Guías Docentes Electrónicas
1. General information
Course:
VIDEO GAMES AND VIRTUAL REALITY
Code:
42379
Type:
ELECTIVE
ECTS credits:
6
Degree:
406 - UNDERGRADUATE DEGREE IN COMPUTER SCIENCE AND ENGINEERING (AB)
Academic year:
2021-22
Center:
604 - SCHOOL OF COMPUTER SCIENCE AND ENGINEERING (AB)
Group(s):
17 
Year:
4
Duration:
C2
Main language:
English
Second language:
Spanish
Use of additional languages:
English Friendly:
N
Web site:
http://www.esiiab.uclm.es/asig.php?codasig=42379
Bilingual:
N
Lecturer: JOSE PASCUAL MOLINA MASSO - Group(s): 17 
Building/Office
Department
Phone number
Email
Office hours
E.S. de Ingeniería Informática / Despacho 0.C.12
SISTEMAS INFORMÁTICOS
2544
josepascual.molina@uclm.es
https://www.esiiab.uclm.es/pers.php?codpers=120

2. Pre-Requisites

Not specified.

3. Justification in the curriculum, relation to other subjects and to the profession

This subject is part of the group of subjects "Graphic Design and Videogames", devoted to providing the students with the basic skills needed to develop a computer videogame. The other subjects are "Artificial Intelligence for Videogames", "Graphics Accelerators", "Graphic Design and Animation", and "Videogames and Virtual Reality". Every one of those subjects approaches this topic from a different point of view but in such a way that those students that follow all these courses can have a complete vision of the main techniques required to develop a videogame. In any case, each subject is an independent unit, what means that a student can take full advantage of the topics covered in one subject without taking the other courses.


4. Degree competences achieved in this course
Course competences
Code Description
CM06 Ability to develop and assess interactive systems, and present complex information and its application in the solution of problems with the design of person-computer interaction.
INS02 Organising and planning skills.
INS05 Argumentative skills to logically justify and explain decisions and opinions.
PER02 Ability to work in multidisciplinary teams.
PER03 Ability to work in an international context.
PER05 Acknowledgement of human diversity, equal rights, and cultural variety.
TI06 Ability to foster systems, applications, and services based on network technologies, including the internet, web, electronic commerce, mulimedia, interactive sercices, and mobile computation.
UCLM01 Command of a second language at a B1 level within the Common European Framework of Reference for Languages
5. Objectives or Learning Outcomes
Course learning outcomes
Description
Understanding of the possibilities and limits of virtual reality technologies, and the importance of the human factor within them.
Understanding of the existing techniques and their appropriate application.
Development of virtual reality applications, in particular video games that use these technologies, for one or more users, in the same or several computers connected in a local network or through the Internet.
Additional outcomes
Not established.
6. Units / Contents
  • Unit 1: From videogames to virtual reality.
  • Unit 2: The development process: methods and programming.
  • Unit 3: Mathematics for videogames.
  • Unit 4: Input devices.
  • Unit 5: Physics in videogames.
  • Unit 6: Multi-user worlds and games.
  • Unit 7: Graphics displays.
  • Unit 8: Sound displays.
  • Unit 9: Haptic displays.
7. Activities, Units/Modules and Methodology
Training Activity Methodology Related Competences (only degrees before RD 822/2021) ECTS Hours As Com Description
Class Attendance (theory) [ON-SITE] Combination of methods CM06 TI06 UCLM01 0.56 14 Y N
Class Attendance (practical) [ON-SITE] Guided or supervised work CM06 TI06 UCLM01 0.76 19 Y N Tutorials
Study and Exam Preparation [OFF-SITE] Self-study CM06 TI06 UCLM01 0.32 8 Y N Individual exercises solved at laboratory
Study and Exam Preparation [OFF-SITE] Self-study CM06 TI06 UCLM01 0.48 12 Y N Study or preparation for tests
Writing of reports or projects [OFF-SITE] Group Work CM06 INS02 PER02 PER03 PER05 TI06 UCLM01 0.32 8 Y N Project proposal development
Project or Topic Presentations [ON-SITE] Assessment tests CM06 INS05 TI06 UCLM01 0.02 0.5 Y N Project proposal presentation
Computer room practice [ON-SITE] Group Work CM06 INS02 PER02 PER03 PER05 TI06 UCLM01 1 25 Y N Project development at laboratory
Writing of reports or projects [OFF-SITE] Group Work CM06 INS02 PER02 PER03 PER05 TI06 UCLM01 2 50 Y N Project development at home
Project or Topic Presentations [ON-SITE] Assessment tests CM06 INS05 TI06 UCLM01 0.02 0.5 Y N Alpha build demo
Project or Topic Presentations [ON-SITE] Assessment tests CM06 INS05 TI06 UCLM01 0.02 0.5 Y N Beta build demo
Writing of reports or projects [OFF-SITE] Group Work CM06 INS02 PER02 PER03 PER05 TI06 UCLM01 0.48 12 Y N User's guide
Project or Topic Presentations [ON-SITE] Assessment tests CM06 INS05 TI06 UCLM01 0.02 0.5 Y N Final demo
Total: 6 150
Total credits of in-class work: 2.4 Total class time hours: 60
Total credits of out of class work: 3.6 Total hours of out of class work: 90

