACM Books / Morgan & Claypool, 2015. - Dieter Schmalstieg and Tobias Höllerer, Augmented Reality: Principles and Practice, Addison-Wesley, 2016. - Joseph J. LaViola Jr., Ernst Kruijff, Ryan P. McMahan, Doug A. Bowman and Ivan Poupyrev, 3D User Interfaces: Theory and Practice, 2nd edition, Addison-Wesley, 2017. - William R. Sherman and Alan B. Craig, Understanding Virtual Reality: Interface, Application, and Design, 2nd edition, Morgan Kaufmann, 2018.
Codice insegnamento 01VRXXK