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Presentation
Presentation
Digital art is an artistic work or practice that uses digital technology as part of the creative or presentation process. In this chair, we seek to explore and reinterpret, through their integration by software life, artistic practices from other moments in art history. Through digital interface mechanisms, an attempt is made to establish a tangible bridge between the digital and material universe.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 4
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Year | Nature | Language
Year | Nature | Language
3 | Mandatory | Português
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Code
Code
ULHT93-17985
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
Code art - context and theory Visual programming with Max / MSP / Jitter Tangible interfaces via a connection with Arduino sensors Synesthesia and art - Pictorial and kinetic Programming animation Multimedia installation
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Objectives
Objectives
Lead students to question the connection between Art, Design, and Technology; Demonstrate to students that the connection between these three focuses will be relevant for the formation of their conscience as Future Designers, namely as a structuring reference for information for Inspiration and for their creative process. Develop students' critically informed awareness of their own research-based practice taking into account these fields of knowledge. Demonstrate and empower students of the value of appropriation and the reuse of ideas, concepts, images, objects, as a creative starting point for the act of designing in Design The student must acquire basic code skills, in the specific context of this UC, that is, for its application in the creative exploration of basic languages of interaction.
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Teaching methodologies and assessment
Teaching methodologies and assessment
Learner-centred Problem-Based Learning (PBL) is proposed which involves groups of learners working together to solve a real-world problem. Students are encouraged to understand concepts through problem-solving skills. Students will have the opportunity to develop skills related to teamwork, project management, oral and written communication, self-awareness and evaluation of group processes, critical thinking and analysis, explanation of concepts, self-directed learning, application of course content to real-world examples, research and information literacy, and problem solving across disciplines.
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References
References
Reichardt, Jasia (1974). "Twenty years of symbiosis between art and science". Art and Science. XXIV, (1): 41¿53 Taylor, G. D. (2012). The soulless usurper: Reception and criticism of early computer art. In H. Higgins, & D. Kahn (Eds.), Mainframe experimentalism: Early digital computing in the experimental arts. Berkeley, CA: University of California Press Wands, Bruce (2006). Art of the Digital Age. Thames & Hudson Frank Popper, Art of the Electronic Age, Thames & Hudson, 1997
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Office Hours
Office Hours
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Mobility
Mobility
Yes