Interaction in Virtual Environments

Year
1
Academic year
2025-2026
Code
02056132
Subject Area
Entertainment Computing
Language of Instruction
English
Other Languages of Instruction
Portuguese
Mode of Delivery
Face-to-face
Duration
SEMESTRIAL
ECTS Credits
6.0
Type
Compulsory
Level
2nd Cycle Studies - Mestrado

Recommended Prerequisites

Knowledge of Object-Oriented Programming, Javascript.

Teaching Methods

Theoretical lectures and discussion of concepts and concrete examples of interaction techniques. Practical Laboratory classes for completion of exercises about implementation of interactions in VR based on the adaptation of existing solutions.

Exam to demonstrate comprehension regarding concepts and analytical skills about XR systems.

Implementation of a mini-project regarding the creation and evaluation of an interactive VR environment applied to a concrete context, with presentation and individual defense.

Learning Outcomes

Understand and comprehend the main characteristics of Extended Reality (XR) (encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)), Tangible User Interfaces (TUIs), and Natural User Interfaces (NUIs); Analyze and distinguish XR, TUI, and NUI systems. Understand the historical milestones in the evolution of XR, TUI, and NUI; Learn about XR applications; Understand the technological solutions for experimenting with XR and comprehend their limitations; Understand, comprehend, and know how to analyze the physiological and perception-related human factors relevant for XR environments; Understand and classify the main interaction tasks in XR environments; Distinguish implementations of interaction techniques and understand the implications on the performance of the interaction task; Learn about evaluation techniques for interactive experiences in XR environments; Design, implement, and evaluate interaction techniques to support specific interaction tasks in XR.

Work Placement(s)

No

Syllabus

1. Main characteristics and concepts related to Extended Reality (XR), Tangible User Interfaces (TUI), and Natural User Interfaces (NUI).

2. History of XR, TUI, NUI.

3. Applications of XR (e.g., Medicine, Cultural Heritage, Entertainment/Games, Industry - Digital Twins, etc.)

4. Current XR interaction technologies.

5. Relevant human factors in XR.

6. Interaction tasks in XR (e.g., Locomotion, Selection, Manipulation, Text) and interaction techniques.

7. Evaluation of XR experience (e.g., sense of presence, usability, effort, psychophysical thresholds).

8. Development frameworks (engines) for XR experiences.

Head Lecturer(s)

Maria Inês Rijo Ribeiro Soares Rei Vilar

Assessment Methods

Assessment
Resolution Problems: 25.0%
Exam: 35.0%
Project: 40.0%

Bibliography

Principal/Main:

LaValle, S. M. (2024). Virtual Reality (1st edition). Cambridge University Press.

Carter, M., & Egliston, B. (2024). Fantasies of Virtual Reality: Untangling Fiction, Fact, and Threat. The MIT Press. https://doi.org/10.7551/mitpress/14673.001.0001

Sherman, W. R., & Craig, A. B. (2018). Understanding Virtual Reality: Interface, Application, and Design (2nd edition). Morgan Kaufmann.

Cardoso, J. C. S. (2024). VR Movies Database [Dataset]. https://jorgecardoso.notion.site/VR-Movies-Database-5226dc5aeb354021b4b7d030a6f4fc11

 

Secundária/Secundary:

Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995). Augmented reality: A class of displays on the reality-virtuality continuum. Proc. SPIE 2351, Telemanipulator and Telepresence Technologies, 282–292. https://doi.org/10.1117/12.197321

Lee, K. M. (2004). Presence, Explicated. Communication Theory, 14(1), 27–50. https://doi.org/10.1111/j.1468-2885.2004.tb00302.x