filmeu

Class Computational Thinking

  • Presentation

    Presentation

    This Curricular Unit intends to offer students a perspective on the evolution of technology, demystify it and how its influencing modern day cinema. This unit intends to be primarily philosophical in nature, offering insight on the inner workings of technology without being too technical. Furthermore, this unit intends to push students to think critically, report and research about different topics that are currently changing the art of cinema, and push students to openly discuss these changes in class with their colleagues, debating on its influence on their art.
  • Code

    Code

    ULHT160-17134
  • Syllabus

    Syllabus

    Module 1 - Virtual Production The Virtual Playground Extended Reality for Movie-Making The Age of Synthetic Cinema Debate and Presentations Module 2 - Machine Creativity Machine Creativity and Mixed-Initiative Co-Creation Procedural Content Generation: Building Worlds at a push of a button Debate and Presentations Module 3 - Profiling and Data-Driven Systems The Rise of Streaming A Data-Driven Production Decision: Netflix and Profiling How far is too far? - The Ethics of AI Systems in Data Driven Approaches Debate and Presentations Module 4 - Final Discussions and Reports
  • Objectives

    Objectives

    Obtain a general overview of modern AI algorithms and how its shaping society Obtain a general overview of the technologies that are changing cinematography Virtual Reality, Augmented Reality and Synthetic Cinema Computational Creativity One-Man Productions: The Age of Online Video Platforms and Streaming Services
  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    The subject is taught with an alternation between the following methods: Expository, in the presentation of the concepts. Demonstrative, in the demonstration of concepts through examples. Participative, in the form of presentations and discussions of the concepts presented. By research, so that students can independently learn some of the proposed concepts. Evaluation is carried out as follows: Several presentations throughout the semester on topics chosen by the students Participation in class and in discussions on the various topics Writing of a short report on a topic chosen by the student
  • References

    References

    Kadner, Noah - The Virtual Production Field Guide: Volume 1. Published by Epic Games, 2019 Kadner, Noah - The Virtual Production Field Guide: Volume 2. Published by Epic Games, 2021 Yannakakis, G. N., Spronck, P., Loiacono, D., & Andre, E. (2013). Player modeling. In S. M. Lucas, M. Mateas, M. Preuss, P. Spronck, & J. Togelius (Eds.), Artificial and computational intelligence in games, DFU, 6 (pp.45-59). Schloss Dagstuhl-Leibniz-Zentrum fuer Informatik. Yannakakis, G. N., & Togelius, J. (2018). Artificial intelligence and games (Vol. 2, pp. 2475-1502). New York: Springer. El-Nasr, M. S., Nguyen, T. H. D., Canossa, A., & Drachen, A. (2021). Game data science. Oxford University Press.
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