filmeu

Class Hybrid Practices II

  • 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.
  • Code

    Code

    ULHT93-27151
  • 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
  • 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
  • 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.
  • 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  
SINGLE REGISTRATION
Lisboa 2020 Portugal 2020 Small financiado eu 2024 prr 2024 republica portuguesa 2024 Logo UE Financed Provedor do Estudante Livro de reclamaões Elogios