Academic year 2015-16
Interactive Systems
Degree: | Code: | Type: |
Bachelor's Degree in Computer Science | 21441 | Optional subject |
Bachelor's Degree in Telematics Engineering | 22615 | Optional subject |
Bachelor's Degree in Audiovisual Systems Engineering | 22683 | Optional subject |
ECTS credits: | 4 | Workload: | 100 hours | Trimester: | 3rd |
Department: | Dept. of Information and Communication Technologies |
Coordinator: | Narcís Parés |
Teaching staff: | Narcís Parés, Joan Mora |
Language: | English |
Timetable: | |
Building: | Communication campus - Poblenou |
This course completes the picture of the various interaction paradigms and different methodologies in human computer interaction together with the subjects of: Interaction Engineering, Man-Machine Interaction, Multimedia Systems, Narrative and Representation.
Interactive Systems will focus on interaction with stimuli that are generated in real time, i.e. technologies associated with Virtual, Augmented, Mixed and Artificial Reality. Thus we will raise theoretical aspects of interactive systems by comparing and contrasting these technologies with other interaction paradigms such as Multimedia, interaction on the World Wide Web, interaction with mobile devices, etc. Issues such as the types of technologies, physical interfaces for both input and output, as well as an overview of the applications that have historically been explored and exploited will be discussed. Special attention will be paid to the interaction of Whole Body (Embodied Interaction) given their current importance in view of the interaction for games, education, rehabilitation, disabilities, etc.
From a practical standpoint, we will study software and hardware technologies being used today in low cost environments and which are allowing applications enter into areas where they were previously unthinkable. Thus we will study OpenSource sensor and control systems such as Arduino. We will also study the programming layer oriented toward such applications with the OpenFramework libraries for C++ language and that are also a set of OpenSource tools. Students will also work on the development of an Artificial Reality experience based on the capture of the movement and gestures of the body of the user.
No prerrequisits.
Transversal Competencies | Specific Competencies |
---|---|
Instrumental G1. Capacity for analysis and synthesis. G2. Ability to organize and G3. Ability to apply knowledge to analyze situations and solve G4. Ability to search and management G5. Ability decision G6. Property ability to communicate orally and G7. Ability to communicate in academic and professional contexts of oral and written English, both davand hearings Interpersonal G8. Ability to teamwork Systemic G11. Ability to apply flexibly and creatively G12. Ability to progress in learning and training processes so G14. Capacity motivation to G15. Ability to generate new ideas |
Specific Professional Skills H1. Ability to conceive and carry out IT projects using the H3. Ability to write and develop projects in the field of specialty. H4. Independently learn skills and techniques suitable for the conception, H6. Understand the social, ethical and professional responsibility, and civil if applicable, the activity of Engineer and his role in the field of Specific Skills Computer Engineering N6. Meet the theoretical foundations of IN11. Know the different models
IN35. Know and understand the IN36. Know and understand the principles of different modalities and multimedia information architectures, and |
This subject will be fully based on continuous assessment and will not have a final exam. This way, students will enjoy the following benefits:
- They may track their evolution.
- They will not depend on a final exam.
- They will not be collapsed by one final delivery of work.
Thus the evaluation will take place through:
- Exercises during practical classes or seminars
- Practical work to deliver on defined deadlines
- Oral presentations in both theoretical and practical work
|
Evaluated Activities |
Evaluation Criteria |
Minimum requirements to pass |
Final grade weight |
Block 1 – Real Time Interaction & AMVR |
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H1, H3, H4, H6,
|
Virtual Reality Experience Presentation |
Correct selection of an Augmented, Mixed or Virtual Reality Experience Detailed description of how it Works; of the physical and logical interfaces and the mappings. Adequate contextualization in its field of application.
