Guía Docente 2023-24
REALIDAD AUMENTADA (VIDEOJUEGOS)

BASIC DETAILS:

Subject: REALIDAD AUMENTADA (VIDEOJUEGOS)
Id.: 31837
Programme: DOBLE GRADO EN INGENIERÍA INFORMÁTICA Y DISEÑO Y DESARROLLO DE VIDEOJUEGOS
Module: PROGRAMACIÓN DE VIDEOJUEGOS
Subject type: OPTATIVA
Year: 4 Teaching period: Primer Cuatrimestre
Credits: 6 Total hours: 150
Classroom activities: 66 Individual study: 84
Main teaching language: Inglés Secondary teaching language: Castellano
Lecturer: Email:

PRESENTATION:

This subject provides basic concepts to know, understand and evaluate augmented reality systems, applications, simulators and their impact on video games and user interfaces. Augmented Reality is an emerging technology that is called to create new ways of interaction between human beings and their environment. Proof of this is the growing expansion as an industry and its penetration in most economic sectors.
 
This subject has an eminently practical nature, basing it on the Learning by doing methodology, where innovative product development concepts are proposed with Augmented Reality design and development technologies.
 

PROFESSIONAL COMPETENCES ACQUIRED IN THE SUBJECT:

General programme competences G01 Ability to use learning strategies independently for use in the continuous improvement of professional practice.
G02 Ability to analyse and synthesise problems of their professional activity and apply in similar environments.
G03 Ability to achieve common results through teamwork in a context of integration, cooperation and encouraging critical discussion.
G04 Ability to critically think about information, data and lines of action and their implementation in relevant social, scientific ethical issues.
G05 Ability to communicate in Spanish and English for professional issues in oral and written form.
G06 Ability to solve complex problems or contingencies that arise during professional activity within any organisation and adapt to the needs and demands of their professional environment.
G07 Ability to handle different complex knowledge models through a process of abstraction and its application to approach and solve problems.
G08 Ability to understand the role of the scientific method in the generation of knowledge and its application to a professional environment.
G09 Ability to work with respect for the environment and society through the proper use of technology and its application in promoting a sustainable economy and environment.
G10 Ability to master information and communication technologies and their application in their professional field.
Specific programme competences E01 Ability to solve mathematical problems inherent to engineering. Ability to apply knowledge about: algebra; geometry; differential and integral calculus; optimisation and numerical methods
E02 Ability to understand and master the concepts of the general laws of classical mechanics, fields, waves and electromagnetism and their application for solving video game development problems.
E03 Ability to develop the use and programming of computers, operating systems, databases and software and their application in the development of video games.
E04 Ability to understand and master the basic concepts of discrete logic, algorithmic mathematical and computational complexity, and their application for solving engineering problems.
E05 Ability to program applications both correctly, and efficiently, choosing the most appropriate paradigm and programming languages, applying knowledge of basic algorithmic procedures and using the types and structures of the most appropriate data.
E06 Ability to learn, understand and evaluate the structure and architecture of computers, as well as their basic components.
E07 Ability to design, analyse and implement applications based on the characteristics of the database.
E08 Ability to learn and master the features, functionality and structure of the Distributed Systems, Computer Networks and the Internet and design and implement applications based on them.
E09 Ability to learn and master the tools necessary for the storage, processing and access to information systems, including web-based.
E10 Ability to be familiar with the characteristics, functions and structure of operating systems.
E11 Ability to develop online games for multiple players.
E12 Ability to understand and analyse the structure, organisation, function and interconnection of the devices and systems in video game platforms.
E13 Ability to discover, design and assess the main foundations and techniques of player-computer interaction that guarantee the accessibility and userability of the systems, services and IT applications including video games.
E14 Ability to apply the main foundations and techniques of the smart systems and their practical application in diverse environments.
E15 Ability to apply the main foundations and techniques of programming in real time.
E16 Ability to fully manage and plan software projects and handle suitable tools to do so.
E17 Ability to understand and analyse the structure and function of the main hardware systems and peripherals in video game platforms.
E18 Ability to understand and apply the principles of ergonomics and "Design for all" in order to develop universally accessible interfaces and devices in the field of video games.
E19 Ability to recognise and apply the principles, methodologies and life cycle of software engineering.
E20 Ability to generate and analyse expressive and narrative resources and their application to video games.
E21 Ability to execute the art of video games, create characters and settings.
E22 Ability to manage techniques and tools used for artistic representation and expression.
E23 Ability to use creative processes in the design and development of video games.
E24 Ability to specially visualise and have knowledge of the graphical representation techniques, both in terms of traditional methods of metrical geometrics and descriptive geometrics using computer-assisted design application.
E25 Ability to design and create graphical elements and their application in the development of video games.
E26 Ability to perform the design and creation of animated characters and their application in the development of video games.
E27 Ability to apply the methods in the creation and preservation of synthetic images
E28 Ability to perform the design and construction of models with the information necessary for the creation and display interactive images.
E29 Ability to understand and apply the techniques of visualisation, animation, simulation and interaction on models
E30 Ability to design, develop, select and evaluate applications and systems, ensuring reliability, safety and quality, according to ethical principles and legislation and regulations.
E31 Ability to perform the evaluation of video games from their different approaches.
E32 Ability to evaluate, use and spread game engines.
E33 Ability to develop production developments in the field of video games.
E34 Ability to create and analyse games on their fundamentals and develop the understanding of what are the keys that determine how they work and their development.
E35 Ability to know and understand the video game industry from a business point of view
E36 Ability to identify and implement legal and ethical aspects of the gaming industry
E37 Ability to design and create sounds and sound environments and their application in game development
E38 Ability to produce an original project that integrates the skills acquired throughout the degree along with its presentation and defence before a university tribunal that relates to the field of design and game development.

