Produzione Di Contenuti Grafici Interattivi Mediante Strumenti Di Editing Visuale

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Produzione Di Contenuti Grafici Interattivi Mediante Strumenti Di Editing Visuale POLITECNICO DI TORINO Collegio di Ingegneria Informatica, del Cinema e Meccatronica Tesi di Laurea Magistrale in Ingegneria Informatica Produzione di contenuti grafici interattivi mediante strumenti di editing visuale Relatori: Candidato: Prof. Fabrizio Lamberti Federico Salaroglio Prof. Andrea Sanna Sessione di Ottobre 2017 Indice Capitolo 1 Introduzione ....................................................................................................................................... 1 1.1 Contesto ..................................................................................................................................... 1 1.2 Obiettivi ..................................................................................................................................... 2 1.3 Organizzazione dei contenuti ..................................................................................................... 4 Capitolo 2 Stato dell’arte ..................................................................................................................................... 5 2.1 Linguaggi di programmazione visuale ....................................................................................... 5 2.1.1 Analisi di pro e contro dei VPL .......................................................................................... 8 2.1.2 Categorie di VPL .............................................................................................................. 10 2.1.3 Conclusioni sui VPL ......................................................................................................... 23 2.2 Scratch ...................................................................................................................................... 24 2.2.1 Interfaccia utente ............................................................................................................... 25 2.2.2 Test .................................................................................................................................... 29 2.3 Kodu ......................................................................................................................................... 31 2.3.1 Interfaccia utente ............................................................................................................... 32 2.3.2 Test .................................................................................................................................... 36 2.4 Project Spark ............................................................................................................................ 39 2.4.1 Interfaccia utente ............................................................................................................... 40 2.4.2 Test .................................................................................................................................... 41 Capitolo 3 Tecnologie ......................................................................................................................................... 43 3.1 Blender ..................................................................................................................................... 43 i 3.1.1 Funzionalità ....................................................................................................................... 45 3.1.2 Interfaccia .......................................................................................................................... 47 3.1.3 Blender Game Engine ....................................................................................................... 50 3.1.3.1 Sensori ........................................................................................................................ 52 3.1.3.2 Controllori .................................................................................................................. 55 3.1.3.3 Attuatori ..................................................................................................................... 57 3.2 La teca olografica ..................................................................................................................... 59 3.3 Leap Motion ............................................................................................................................. 61 3.4 JavaFX ..................................................................................................................................... 67 3.4.1 Scene Builder .................................................................................................................... 69 Capitolo 4 Progetto ............................................................................................................................................. 71 4.1 L’applicazione Visual Scene Editor ......................................................................................... 71 4.1.1 Interfaccia dell’applicazione preesistente ......................................................................... 71 4.1.2 Progettazione interfaccia ................................................................................................... 74 4.1.3 Analisi interfaccia e funzionamento ................................................................................. 78 4.1.3.1 Menu File ................................................................................................................... 79 4.1.3.2 Colonna degli oggetti ................................................................................................. 81 4.1.3.3 Le scene...................................................................................................................... 82 4.1.3.4 Gli oggetti .................................................................................................................. 84 4.1.3.5 Le linee di collegamento ............................................................................................ 86 4.1.3.6 I When globali ............................................................................................................ 89 4.1.3.7 Scena Schema ............................................................................................................ 89 4.1.3.8 La barra di stato inferiore ........................................................................................... 90 4.1.3.9 Statistiche ................................................................................................................... 91 ii 4.1.3.10 When ........................................................................................................................ 92 4.1.3.11 Do ............................................................................................................................. 94 4.1.4 Architettura ....................................................................................................................... 97 4.1.5 Analisi migliorie ............................................................................................................. 106 4.2 Importazione in Blender ......................................................................................................... 109 4.2.1 Salvataggio file XML del progetto ................................................................................. 109 4.2.2 Apertura file XML in Blender ........................................................................................ 110 Capitolo 5 Risultati ........................................................................................................................................... 114 5.1 Il caso di studio Nefertiti ........................................................................................................ 114 5.1.1 Progetto dell’interazione ................................................................................................. 115 5.1.2 Importazione in Blender.................................................................................................. 120 5.2 Test con utenti ........................................................................................................................ 122 Capitolo 6 Conclusioni ..................................................................................................................................... 132 6.1 Conclusioni ............................................................................................................................ 133 6.2 Possibili sviluppi futuri .......................................................................................................... 133 Bibliografia ..................................................................................................................................... 134 Ringraziamenti ............................................................................................................................... 137 iii Indice delle figure Figura 1. A sinistra l’interfaccia grafica di Sketchpad (1963) e a destra GraIL (1968). (fonte: blog.interfacevision.com) .................................................................................................... 6 Figura 2. Implementazione di un programma “Hello, world!” nel linguaggio di programmazione Scratch. ................................................................................................................................ 7 Figura 3. Esempi di sintassi in Scratch. ............................................................................................. 11 Figura 4.
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