Lecturer(s)
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Langhammer Michal, MgA.
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Placrová Natálie, Mgr.
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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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about project planning of interactive applications of different types (sketches, scenarios, simple storyboards, animation works) and about various ways of presentation and using of own work , to compare and analyze different artistic expressions by criteria of esthetics, semiotics and technique on educated level, to evaluate suitability and of product determined by purpose of product, about visual means of appropriate interactive design and creation and the ways of using them, of forms and formats and their technologies suitable for interactiv creation and their specifics, |
Skills |
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plans to project a simpler interactive application or trick and visual effect in different programs and by different procedures based on a character of work, implements a common animation unit designed for web browsers, an e-book, or a gaming application , 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 be able to accept and assert in a way the evaluation and critical response and flexibilly form own work, |
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 in vizual style of interactive application in different programs for different purposes and about various forms of particular steps of production work (sketches, scenarios, simple storyboards, animation works), about options of interaction and direct entry of a viewer in animations of diferent formats and forms, about present style canons of interactive design, about conventional and unconventional ways and usages of interactive design, about possibilities of finalization and presentation of products of interactive tools of different types, |
Skills |
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to plan an interactive application project or a simple trick and visual effect, to organize and divide own work into particular steps, to evaluate and alter those steps separatelly and as a whole, to reflect its work in the context of professional, technical and technological processes, to alter own work while searching for suitable solution determined on those quialities, to evaluate and compare different ways of interaction of a viewer and a product and to choose suitable form for own work determined by this evaluation, to use common and advanced technologies and procedures to create an interactive element in different programs, to use alternative methods for different outcomes, |
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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