Intelligent & Accessible Interfaces 27815
- Centre
- Faculty of Informatics
- Degree
- Bachelor's Degree in Informatics Engineering
- Academic course
- 2023/24
- Academic year
- 4
- No. of credits
- 6
- Code
- 27815
TeachingToggle Navigation
Teaching guideToggle Navigation
Description and Contextualization of the SubjectToggle Navigation
Konputagailuen Egitura ikasgaian barruan konputagailuen sarrera/irteera atala aztertu ondoren, eta Sistema Eragileen Oinarriak ikasgaian ikusitakoaren osagarri bezala, ikasgai honetan konputagailuek eta pertsonek elkarrekin eragiteko sistemen ezagutza sakontzen da. Oinarrizko kontzeptu batzuk gogoratu ondoren, sarrera/irteerako gailuen ikasketa eta beraien driver-en diseinua aztertzen dira. Bestalde, sarrera/irteera gailu aurreratuak deskribatzen dira, konputatzeko eredu berrietara moldatzen direnak: errealitate birtuala, errealitate areagotua, konputazio mugikorra, nonahikoa, etab. Ikasketa teorikoaz gain, elkarrekintzarako gailu desberdinen analisia eta garapena egingo dira, sistema, zerbitzu eta aplikazio informatikoen irisgarritasuna, ergonomia eta erabilgarritasuna bermatuz.
Skills/Learning outcomes of the subjectToggle Navigation
Informatikako elkarrekintzarako sistemak analizatzeko, ebaluatzeko eta garatzeko gaitasunak, teklatu, sagu eta pantaila estandarraz gain beste gailu batzuk erabiliz eta sistema, zerbitzu eta aplikazio informatikoen irisgarritasuna, ergonomia eta erabilgarritasuna bermatuz.
Erabiltzailean zentratuta diseinatzeko gaitasuna, pertsonan arteko berezitasunak kontuan hartuz.
Sistema, zerbitzu eta aplikazio informatikoen irisgarritasuna eta erabilgarritasuna bermatuko duten pertsona-konputagailu interfazeak diseinatu eta ebaluatzeko gaitasunak.
Pertsona-konputagailu elkarrekintzako sistemak garatzean kontuan izan beharreko irisgarritasunari buruzko eta intimitatea babesteko legediak ezagutzeko, ulertzeko eta aplikatzeko ezaguerak, derrigorrzkoak diren espezifikazioak eta arautegiak maneiatuz.
Theoretical and practical contentToggle Navigation
Architecture Review Board, Dave Shreiner, Mason Woo, Jackie Neider, and Tom Davis. OpenGL(R) Programming Guide : The Official Guide to Learning OpenGL(R), Version 2 (5th Edition). Addison-Wesley Professional, 2005.
David~H. Eberly. 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2000.
David~H. Eberly. 3D Game Engine Architecture, First Edition : Engineering Real-Time Applications With Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2004.
MethodologyToggle Navigation
Irakaskuntza presentzialean saio magistralak, mintegiak, laborategi saioak, klase teorikoak eta praktikoak izango dira, ikaslearen lan pertsonalaz gain.
Behar den materiala UPV/EHUko moodle plataforman jarriko da, ikasleek eskura dezaten.
Assessment systemsToggle Navigation
- Continuous Assessment System
- Final Assessment System
- Tools and qualification percentages:
- Written test to be taken (%): 60
- Oral defense (%): 5
- Realization of Practical Work (exercises, cases or problems) (%): 10
- Individual works (%): 5
- Team projects (problem solving, project design)) (%): 15
- Exhibition of works, readings ... (%): 5
Ordinary Call: Orientations and DisclaimerToggle Navigation
Bidaliko diren lan batzuk edo klasean edo irakaslearen aurrean defendatu beharko dira.
Extraordinary Call: Orientations and DisclaimerToggle Navigation
Aurreko ebaluazioa gainditzen ez dutenek froga teorikoa eta praktikoa egin beharko dute. Froga praktikoen data irakaslearekin adostu beharko dute.
Compulsory materialsToggle Navigation
Bidaliko diren lanak egiteko software-a, testuak eta hardware osagaiak erabili beharko dira.
BibliographyToggle Navigation
Basic bibliography
Architecture Review Board, Dave Shreiner, Mason Woo, Jackie Neider, and Tom Davis. OpenGL(R) Programming Guide : The Official Guide to Learning OpenGL(R), Version 2 (5th Edition). Addison-Wesley Professional, 2005.
David~H. Eberly. 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2000.
David~H. Eberly. 3D Game Engine Architecture, First Edition : Engineering Real-Time Applications With Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2004.
In-depth bibliography
Architecture Review Board, Dave Shreiner, Mason Woo, Jackie Neider, and Tom Davis. OpenGL(R) Programming Guide : The Official Guide to Learning OpenGL(R), Version 2 (5th Edition). Addison-Wesley Professional, 2005. David~H. Eberly. 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2000. David~H. Eberly. 3D Game Engine Architecture, First Edition : Engineering Real-Time Applications With Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2004.
Journals
Architecture Review Board, Dave Shreiner, Mason Woo, Jackie Neider, and Tom Davis. OpenGL(R) Programming Guide : The Official Guide to Learning OpenGL(R), Version 2 (5th Edition). Addison-Wesley Professional, 2005. David~H. Eberly. 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2000. David~H. Eberly. 3D Game Engine Architecture, First Edition : Engineering Real-Time Applications With Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2004.
Web addresses
Architecture Review Board, Dave Shreiner, Mason Woo, Jackie Neider, and Tom Davis. OpenGL(R) Programming Guide : The Official Guide to Learning OpenGL(R), Version 2 (5th Edition). Addison-Wesley Professional, 2005. David~H. Eberly. 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2000. David~H. Eberly. 3D Game Engine Architecture, First Edition : Engineering Real-Time Applications With Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2004.