|
Deliver the work through an oral presentation as team work. Teams will be composed of three members The minum grade to average the other Blocks is a 5,0 |
20% |
Block 2 - Technology and Applications of Real-Time Interaction |
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H1, |
Simple Asteroids
|
Each excersise will have its own criteria that will be described in class by the teacher. |
A mínimum grade of 5,0 must be obtained in this block to average with the other. You must have at least a 5,0 in 2 out of 3 exercises to average for this block. Most exercises are delivered in class, although some will be delivered through Aula Global as specified by the teacher. |
20% |
Asteroids & Events |
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Physics management |
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Block 3 - Design and Development of Real-Time Interactive Experiences |
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H1, H3, H4, H6, |
Interactive |
The experiences must make an adequate use of full-body interaction Designs must be formally described and defined: interaction mechanics, feedback, interfaces, etc. For the final experience demo presentation, the application must compile and execute correctly, otherwise it will not be accepted. |
A mínimum grade of 5,0 must be obtained in each part to get the average. A mínimum grade of 5,0 must be achieved to average with the other Blocks. The document will be delivered though Aula Global, while the presentation of the script is done in class and the demos in the lab. Teams will be composed of three members |
40% |
FBP - Full-Body Interactive Prototype |
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FBA - Full-Body Interactive Prototype with Arduino |
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FBE - Full-Body |
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Block 4 - Tools for Sensors & Actuators for Real-Time Interaction |
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H1, H4, |
Sensors & Actuators |
Each excersise will have its own criteria that will be described in class by the teacher. |
A mínimum grade of 5,0 must be obtained in this block to average with the other. You must have at least a 5,0 in 2 out of 3 exercises to average for this block. Most exercises are delivered in class, although some will be delivered through Aula Global as specified by the teacher. |
20% |
Final Asteroids |
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Avataring |
Recovery Evaluation:
If a student fails the course by continuous assessment the student will have to recover the suspended parts in July according to the following cases:
Block 1 Evaluation Failed
Make a 15 minutes oral presentation describing and analyzing the characteristics of design, technology, implementation and application area of application RV. (20% final grade)
(The notes on other approved parties will keep)
Block 2 Evaluation Failed
Since this block is the result of classwork and therefore continuous assessment, it can not be recovered.
Block 3 Evaluation Failed
Since this block is the result of classwork and therefore continuous assessment, it can not be recovered.
Block 4 Evaluation Failed
Since this block is the result of classwork and therefore continuous assessment, it can not be recovered.
Block 1 – Real Time Interaction & AMVR
T1 – G1 (2h)
Introduction to Real Time Interaction & Forerunners of VR
T4 – G1 (2h)
VR applications
T7 – G1 (2h)
AMVR / Interaction Types
AMVR Dev / Interface Properties
T8 – G1 (2h)
Virtual Reality Experience Oral Presentations
Block 2 – Technology and Applications of Real-Time Interaction
P1 – G101 (2h)
Introduction to openFrameworks (oF)
[Work: Simple Asteroids]
T2 – G1 (2h)
Artificial Reality Systems & technology
S1 – G101 (2h)
Introduction to oF #2
[Work: Asteroids & Events]
P3 – G101 (2h)
Introduction to oF’s addons and OSC
[Work: Exercises]
T5 – G1 (1h)
VR Technology Part 1
T6 – G1 (2h)
VR Technology Part 2
S3 – G101 (2h)
Kinect, oF and physics
[Work: FBInt & Physics]
Block 3 – Design and Development of Real-Time Interactive Experiences
T3 – G1 (2h)
Artificial Reality Experience Design Activity
T5 – G1 (1h)
ArtR Exp Oral Presentations
P4 – G101 (2h)
The MVC model with oF & Arduino
[Work: ArtR Exp support]
S4 – G101 (2h)
Final ArtR Exp support
T9 – G1 (2h)
ArtR Exp Demo Presentations
Block 4 – Tools for Sensors & Actuators for Real-Time Interaction
P2 – G101 (2h)
Introduction to Arduino
[Work: Sensors & Actuators]
S2 – G101 (2h)
Connecting Arduino with oF through Serial
[Work: Final Asteroids]
P5 – G101 (2h)
Introduction to Kinect in oF
[Work: Avataring]
- Main theory classes: Presentation of the informative and theoretical aspects of the course: We expect students to participate by asking questions, making comments and genrating debate on the works presented in class.
- Seminar sessions: Small group sessions in which students work in groups of three on practical topics such that detailed attention can be given to doubts of students. Activities defined during seminars will be done in specialised laboratories such as the electronics lab, will allow students to practice, check and actively discuss issues presented in practical classes and hence are part of continuous evaluatiuon. Students will undertake specific exercises during seminars or will be allowed to finish th fina stages of a part of practice exercises as established in the course's program.
- Practcal sessions: These are undertaken by students in labs or in computer classrooms which will be supervised by the teacher. These will be used to introduce knowledge on design and development tools for special interfaces and/or real time generated interactive experiences. They will also be used to strengthen knowledge acquired in theory classes and during personal study. These activities will be done in teams of three students.
Note: We recommend that the teams of three students are the same both in Seminar as in Practical classes
Classroom activities | Out of Classroom Activities | ||||
---|---|---|---|---|---|
Topics | Large Group | Medium Group | Small Group | ||
Block 1 |
8 |
|
|
9 |
|
Block 2 |
5 |
4 |
4 |
17 |
|
Block 3 |
5 |
2 |
2 |
26 |
|
Block 4 |
4 |
2 |
12 |
||
Exam |
|||||
Total: |
18 |
10 |
8 |
64 |
Total: 100 |
Basic Bibliography:
Complementary