|Website:||website containing additional information|
|Period:||period 4 (week 17 through 26, i.e., 20-4-2020 through 26-6-2020; retake week 28)
|Participants:||up till now 5 subscriptions|
|Schedule:||Official schedule representation can be found in Osiris|
|Contents:||Mobile devices, such as smart phones and tablets, have become as powerful as traditional computers, often replacing them for various tasks. Yet, interacting with them remains challenging due to issues such as limiting form factor, mobile context, etc. On the other hand, it is exactly this form factor, context, and other characteristics of mobiles that provide us with new and exciting opportunities for alternative usages. Examples range from innovative mobile games, to mobile AR (augmented reality) applications. In this course, we will have a closer look at standard interaction with mobiles (e.g., via touch screen; including potential issues as well as opportunities), address new approaches, and look into related current and future research -- including wearable devices (e.g., head mounted displays, such as Google Glass, wristbands and smart watches, such as the Apple Watch). Concrete application domains that we will cover include mobile gaming and mobile video.|
|Literature:||Literature (mostly scientific papers and journal articles) will be provided during the course via the course's website.|
|Course form:||Lectures (mostly twice per week) plus accompanying project. |
|Exam form:||Details on the grading, related conditions, etc. can be found on the course's website. There will be a written test ("closed book exam") on the lecture and mandatory literature (counts 50% of final grade) plus a grading of the project (counts 50% of final grade).
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).
|Minimum effort to qualify for 2nd chance exam:||Om aan de aanvullende toets te mogen meedoen moet de oorspronkelijke uitslag minstens 4 zijn.|