General information


Subject type: Optional

Coordinator: Maddalena Fedele

Trimester: Third term

Credits: 4

Teaching staff: 

Ignasi Rubio Carrillo

Skills


Specific skills
  • E1_Design and program the graphical interfaces of static or dynamic web portals, interactive applications and video games, following usability and accessibility criteria

  • E4_Design, plan, edit, program and market interactive multimedia applications

  • E5_Design and make an audiovisual product (consisting of still or moving images), taking into account both its technical and artistic aspects, in all its components

  • E10_Apply processes, methods and techniques to develop creativity and innovation in audiovisual production, multimedia development and video game programming

  • E13_Apply the principles of visual and sound design for the creation of presentation elements used in sound, audiovisual, television and show products

  • E14_Acquire knowledge of the history, aesthetics, evolution and dynamics of cinema, television, radio, press, Internet and video games, how to recognize aesthetics through viewing and analysis

Transversal competences
  • T2_That students have the ability to work as members of an interdisciplinary team either as one more member, or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments taking into account the available resources

Description


The emergence of digital technologies has led to the emergence of new forms of creation, production, distribution and reception of audiovisual productions.

Today's media have changed the traditional way of approaching a product, opening before the author a new universe of narrative, creative and commercial possibilities, which needs to be understood by the student. 

The aim of the course is to train students in the knowledge and use of new technologies applied to the audiovisual, to innovate and develop narratives in products that involve new forms of consumption and interaction.

This subject allows to know different production methods in the design of audiovisual products that use innovative technology, and the different operators that take part.

The course enables the student to analyze and understand the enormous potential that new formats offer to the current audiovisual market, through study, analysis and practice.

During the course of the course will address the use of new technologies applied to the narrative in a theoretical and practical way, focusing on three specific areas: the extended audiovisual, the storytelling interactive and virtual reality.

1. Storytelling interactive
The incorporation of interactivity in communication processes enables the participation and involvement of the interactor. Interactive formats have created new platforms for visualization and participation capable of accumulating various types of content, as well as breaking with the prevailing linearity of discourse.

2. Virtual reality
Virtual reality brings with it a new way of perceiving the audiovisual and a new concept of growing immersion. 360-degree videos and therefore immersion in a virtual reality form a new framework for the development of the sector.

3. Expanded audiovisual
The use during the process of creating the overlap of conceptual and formal layers, the meanings contained in the moving image and its relationship with each other, and the use of the space or object on which it is projected.


 

Learning outcomes


Main

a) have acquired advanced knowledge and demonstrated an understanding of the theoretical and practical aspects and methodology of work in their field of study with a depth that reaches the forefront of knowledge;
b) be able, through arguments or procedures developed and supported by themselves, to apply their knowledge, understanding of these and their problem-solving skills in complex or professional and specialized work areas that require the use of creative ideas and innovative;
d) to be able to deal with complex situations or those that require the development of new solutions both in the academic field and in the work or professional field within their field of study;
e) know how to communicate to all kinds of audiences (specialized or not) in a clear and precise way, knowledge, methodologies, ideas, problems and solutions in the field of their field of study;
f) be able to identify their own training needs in their field of study and work or professional environment and to organize their own learning with a high degree of autonomy in all types of contexts (structured or not).

 

Secondary:

- Know and learn the use of technologies in the digital age.
- To organize and to time of the tasks, realizing them of ordered way adopting with logic the priority decisions in the different processes from audiovisual production. 
- To train the appropriate critical analysis in the use of technology and its application to audiovisual culture.
- To provide students with the skills, knowledge and tools necessary to express and find creative and innovative methods through the use of emerging technological trends in the creation and dissemination of audiovisual content.
- Offer innovative and transformative solutions within the framework of the audiovisual adapted to the new digital age, providing a unique opportunity to create new narratives adapted to current consumption habits.
- Understand the principles that underlie new narratives and technologies.
- Recognize the instruments, functions and importance of the elements that concern the technological processes and their interweaving with the audiovisual media.
- Encourage entrepreneurship.

Working methodology


The subject will be worked on mainly in a practical way using the different concepts and tools explained in class.  
The activities related to the subject are divided into: ¿¿

- Theoretical: viewings, readings and visits by professionals
- Practices: deliveries, activities and exercises

  • Mandatory evaluable deliveries (individual and group). Throughout the course the student will make three deliveries according to the statement and dates established. The explanation of the deliveries will inform to during the course of the asignatura.
  • Activities (individual). Throughout the course the student will perform two evaluable practical exercises. 
  • Non-evaluable exercises (individual). They will be done in class to explain the practical concepts.

