|Website:||website containing additional information|
|Period:||period 3 (week 6 through 15, i.e., 8-2-2021 through 16-4-2021; retake week 27)|
|Participants:||up till now 71 subscriptions|
|Schedule:||Official schedule representation can be found in MyTimetable|
Due to COVID-19, this year's course will be done completely online. We will use MS Teams and the course website to communicate all relevant information. Registered students should have received an email with information about how to join the MS Teams group. If not, get in touch with W. Hürst, who is one of the teachers of this course (firstname.lastname@example.org).
Interaction is one of the most important aspects of games and simulations. For example, you can create games without sounds. Or games with no visuals. But a game without interaction? Not really. And apart from faster and better graphics, maybe the most important technological achievements in game development in recent years have been related to advanced and new interaction styles. Think of the Nintendo Wii's motion-based controller, the XBox Kinect's human body tracking, or the tilt- and touch-based input used for handheld gaming. Compared to traditional controllers, these new ways for human-computer interaction often create a more natural and engaging gaming experience by using multiple modalities that are also characteristic for communications between humans.
In this course, we will take a closer look at all kinds of multimodal interaction including the related relevant theoretical background, e.g. about human perception. We will cover the emerging areas of virtual and augmented reality and cover a few other trends (e.g., brain-computer interfaces). The lectures will be accompanied by a practical part where students develop and analyze an interactive multimodal system. The course is part of the Game & Media Technology master, but open to students from other programs (e.g., Computing Science, MBI), too, and also well suited for them. The discussed content is relevant well beyond games and simulations (i.e., even if you are not into games, this course might be interesting for you). For more information about content, procedure, and formal issues please refer to the course's website.
|Literature:||There will be no textbook but we will use journal articles and conference papers instead. These will be announced in the lectures and on the course's website.|
|Course form:||Up to 2 lectures per week plus practicals. See the course's website for a detailed schedule, but be aware that information might be preliminary and changes may apply.|
Your final grade will be the average of your grades from the exam and the practical assignment. There will be one exam at the end, covering the lectures and related papers. The practical assignment consists of a project, which will be done in a group. For the project, you will get one grade for the group, but individual differences may apply for students doing particularly well or bad.
Criteria for passing: exam and practical grades must be at least 5.0 each (before rounding) and the total grade must be at least 5.5 (before rounding). For further requirements about passing, please refer to the related description on the course's website.
|Minimum effort to qualify for 2nd chance exam:|
To qualify for an "aanvullende toets," your original grade must at least be a 4.0. Please refer to the related description on the course's website.
|Description:||Please refer to the course's website for further information.|