As: Assessable training activity
Com: Training activity of compulsory overcoming (It will be essential to overcome both continuous and non-continuous assessment).

8. Evaluation criteria and Grading System
Evaluation System Continuous assessment Non-continuous evaluation * Description
Assessment of active participation 35.00% 35.00% Individual exercises solved at laboratory
Theoretical papers assessment 5.00% 5.00% Team's class project proposal
Oral presentations assessment 5.00% 5.00% Team's class project proposal
Oral presentations assessment 10.00% 0.00% Team's alpha build demo
Oral presentations assessment 10.00% 0.00% Team's beta build demo
Practicum and practical activities reports assessment 5.00% 5.00% User's guide of team's class project
Oral presentations assessment 30.00% 50.00% Team's final demo
Total: 100.00% 100.00%  
According to art. 4 of the UCLM Student Evaluation Regulations, it must be provided to students who cannot regularly attend face-to-face training activities the passing of the subject, having the right (art. 12.2) to be globally graded, in 2 annual calls per subject , an ordinary and an extraordinary one (evaluating 100% of the competences).

Evaluation criteria for the final exam:
  • Continuous assessment:
    Individual exercises solved at laboratory.
    Class project, developed in teams.
  • Non-continuous evaluation:
    The student can transfer to this evaluation points obtained in previous evaluation tests. In the tests that the student wants to improve in order to pass or obtain a higher grade, the work already done will not be reevaluated but, instead, the complete test has to be repeated, presenting -where appropriate- different works to those already delivered.
    In team tests, in case the student cannot be part of a team, they will take them individually.

Specifications for the resit/retake exam:
Same as in non-continuous evaluation.
Specifications for the second resit / retake exam:
Same as in non-continuous evaluation.
9. Assignments, course calendar and important dates
Not related to the syllabus/contents
Hours hours
Writing of reports or projects [AUTÓNOMA][Group Work] 8
Project or Topic Presentations [PRESENCIAL][Assessment tests] .5
Computer room practice [PRESENCIAL][Group Work] 25
Writing of reports or projects [AUTÓNOMA][Group Work] 50
Project or Topic Presentations [PRESENCIAL][Assessment tests] .5
Project or Topic Presentations [PRESENCIAL][Assessment tests] .5
Writing of reports or projects [AUTÓNOMA][Group Work] 12
Project or Topic Presentations [PRESENCIAL][Assessment tests] .5

Unit 1 (de 9): From videogames to virtual reality.
Activities Hours
Class Attendance (theory) [PRESENCIAL][Combination of methods] 2
Study and Exam Preparation [AUTÓNOMA][Self-study] 1
Teaching period: Week 1

