Definition of virtual environment. I/O devices interacting with virtual environments. Geometric, cinematic and physical modelling of objects operating in virtual environments. Behaviour modelling for agents operating in virtual environtmnts. Human factors: usability of virtual environments, performance, health and safety of users interacting with virtual environments. Classical and new applications of virtual environments.
-Nilsson Nils J.. Artificial Intelligence: a new synthesis.
-Burdera G&Goiffet P. Virtual reality TECHNOLOGY. John Wiley &Sons, Inc., Hodoken, New Jersey.
-Dix, J. Finlay, G.D.Abowd, R.,Beale. Human-Computer interaction.
-On-line handbooks and turorials
Learning Objectives - Last names A-K
The notions given on the various kinds of virtual environments, on the related levels of interaction and immersion, on problems linked to different aspects of development let the student both not only to become aware not only of the constraints and of the problems to be faced while designing virtual environments in their entire complexity and of the typical characteristics that virtual environments must have depending on their end users (including disabled and/or psychologically disturbed ones) but also to evaluate the method and timing of exposition to these same virtual environments.
Prerequisites - Last names A-K
no one
Teaching Methods - Last names A-K
lessons
Further information - Last names A-K
no one
Type of Assessment - Last names A-K
written test with optional oral test
Course program - Last names A-K
Definition of the main components of a virtual environment: I/O devices, software and db, VR engine, human factors and applications. Basic notions on the different types of devices available for enabling interaction with virtual environments, with reference also to their functioning, their main characteristics, the kinds of interaction they allow, and their feedback. The study of software and db elements focuses particularly on the problems connected to the different aspects of modelling: physic (shape, design, position, movement, surface deformation and other essential characteristics of objects that can be found in virtual environments) and the behaviour of artificial intelligent agents determined on the basis of artificial intelligence techniques. Particular attention is given to the biological approach based on the elaboration of stimuli (with reference to neural networks) and to the symbolic approach based on the elaboration of symbols (with refecence to the methods of knowledge representation and thought). As far as human factors are concerned, great importance is given to the main problems to be faced in order to make interaction with virtual enviroments as natural and easy as possible so as to increase the level of immersion. Attention is also paid to the problems related to the immersion in virtual environments with particular reference to the phenomenon of cyber-sickness and the problem of adaptation to these enviroments. As far as applications are concerned the course focuses on the psychological field (phobias, eating disorders, post-traumatic stress disorder, …), after taking into consideration the various sectors that make use of virtual environments.