Games, Sensors and Media

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Description

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  • Paid plan: Commit to earning a Certificate—it's a trusted, shareable way to showcase your new skills.

About this course: You will learn to make fluid digital interactive experiences that are suitable for gaming and use the advanced sensor hardware built into the iPhone and iPad. This includes drawing 2D graphics, playing sounds and music, integrating with Game Center, the iOS physics engine and detecting device orientation and location. Upon completing this course, you will be able to: 1. Use the reverse geocode service to convert latitude and longitude to location names 2. Implement GeoFences to make an app efficiently monitor an iOS device’s location 3. Leverage the power of accelerometers, magnetometers and gyroscopes to orient a device in physical space 4. Create an app that respond…

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When you enroll for courses through Coursera you get to choose for a paid plan or for a free plan

  • Free plan: No certicification and/or audit only. You will have access to all course materials except graded items.
  • Paid plan: Commit to earning a Certificate—it's a trusted, shareable way to showcase your new skills.

About this course: You will learn to make fluid digital interactive experiences that are suitable for gaming and use the advanced sensor hardware built into the iPhone and iPad. This includes drawing 2D graphics, playing sounds and music, integrating with Game Center, the iOS physics engine and detecting device orientation and location. Upon completing this course, you will be able to: 1. Use the reverse geocode service to convert latitude and longitude to location names 2. Implement GeoFences to make an app efficiently monitor an iOS device’s location 3. Leverage the power of accelerometers, magnetometers and gyroscopes to orient a device in physical space 4. Create an app that responds to ambient light levels by using screen brightness as a proxy 5. Play sound effects and other media as audio 6. Make a game like Pong 7. Make a game like Breakout 8. Manipulate graphics in a game environment 9. Use the physics engine to create realistic game worlds 10. React to multi-touch events for complex interaction design 11. Detect and respond to collisions and contacts efficiently 12. Chain complex sequences of actions, animations and sounds with precision 13. Animate multi-frame sprites 14. Create particle systems to simulate fire, smoke and magic (and more!) 15. Interface with Game Center to create leaderboards and achievements that can be shared through social networks

Created by:  University of California, Irvine
  • Taught by:  Don Patterson, Associate Professor

    Informatics and Computer Science
  • Taught by:  Sam Kaufman, Partner at Gradient

Basic Info Course 4 of 6 in the iOS Development for Creative Entrepreneurs Specialization Commitment 4 weeks of study, 2-4 hours/week Language English How To Pass Pass all graded assignments to complete the course. User Ratings 4.6 stars Average User Rating 4.6See what learners said Coursework

Each course is like an interactive textbook, featuring pre-recorded videos, quizzes and projects.

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University of California, Irvine Since 1965, the University of California, Irvine has combined the strengths of a major research university with the bounty of an incomparable Southern California location. UCI’s unyielding commitment to rigorous academics, cutting-edge research, and leadership and character development makes the campus a driving force for innovation and discovery that serves our local, national and global communities in many ways.

Syllabus


WEEK 1


Location, Locomotion and Motion



In this week we are going to do a deep dive on the sensors in the iOS platform. Sensors are one of the aspects of smartphones that make them a unique platform and form a bridge between the digital and physical world. We will look at different ways of bridging that divide with location sensors (and street address look-ups via reverse geocoding), geofencing and motion sensors. This will give you the skills to write code that makes your apps aware of the world around them and possibly even react to a user’s physical movement.


17 videos, 2 readings expand


  1. Reading: Course Overview
  2. Video: Welcome!
  3. Video: Reverse Geocode Concept
  4. Video: Reverse Geocode Design
  5. Video: Reverse Geocode Case Study 01
  6. Video: Reverse Geocode Case Study 02
  7. Video: Intro to GeoFences
  8. Video: Simulating Location
  9. Video: GeoFence Case Study 01
  10. Video: GeoFence Case Study 02
  11. Video: GeoFence Case Study 03
  12. Video: GeoFence Case Study 04
  13. Reading: GeoFence Coupons Assignment Instructions
  14. Video: Sensor Overview
  15. Video: Raw Acceleromter Case Study 01
  16. Video: Raw Acceleromter Case Study 02
  17. Video: Device Motion Case Study
  18. Video: Reference Frame Case Study
  19. Video: User Acceleration Case Study

Graded: GeoFence Coupons

WEEK 2


Lights and Sounds



Working with light levels from the physical world is tough on iOS, but this week we will show you a way to access the ambient light around the device by leveraging the screen brightness. Then we will flip the paradigm. Instead of trying to sense the physical world, we will act in the physical world by playing sounds. We will introduce two methods of playing sounds in apps (not the only ways by any means).


5 videos, 1 reading expand


  1. Video: Light Sensor Case Study 01
  2. Video: Light Sensor Case Study 02
  3. Video: Intro to Audio 01
  4. Video: System Sound Services Case Study
  5. Video: Intro to Audio 02
  6. Reading: Drum Kit Assignment Instructions

Graded: Drum Kit

WEEK 3


Touch, Collision, Reaction



This week we give you the foundation for making games with SpriteKit. How do you build a game? How do you load assets into your game? How do you make them move and respond? We will start with the “Hello, World” of games, “Pong”. That will give a quick intro into how games work. Then we will return to each of the steps that we leveraged in making Pong and go into more depth explaining what we did along the way. In the in depth tutorial we will keep a running example of a game of “Breakout” tracking along with our progress. The focus of this style of game is on leveraging the physics engine, and detecting and responding to collisions in 2 dimensions. We will show the student how to place sprites, react to multi-touch interaction, detect and respond to contact events.


11 videos, 1 reading expand


  1. Video: Intro to SpriteKit
  2. Video: Make Pong
  3. Video: Starting your game
  4. Video: Break-Out Case Study 01
  5. Video: Intro to Physics Engine
  6. Video: Break-Out Case Study 02
  7. Video: Intro to Multi-Touch Events
  8. Video: Break-Out Case Study 03
  9. Video: Intro to Collisions 01
  10. Video: Intro to Collisions 02
  11. Video: Break-Out Case Study 04
  12. Reading: Sprite Container Assignment Instructions

Graded: Sprite Container

WEEK 4


Where the Action Is



In this final week we will explore the different actions that can be initiated by your Sprites to create dynamic games. By leveraging the SKAction class, complicated multi-step animations, sounds and effects can be chained together without the app developer having to micro-manage their unfolding. We will also introduce particle systems as they are a fun and efficient way to simulate effects like smoke, fire and magic. Lastly, we will show you how to interact with Game Center so that you can add social action to your games. That includes leaderboards and achievements that are visible to the user’s social network and add a fun element of competition to any game.


7 videos, 1 reading expand


  1. Video: SKActions - explosions and sounds
  2. Video: SKActions Code Check
  3. Video: Animating Textures
  4. Video: Intro to Particle Systems
  5. Video: Particle System Code Check
  6. Video: Break-Out Case Study 05
  7. Video: Intro to Game Center
  8. Reading: Collision Effects Assignment Instructions

Graded: Collision Effects
Graded: Final Exam
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