Unit 2 (de 9): The development process: methods and programming.
Activities Hours
Class Attendance (theory) [PRESENCIAL][Combination of methods] 3
Class Attendance (practical) [PRESENCIAL][Guided or supervised work] 4
Study and Exam Preparation [AUTÓNOMA][Self-study] 4
Study and Exam Preparation [AUTÓNOMA][Self-study] 2
Teaching period: Weeks 2, 3, and 4

Unit 3 (de 9): Mathematics for videogames.
Activities Hours
Class Attendance (theory) [PRESENCIAL][Combination of methods] 1
Class Attendance (practical) [PRESENCIAL][Guided or supervised work] 1
Study and Exam Preparation [AUTÓNOMA][Self-study] 1
Teaching period: Week 5

Unit 4 (de 9): Input devices.
Activities Hours
Class Attendance (theory) [PRESENCIAL][Combination of methods] 2
Class Attendance (practical) [PRESENCIAL][Guided or supervised work] 7
Study and Exam Preparation [AUTÓNOMA][Self-study] 4
Study and Exam Preparation [AUTÓNOMA][Self-study] 3
Teaching period: Weeks 5, 6, 7, 8, and 9

Unit 5 (de 9): Physics in videogames.
Activities Hours
Class Attendance (theory) [PRESENCIAL][Combination of methods] 1
Class Attendance (practical) [PRESENCIAL][Guided or supervised work] 2
Study and Exam Preparation [AUTÓNOMA][Self-study] 1
Teaching period: Weeks 9 and 10

Unit 6 (de 9): Multi-user worlds and games.
Activities Hours
Class Attendance (theory) [PRESENCIAL][Combination of methods] 1
Class Attendance (practical) [PRESENCIAL][Guided or supervised work] 2
Study and Exam Preparation [AUTÓNOMA][Self-study] 1
Teaching period: Weeks 10 and 11

Unit 7 (de 9): Graphics displays.
Activities Hours
Class Attendance (theory) [PRESENCIAL][Combination of methods] 2
Class Attendance (practical) [PRESENCIAL][Guided or supervised work] 1
Study and Exam Preparation [AUTÓNOMA][Self-study] 1
Teaching period: Week 12

Unit 8 (de 9): Sound displays.
Activities Hours
Class Attendance (theory) [PRESENCIAL][Combination of methods] 1
Class Attendance (practical) [PRESENCIAL][Guided or supervised work] 1
Study and Exam Preparation [AUTÓNOMA][Self-study] 1
Teaching period: Week 13

Unit 9 (de 9): Haptic displays.
Activities Hours
Class Attendance (theory) [PRESENCIAL][Combination of methods] 1
Class Attendance (practical) [PRESENCIAL][Guided or supervised work] 1
Study and Exam Preparation [AUTÓNOMA][Self-study] 1
Teaching period: Week 14

Global activity
Activities hours
General comments about the planning: This course schedule is APPROXIMATE. It could vary throughout the academic course due to teaching needs, bank holidays, etc. A weekly schedule will be properly detailed and updated on the online platform (Campus Virtual). Classes will take place in three sessions of 1.5 hours a week until programmed total is completed. Note that all the lectures, practice sessions, exams and related activities performed in the bilingual groups will be entirely taught in English.
10. Bibliography and Sources
Author(s) Title Book/Journal Citv Publishing house ISBN Year Description Link Catálogo biblioteca
Desarrollo de videojuegos : un enfoque práctico / EdLibrix, 978-84-942382-9-1 2014 Ficha de la biblioteca
Burdea, Grigore C. Virtual reality technology J. Wiley-Interscience 0-471-36089-9 2003 http://www.vrtechnology.org/ Ficha de la biblioteca
Murray, Jeff W. Building virtual reality with Unity and SteamVR / CRC, 978-1-138-05124-9 2017 Ficha de la biblioteca
Rucker, R. Software Engineering and Computer Games Addison- Wesley 2002 http://www.rudyrucker.com/computergames/  



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