Virtual reality

A.Y. 2020/2021
Overall hours
Learning objectives
In this course students will explore the principles underlying virtual reality and skeleton animation. Students will learn to use several virtual reality systems: Oculus Rift, Kinect, Leap, Hololens, Balance board, Motion Capture.
Expected learning outcomes
Students will understand the mathematics that lies under transformations from 2D and 3D spaces and that underlying skeleton animation. They will learn to program the different virtual reality systems.
Course syllabus and organization

Single session

Lesson period
Second semester
Course syllabus
VR components. Geometrical principals of VR. Skeleton animation. Direct and inverse kinematics. How to weight the different degrees of freedom. Practical experience with VR devices: Oculus rift, Kinect, Wii balance board, insoles, Leap, eye-tribe, Hololens and motion capture with passive markers.
Prerequisites for admission
Teaching methods
Frontal lessons + exercising in the laboratory with VR instrumentation
Teaching Resources
Notes and slides
Assessment methods and Criteria
The exam consists of an oral exam followed by a project.
In the oral exam, the student will illustrate the techniques illustrated in the course and their application to very simple problems. The evaluation will be pass / not pass.

The project requires the application of techniques and methodologies illustrated in the course to realize an application in VR. The evaluation will be based on the level of mastering the techniques used and on the quality of their implementation. The capability of the student to identify the critical issues in the techniques and their implementation will also be assessed.

The final evaluation is coincident with the evaluation of the project and will be expressed in thirtieth.
INF/01 - INFORMATICS - University credits: 6
Lessons: 48 hours