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Presentation
Presentation
Levar os alunos a questionar-se sobre a ligação entre a Arte, o Design e a Tecnologia; Demonstrar aos alunos que a ligação entre estes três focos, será relevante para a formação da sua consciência enquanto Futuros Designers nomeadamente enquanto referencial estruturante de informação para a Inspiração e para o seu processo criativo. Desenvolver a consciência criticamente informada dos alunos sobre sua própria prática baseada em pesquisa tendo em conta estes campos do conhecimento. Demonstrar e capacitar os alunos do valor da apropriação e da re-utilização de ideias, conceitos, imagens, objectos, como ponto de partida criativa para o ato de projetar em Design O aluno deverá adquirir competências básicas de código, no contexto específico desta UC, ou seja, para a sua aplicação na exploração criativa de linguagens básicas de interação.
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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
ULHT93-27151
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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
. 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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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 (1997). Art of the Electronic Age , Thames & Hudson . Schranz, Christine (2023), Commons in Design, Valiz
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Office Hours
Office Hours
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Mobility
Mobility
No