PRE-REQUISITES:

Have completed, or have validated, the 2D Design and 3D Design course.
Knowledge of object-oriented programming, with knowledge of C # or Java being especially useful.
Basic knowledge of video game engines.
It will be positively valued to be studying Advanced 3D Design.
Competences in initiative and teamwork will be valued.

 

SUBJECT PROGRAMME:

Subject contents:

1 - XR TECHNOLOGIES INTRODUCTION
    1.1 - History and definition of XR
    1.2 - Market and Trends of XR
    1.3 - Technologies - Basic Vuforia
    1.4 - Technologies - Advanced Vuforia
    1.5 - Technologies - AR Foundation
    1.6 - Technologies - Easy AR
2 - AR PROJECT- IDEATION & DEVELOPMENT
    2.1 - Workflow Methodology and Ideation
    2.2 - Project Definition
3 - AR PROJECT - PRODUCTION
    3.1 - Content Development I - UX/UI+ Markers
    3.2 - Content Development II - 3D & Animation
    3.3 - Coding I
    3.4 - Coding II
    3.5 - Test & Launching
    3.6 - Virtual Reality / Mixed Reality Workshop
4 - AUGMENTED REALITY
    4.1 - FINAL WORK

Subject planning could be modified due unforeseen circumstances (group performance, availability of resources, changes to academic calendar etc.) and should not, therefore, be considered to be definitive.


TEACHING AND LEARNING METHODOLOGIES AND ACTIVITIES:

Teaching and learning methodologies and activities applied:

Theoretical sessions
The teacher will explain, supported by ICT resources (laptop, projector, Internet) and the blackboard the theoretical part of the subject, mainly the doubts that have arisen in the students during the autonomous work. The material used in each session will always be on the PDU in advance so that students can perform a preliminary reading. Students are strongly advised to read the topics to be discussed in class beforehand.
The participation, debate, questions and concerns shown by students related to the subject will be valued, both in face-to-face sessions and in those that take place outside of face-to-face sessions
 
Practical sessions - Learning based on solving exercises and problems
These problems will be solved by the students as part of their autonomous work outside of class time. In the face-to-face sessions, those problems that the students have found especially interesting or whose difficulty has been a handicap in solving them will be solved
 
Learning based on solving exercises and problems
A very important part of learning the subject, and the grade, will be achieved with the resolution of a practice to be solved individually by the students. The students will be provided with the statements of the practices and their delivery will be requested in a reasonable time. Partial deliveries of the practice will be made. The correct resolution of this practice will prepare the student to acquire the competences of the subject with great efficiency.
In each topic, or in most of them, each student will be assigned an exercise (or set of them) that must be solved in a stipulated time. The resolution of these exercises will be part of the evaluation whose evaluating instrument is "Observation scales, Problems proposed by the teacher.", With a weight in the grade of 5%
 
Tutoring sessions
The students will be able to ask the teacher those doubts that have not been resolved during the classes or that have arisen in their time dedicated to autonomous work. You can request a specific extension bibliography on a specific topic and / or any other type of information related to the subject. On the other hand, during these sessions, there will be a follow-up of supervision and orientation of the process to be followed in each of the activities carried out.
The tutorials will be set by mutual agreement with the teacher and students on the dates close to the delivery / publication of this teaching guide.
 
Work timing
Periodically the teacher will provide the students with time schedules indicating the work to be carried out by the students

 

Student work load:

Teaching mode Teaching methods Estimated hours
Classroom activities
Master classes 32
Practical work, exercises, problem-solving etc. 8
Workshops 6
Laboratory practice 16
Assessment activities 4
Individual study
Tutorials 3
Individual study 46
Individual coursework preparation 30
Compulsory reading 5
Total hours: 150

ASSESSMENT SCHEME:

Calculation of final mark:

Written tests: 45 %
Individual coursework: 20 %
Group coursework: 20 %
Final exam: 10 %
Others: 5 %
TOTAL 100 %

*Las observaciones específicas sobre el sistema de evaluación serán comunicadas por escrito a los alumnos al inicio de la materia.

BIBLIOGRAPHY AND DOCUMENTATION:

Basic bibliography:

Alexander Osterwalder | Yves Pigneur | Alan Smith | Gregory Bernarda. Value Proposition Design. Editorial: Deusto 4ª Edición .
Alexander Osterwalder | Yves Pigneur. Business Model Generation. Editorial: DEUSTO S.A. EDICIONES
Robert Scoble and Shel Israel | The Fourth Transformation. Editorial: CreateSpace Independent Publishing Platform; 1 edition
Ken Robinson. El Elemento. Editorial: DEBOLSILLO

Recommended bibliography:

W. Chan Kim | Renée Mauborgne. Blue Ocean Strategy. Editorial: Harvard Business Review
Jesse Schell | The Art of Game Design: A Book of Lenses. Editorial: A K Peters/ CRC Press; 2 edition

Recommended websites:

Vuforia https://www.vuforia.com/
Canvanizer https://canvanizer.com/
strategyzer https://strategyzer.com/
Artstation https://www.artstation.com/
techcrunch https://techcrunch.com/
xakata https://www.xataka.com/
EasyAR https://www.easyar.com/
AR Foundation https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.1/manual/index.html


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