Lecturer(s)
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Malina Ivan
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Langhammer Michal, MgA.
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Course content
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First - 2 Getting with the program from the viewpoint of an animator Third - 4 A simple animation exercise 5th - 6 Developing the specifics of technical options 7th - 8 Options interactive divorced 9th - 10 interactive card 11th - 12 Common interactive project, each of two variants of a small segment of the total 13th Presentation and evaluation
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Learning activities and teaching methods
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Multimedia supported teaching, Students' portfolio, One-to-One tutorial, Skills demonstration, Task-based study method, Individual study, Lecture with visual aids, Practicum
- Contact hours
- 39 hours per semester
- Presentation preparation (report) (1-10)
- 10 hours per semester
- Undergraduate study programme term essay (20-40)
- 35 hours per semester
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prerequisite |
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Knowledge |
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to compare and analyze different artistic expressions by criteria of esthetics, semiotics and technique on basic level to reproduce knowledge about visual means suitable for animated creation and its possible interactive forms, to specify basic knowledge of supporting arts disciplines and their techniques and technologies |
Skills |
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to work independently and flexibly react to evaluating commentary of the teacher, make drawing sketches of their own compositional designs by hands free in basic graphic editors develop research on the topic, to show own creativity on generally assigned task, to show the will to find different artistic solutions, alter them and constructivelly evaluate, to plan a simple project from design to realization, |
Competences |
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N/A |
N/A |
N/A |
learning outcomes |
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Knowledge |
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about project planning (sketches, scenarios, simple storyboards, animation works), about options of interaction and direct entry of a viewer in animations of diferent formats and forms, about visual means of appropriate interactive design and creation, |
Skills |
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to planplan a project of a simpler interactive application or trick and visual effect, reflects its work in the context of professional, technical and technological processes, of usage of basic animators and programators terminology, to understand the relationship between both disciplines, |
Competences |
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N/A |
N/A |
N/A |
teaching methods |
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Knowledge |
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Students' portfolio |
One-to-One tutorial |
Seminar classes |
Skills |
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Skills demonstration |
Students' portfolio |
Competences |
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Discussion |
assessment methods |
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Knowledge |
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Seminar work |
Continuous assessment |
Skills |
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Skills demonstration during practicum |
Project |
Practical exam |
Competences |
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Seminar work |
Recommended literature
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DeLoura, Mark A. Game programming gems 2. Hingham : Charles River Media, 2001. ISBN 1-58450-054-9.
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DeLoura, Mark A. Game programming gems. Rockland, Mass. : Charles River Media, 2000. ISBN 1-58450-049-2.
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Dickheiser, Michael. Game programming gems 6. 1st ed. Boston : Charles River Media, 2006. ISBN 1-58450-450-1.
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Kirmse, Andrew. Game programming gems 4. Hingham : Charles River Media, 2004. ISBN 1-58450-295-9.
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Noble, Joshua J. Programming interactivity : [a designer's guide to Processing, Arduino, and openFrameworks]. 2nd ed. Cambridge : O'Reilly Media, 2012. ISBN 978-1-449-31144-5.
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Pallister, Kim. Game programming gems 5. 1st ed. Hingham : Charles River Media, 2005. ISBN 1-58450-352-1.
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Treglia, Dante. Game programming gems 3. Hingham : Charles River Media, 2002. ISBN 1-58450-233-9.
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Verth, Jim M. van; Bishop, Lars M. Essential mathematics for games and interactive applications : a programmers guide. Amsterdam : Morgan Kaufmann Publishers, 2004. ISBN 1-55860-863-X.
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