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Class Augmented Realities

  • Presentation

    Presentation

    Acquire the ability to situate the different types of play experience and to create, as designers, innovative works and environments that not only take advantage of the richness of expanded realities, but also reinvent these media in expanded dimensions: 1.To analyse the contemporary theoretical and practical correlations between design strategies, artistic installation and playable environments... 2.Explore experimental modes of image production, visual programming, installation, video projection and VR/AR/XR interaction. 3. study different systems of transformation and perception of three-dimensional spaces through the installation of works designed for this purpose. 4. be able to experiment with various levels of interaction, from a simple reaction to a non-linear narrative, in an Augmented Reality environment 5.Speculate future playful scenarios, in the context of contemporary trends.
  • Code

    Code

    ULHT93-27152
  • Syllabus

    Syllabus

    - Virtual Continuum Paradigm VR, AR and XR and their rapid development: the industry and the market. -XR technologies and infrastructures for simulation, art and entertainment (television, expanded cinema and games) Real world experience Vs XR experience: -New ways of interacting with the environment. -Design of Augmented Reality applications and their perception of others? -Case studies (from digital tourism to artistic performances) Processes for creating Augmented Reality. -Ethics and use of AR applications -AR application development exercises -Development of projects with the synergy of Film and Video Games students, as well as the research activities of the Department of Film and Media Arts. Installation and conceptual art -AR applications in interactive installations -The path of installation in the artistic field -Expanded design: exploration in installation art processes;  
  • Objectives

    Objectives

    - Virtual Continuum Paradigm VR, AR and XR and their rapid development: the industry and the market. -XR technologies and infrastructures for simulation, art and entertainment (television, expanded cinema and games) Real world experience Vs XR experience: -New ways of interacting with the environment. -Design of Augmented Reality applications and their perception of others? -Case studies (from digital tourism to artistic performances) Processes for creating Augmented Reality. -Ethics and use of AR applications -AR application development exercises -Development of projects with the synergy of Film and Video Games students, as well as the research activities of the Department of Film and Media Arts. Installation and conceptual art -AR applications in interactive installations -The path of installation in the artistic field -Expanded design: exploration in installation art processes;      
  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    Teaching methodologies consist of learning models that aim to motivate the student for research, knowledge acquisition and skills training, through active teaching processes, being the teacher an agent with the role of guiding and mediating knowledge. The programmatic contents will be presented expositively, with demonstration models that allow students to interact actively with the information provided by the teacher, invited teachers and work developed by colleagues.
  • References

    References

    BISHOP,C. (2011). Installation Art. London: Tate Publishing. CURTIS, D., WHITE, D. & BALL, S., (2011). Expanded Cinema: Art, Performance and Film. London:Tate Publishing. DIXON, S. (2017). Digital Performance: A History Of New Media In Theater, Dance, Performance Art, And Installation. Mit Press Ltd. Ferrara. J. (2012). Playful Design: Creating Game Experiences in Everyday. New York: Rosenfeld Media. FLOTYNSKI, J. (2020). Knowledge-Based Explorable Extended Reality Environments. Cham: Springer. Frissen, V. et.al. (2015). Playful Identities: The Ludification of Digital Media Cultures. Amesterdam: Amsterdam University Press GREENGARD, S. (2019). Virtual Reality. Cambridge: The MIT Press JERALD, J., LAVIOLA, J. & MARKS, R. (2017). “VR interactions”. In ACM    
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