The theory will be explained in class and techniques will be used to encourage creativity and innovation, brainstorming, debates and case studies. The student will have to realize an autonomous learning out of the classroom to deepen his knowledge of the contents explained.
Students will have to read, research and do the exercises and then in class present the doubts and questions.


Classroom operation:

- The front door will close ten minutes after the start of the class and will not be accessible until the end of the break. The front door will close ten minutes after the end of the break.
- The teacher is not required to upload notes to the virtual campus. Links will be posted in relation to the topics, with readings and views, as well as resources for further information.

Contents


1. Storytelling interactive

1.1. Introduction to nonlinear narrative
1.2. Fundamentals of interactive design
1.3. Planning for the ideation and creation of interactive audiovisual material
1.4. Processes for the ideation and creation of interactive audiovisual material

 

2. Virtual reality

2.1. Introduction to virtual reality
2.2. Narratives and virtual reality technologies
2.3. Planning for the ideation and creation of interactive 360 ​​audiovisual content
2.4. Processes for the ideation and creation of interactive 360 ​​audiovisual content

 

3. Expanded audiovisual

3.1. Introduction to plural narrative
3.2. Experimental environments
3.3. Planning for the ideation and creation of expanded audiovisual content
3.4. Processes for the ideation and creation of expanded audiovisual content

 

Learning activities


- Delivery 1 (individual): Storytelling interactive 
Create an interactive online audiovisual product.
¿
- Delivery 2 (individual): Interactive VR video 
Generate an interactive 360 ​​video.
¿
- Delivery 3 (group): Expanded audiovisual 
Generate a set of audiovisual projections.
¿
- Activity 1 (individual): Brief devise an interactive prototype
- Activity 2 (individual): Capturing and editing VR video¿
- Activity 3 (group): pitching Delivery 3

 

Evaluation system


The evaluation system is as follows:


Deliveries 80%
- Delivery 1 Storytelling interactive (35%)
- Delivery 2 Interactive VR Video (35%)
- Delivery 3 Expanded Audiovisual (30%)
¿
Activities 20%
- Activity 1 Design an interactive prototype 
- Activity 2 Capture and edit 360 video
- Activity 3 pitching Delivery 3 
¿


Rules for evaluation:

The subject evaluates the practical knowledge and the results obtained. 

It is mandatory to make all deliveries on the established dates.

¿Considerations:
- It is necessary to deliver the three practical activities to be able to average the practical part.
- No work submitted after the deadline is allowed.
- Delivery not made or suspended will be delivered in recovery. Recovery will consist of making changes to suspended deliveries or making undelivered ones.
- The maximum mark of a work in recovery is a 5.
- Spelling, grammar and presentation mistakes will be noted, which may lead to the suspension of a work. More than 15 misspellings involve suspense.
- Plagiarism involves suspending any work with a 0. A second plagiarism by the same student involves the suspension of the subject without the right to recovery.
- Active participation in class is considered absolutely necessary.

REFERENCES


Basic

Gifreu Castells, A. (2013). The interactive documentary: evolution, characterization and development perspectives. Barcelona: UOC.

Scolari, C. (2013). Transmedia narratives: when all media count. Barcelona: Deusto.

Le Freak, Christian (2017). Live visual animation. Barcelona: Altar.

Ustarroz, César (2010). Vjing theory. Madrid: Ediciones Libertarias.

Merchant, A; Suárez, R. (2013). Interactions in the audiovisual. Barcelona: University of Barcelona.

Scolari, C. (2018). The laws of the interface: Design, ecology, evolution, complexity. Barcelona: Gedisa.

Domínguez, J .; Luque, R. (2011). Digital technology and virtual reality. Madrid: Ed. Synthesis.

Complementary

Almenara J., García F. (2016). Augmented reality: technology for training. Madrid: Editorial Síntesis.

Aparici, R .; Garcia, D. (2018). Smile, they're scoring you! Interactive digital narrative in the Black Mirror era. Barcelona: Gedisa.

Barnwell, Jane. (2018). Screen production design: Visual storytelling in film and television. Barcelona: Parramon.

Lacasa, Pilar. (2018). Expressions of the future: How future generations will communicate. Madrid: Morata.

VV.AA. (2017). Transmedia territories and audiovisual narratives. Barcelona: UOC.

Elwes, C. (2015). Installation and the moving image. London: Wallflower Press.

Bailenson J. (2019) Virtual reality: How to harness its potential for businesses and individuals. Madrid: LID Editorial.

VVAA. (2018) Virtual Reality and Augmented Reality: Application Development. Madrid: Ra-ma.

Tustain, J. (2016). Complete guide to Virtual Reality and 360º photography. Barecalona: Hoaki Books.