Academic year 2014-15
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 |
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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
Evaluation Activities | Evaluation Criteria | Minimum required to pass the course | Weight in final grade | |
---|---|---|---|---|
Assessment Block 1 - Real Time Interaction | ||||
H1, H3, H4, H6, |
VREP - Virtual Reality Experience Presentation |
Correct selection of a VR experience; detailed definition of performance, physical and logical interfaces, mappings and scope |
Delivery as oral presentation in a team during class and late deliveries will not be accepted. All team members should participate in the presentation. Students must get at least a 5.0 Not attending the class will get a zero. The rest of the team will get the note is due |
20% |
Assessment Block 2 - Technology and Applications of Real-Time Interaction | ||||
H1, IN6, IN11, IN34, IN35, IN36, G2, G3, G5, G8, G11, G12, G14, G15 |
EX1OFW – Class Exercise of Open Frameworks |
Correct compilation & operation of the program and sensors acording to specification. |
The student must get at least a 5.0 in the average of the 6 exercises. You need to have delivered at least 5 Exercises to get a final grade. Delivery by the end of class and late deliveries will not be accepted. |
20% |
EX3OSC – Class |
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EX4OCV – Class |
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EX2ARD – Class |
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EX5KNT – Class |
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EX6PHE – Class |
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Assessment Block 3 - Tools for Sensors & Actuators for Real-Time Interaction | ||||
H1, H4, IN6, IN11, IN34, IN35, IN36, G2, G3, G5, G8, G11, G12, G14, G15 |
SGSV - Design of |
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The student must get at least a 5.0 as aveg¡rage of the 4 parts.
Students must deliver the first three parts and must have presented/demonstrated the 4th to get the average grande. Delivery through Aula Global on the specified date and no late deliveries will be accepted. Part 4 must be presented in class. |
20% |
PICPD - Design of Physical Interface & Client Printing Data |
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CSPIG - Design of |
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FGEI - Final Game |
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Assessment Block 4 - Design and Development of Real-Time Interactive Experiences | ||||
H1, H3, H4, H6, |
FBESP - Full-Body Interactive Experience Script Presentation |
Designs must be correctly written, structured and specified. The program must compile and operate correctly with sensors as specified.
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The student must get at least a 5.0 as aveg¡rage of the 3 parts.
Students must deliver the second part and must have presented/demonstrated the 1st and 3rd parts to get the average grande. Delivery through Aula Global on the specified date and no late deliveries will be accepted. Parts 1 and 3 must be presented in class |
40% |
FBES - Full-Body Interactive Experience Script Document |
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FBE - Full-Body Interactive Experience Presentation/Demo |
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:
Assessment Block 1 Suspended
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)
Assessment Block 2 Suspended
Since this block is the result of classwork and therefore continuous assessment, it can not be recovered.
Block Evaluation 3 Suspended
Since this block is the result of classwork and therefore continuous assessment, it can not be recovered.
Block Evaluation 4 Suspended
Since this block is the result of classwork and therefore continuous assessment, it can not be recovered.
Block 1: Real-Time Interaction
T1: Introduction to Real Time Interaction
T2 – AMVR & Properties of Interfaces
Block 2: Technology and Applications of Real-Time Interaction
T3 - VR Technology
T4 - VR Applications & What About VR?
T5 - (1st part) Full-body & Embodied Interaction
T6 - (1st part) Interaction and Entertainment: Outside Videogames - Class Presentations & Debate of Full-Body Experiences
T7 - Exergames, Interaction and Special Needs: AAL, Rehabilitation, Therapy
T8 - Virtual Reality Experience Presentations
Block 3: Design and Development of Real-Time Interactive Experiences
P1 – Introduction to OpenFrameworks
P4 - Real Time Computer Vision with OF & OpenCV
T5 - (2nd part) Full-Body Interaction Design Workshop
T6 - (2nd part) Class Presentations & Debate of Full-Body Experiences
S4 – Full-Body Artificial Reality project follow-up
T9 - Project Presentations – Working Final Versions of Full-Body Experiences
Block 4: Tools for Sensors & Actuators for Real-Time Interaction
P2 – Introduction to Arduino
S1 - Arduino & Visuals
P3 - Connecting Systems via OSC: OF & Arduino
S2 - Exchanging Clients & Servers - Multiple Interfaces for One Game
S3 - Time of flight cameras: the Kinect
P5 - Physics Engines with OF
- 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 |
4 |
|
|
9 |
|
Block 2 |
10 |
|
|
17 |
|
Block 3 |
4 |
4 |
2 |
26 |
|
Block 4 |
6 |
6 |
12 |
||
Exam |
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Total: |
18 |
10 |
8 |
64 |
Total: 100 |
Basic Bibliography:
Complementary