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

 

Introduction

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.

 

Prerequisites

No prerrequisits.

 

Associated competences

Transversal CompetenciesSpecific Competencies

Instrumental

G1. Capacity for analysis and synthesis.

G2. Ability to organize and
planning

G3. Ability to apply knowledge to analyze situations and solve
problems

G4. Ability to search and management
information

G5. Ability decision

G6. Property ability to communicate orally and
written in Catalan and Castilian, both to expert audiences as
inexperienced.

G7. Ability to communicate in academic and professional contexts of oral and written English, both davand hearings
expert and inexperienced

Interpersonal

G8. Ability to teamwork

Systemic

G11. Ability to apply flexibly and creatively
acquired and adapt to new situations and contexts knowledge

G12. Ability to progress in learning and training processes so
continuous unattended

G14. Capacity motivation to
quality and the achievement

G15. Ability to generate new ideas

Specific Professional Skills

H1. Ability to conceive and carry out IT projects using the
own principles and methods of engineering.

H3. Ability to write and develop projects in the field of specialty.

H4. Independently learn skills and techniques suitable for the conception,
development and operation of computer systems.

H6. Understand the social, ethical and professional responsibility, and civil if applicable, the activity of Engineer and his role in the field of
ICT and Information Society and
Knowledge.

Specific Skills Computer Engineering

N6. Meet the theoretical foundations of
programming and use of practical methods and languages
development programming software systems.

IN11. Know the different models
software lifecycle. Know and apply a particular software engineering methodology to all phases of the life cycle.


IN34. Know and be able to apply the
principles of human-machine design, construction and evaluation of a wide range of materials including user interfaces and multimedia systems interaction.

IN35. Know and understand the
principles of audiovisual languages ​​and different mechanisms to digitally represent, and be able
applying the most appropriate for each
issue.

IN36. Know and understand the principles of different modalities and multimedia information architectures, and
be able to apply the most appropriate
for each problem.

 

Assessment

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

H1, H3, H4, H6, 
IN11, IN34,
IN35, IN36,
G1, G2, G3, G4, G5, G6, G7, G8, G11, G12, G14,G15

 

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.
No late deliveries will be allowed.

Teams will be composed of three members
All three members must do part of the presentation.
If a member is not present during the presentation, they will get a zero grade, while the rest of the team will get the deserved grade.

The minum grade to average the other Blocks is a 5,0

20% 

Block 2 - Technology and Applications of Real-Time Interaction 

H1,
IN6, IN11, IN34, IN35, IN36,
G2, G3, G5, G8, G11, G12, G14, G15

 

 

 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

Physics management

Block 3 - Design and Development of Real-Time Interactive Experiences

H1, H3, H4, H6,
IN11, IN34, IN35, IN36,
G1, G2, G3, G4, G5, G6, G7, G8, G11, G12, G14, G15

Interactive 
Experience Script
Presentation 

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
All three members must do part of the presentation and demo.
If a member is not present during the presentation, they will get a zero grade, while the rest of the team will get the deserved grade.

40%

FBP - Full-Body Interactive Prototype

FBA - Full-Body Interactive Prototype with Arduino

FBE - Full-Body
Interactive
Experience
Presentation/Demo

Block 4 - Tools for Sensors & Actuators for Real-Time Interaction  

H1, H4,
IN6, IN11, IN34, IN35, IN36,
G2, G3, G5, G8, G11, G12, G14, G15

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

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.

 

Contents

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]

 

 

Methodology

- 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 activitiesOut of Classroom Activities
TopicsLarge GroupMedium GroupSmall Group 

Block 1

8

 

 

9

Block 2 

5

 4

17

Block 3

5

2

2

26

Block  4

 

4

2

12

Exam

       

Total:

18

10

 8

64

Total: 100

 

Resources

Basic Bibliography:

Complementary