Base Knowledge
N/A
Teaching Methodologies
The course will be taught through theoretical-practical classes. Classes include presentation of subject matter as well as monitoring of practical work.
The assessment of this curricular unit, in the continuous assessment modality, is made using a test and two practical assignments to be carried out in class or at home. The test will have a weight of 40% in the course grade. The remaining 60% will be distributed among practical assignments.
The test will be eminently theoretical, in order to verify the acquisition of basic concepts by the student.
The practical work can be done either individually or in groups of two students, with a place to defend them during the classes. The practical work will be evaluated for its completeness, as well as for the quality of execution.
In the form of assessment by exam, a test will be carried out. (100%)
Learning Results
In this curricular unit, the student is expected to have contact with several basic aspects in terms of the problem of industrial software development, among which the following stand out:
• Properly use methods of analysis, design, prototyping and evaluation of interactive products
• Check and validate interfaces;
• To frame new technological paradigms and interaction metaphors – namely augmented reality, virtual reality, ubiquitous computing and tangible interfaces.
• Use various sensors, apply and create experimental protocols, extract parameters, analyze and organize information.
Program
The course comprises the following contents:
• User-Centered Design Methodologies
• Analysis techniques, prototyping (low and high fidelity) and usability assessment
• Assessment methods: analytical methods, empirical methods and assessment techniques
• Analytical methods: Heuristic Evaluation (Evaluation by experts); Predictive Assessment (GOMS, CCT and KLM / Cognitive Pathway)
• Empirical Methods: User Assessment and Collaborative Inspection
• New Interaction Paradigms
• Augmented Reality Interfaces
• Ubiquitous Computing and Tangible Interfaces
• Forms of interaction in Virtual Reality
Grading Methods
- - Individual and/or Group Work - 60.0%
- - Frequency - 40.0%
- - Exam - 100.0%
Internship(s)
NAO
Bibliography
Craig, A., Sherman, W., Will, J. (2009) Developing Virtual Reality Applications: Foundations of Effective Design, Morgan Kaufmann
Burdea, G., P. Coiffet (2003). Virtual Reality Technology, 2ª edição, Wiley
Kim, G. (2011). Designing Virtual Reality Systems: The structured approach, Springer 2005 – Mullen, T., Prototyping Augmented Reality, Sybex
Bowman, D., E. Kruijff, I. Poupyrev, J. LaViola (2005). 3D User Interfaces: Theory and Practice, Addison Wesley
Preece, J., Yvonne Rogers, Helen Sharp (2002). Interaction Design- Beyond Human-Computer Interaction, John Wiley
Aukstakalnis, S. (2016). Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR. Addison-Wesley Professional
Schmalstieg, D., & Hollerer, T. (2016). Augmented reality: principles and practice. Addison-Wesley Professional
Whitton, N. (2014). Digital Games and Learning: Research and Theory. Routledge
Conference Papers: ISMAR, EUROGRAPHICS, SIGGRAPH, IEEE