Studying at the University of Verona

Here you can find information on the organisational aspects of the Programme, lecture timetables, learning activities and useful contact details for your time at the University, from enrolment to graduation.

Study Plan

This information is intended exclusively for students already enrolled in this course.
If you are a new student interested in enrolling, you can find information about the course of study on the course page:

Laurea magistrale in Computer Engineering for intelligent Systems - Enrollment from 2025/2026

The Study Plan includes all modules, teaching and learning activities that each student will need to undertake during their time at the University.
Please select your Study Plan based on your enrollment year.

CURRICULUM TIPO:

2° Year   It will be activated in the A.Y. 2025/2026

ModulesCreditsTAFSSD
It will be activated in the A.Y. 2025/2026
ModulesCreditsTAFSSD
Modules Credits TAF SSD
Between the years: 1°- 2°
4 modules among the following:
- 1st year: Advanced visual computing and 3d modeling, Computer vision, Embedded & IoT systems design, Embedded operating systems, Robotics 
- 2nd year: Advanced control systems
6
B
ING-INF/05
6
B
ING-INF/04
Between the years: 1°- 2°
Between the years: 1°- 2°
Further activities
6
F
-

Legend | Type of training activity (TTA)

TAF (Type of Educational Activity) All courses and activities are classified into different types of educational activities, indicated by a letter.




S Placements in companies, public or private institutions and professional associations

Teaching code

4S012356

Credits

6

Language

English en

Scientific Disciplinary Sector (SSD)

INF/01 - INFORMATICS

Courses Single

Authorized

The teaching is organized as follows:

Theory

Credits

4

Period

Semester 1

Academic staff

Andrea Giachetti

Laboratory

Credits

2

Period

Semester 1

Academic staff

Ariel Caputo

Learning objectives

The course aims to provide fundamental notions for the design and evaluation of interactive applications in immersive virtual reality and augmented reality. At the end of the course the student will have to demonstrate knowledge and understanding of the enabling technologies of mixed reality, their limits and their impact on the user experience, the specific problems of interaction. Must be able to i) develop prototypes of virtual/mixed reality applications using game engines and modeling programs; ii) appropriately select the hardware and software components for immersive or augmented visualization and for 3D interaction, iii) design and evaluate their interaction in extended reality applications based on ergonomics and usability principles. This knowledge will provide the student with the ability to: i) identify the technological components for the use of virtual and augmented reality systems in application contexts, ii) design interfaces for 3D interaction that guarantee a good user experience; iii) Validate the effectiveness of virtual and augmented reality systems with user studies. At the end of the course the student will also have to show that he is able to continue his studies independently in the field of interface development in extended reality. Must be able to adapt autonomously to the rapid technical evolution and state of the art in the sector.

Prerequisites and basic notions

Basic notions of Human-Computer Interaction

Program

Virtual, Augmented and Extended reality (VR,AR,XR): definitions and fundamental notions.
Enabling technologies, displays, 3D computer graphics and feedback systems
Spatial and photometric registration, tracking systems
Human factors and consequences for the design of VR/MR systems
Mixed reality interaction design
Laboratory: use of game engines for the prototyping of interactive virtual environments and mixed reality systems

Bibliography

Visualizza la bibliografia con Leganto, strumento che il Sistema Bibliotecario mette a disposizione per recuperare i testi in programma d'esame in modo semplice e innovativo.

Didactic methods

Lectures and laboratory activities

Learning assessment procedures

The exam consists of a written test on the topics covered in the theory and on the evaluation of XR prototyping activities

Students with disabilities or specific learning disorders (SLD), who intend to request the adaptation of the exam, must follow the instructions given HERE

Evaluation criteria

To pass the exam, students must demonstrate:
-to have understood the technical problems of developing interactive graphic environments and virtual and augmented reality and to find specific solutions for related applications
-having understood the problems of interaction in immersive and augmented environments
-be able to present his arguments in a precise and organic way;
-know how to develop prototypes of mixed reality applications and evaluate their user experience

Criteria for the composition of the final grade

The mark for the practical part amounts to a maximum of 16, as does the mark for the written part. The student needs to obtain at least 8 points for each part. The two marks for project and the written test will be added together, saturating at 30 cum laude.

Exam language

Inglese

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