General information


Subject type: Optional

Coordinator: Jorge Oter Gonzalez

Trimester: Third term

Credits: 4

Teaching staff: 

Luca-antonio Saavedra Todd

Academic year: 2025

Teaching course: 4

Languages ​​of instruction


  • Catalan

By default, classes will be taught in Catalan. If someone needs translation, the language of the explanation can be changed to Spanish or English.

A moderate level of English comprehension will be required for viewing.

Works and projects will be accepted in any of the following languages: Catalan, Spanish, English.

Competencies / Learning Outcomes


Specific skills
  • 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

  • E6_Design, plan and perform with multicamera, live and on set, according to all facets of the product (both in the artistic design and content and in the technique)

  • E7_Postproduce video using the basic tools of audiovisual editing programs (titling, color and exposure retouching, speeds, masks ...) and how to insert them into the editing process by adding digital effects

  • E8_Design the lighting needs of a space according to its characteristics and the final purpose of the product to be recorded, photography or video

  • E9_Apply the mechanical, electronic and digital principles of sound capture, amplification and recording for application to different platforms: shows, radio, television, audiovisual and multimedia. Postproduce the audio and add the sound effects of an audiovisual production

  • 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

  • E15_Size and manage human, technical and economic resources necessary for the development of an audiovisual or multimedia project optimizing time, costs and quality

Transversal competences
  • T1_That students know a third language, which will be preferably English, with an adequate level of oral and written form, in accordance with the needs of the graduates of each degree

  • 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

Presentation of the subject


Technological advances are driving the evolution of audiovisual media by creating new forms of expression and new communication systems and channels. Understanding and knowing the state of technology related to the audiovisual world and mastering it is a very enriching knowledge of both artistic and professional development.

The aim of the subject is to understand how the state of the art has been reached by tracing technological progress up to the present day, starting from an exhaustive study of the properties of the media on which you want to work. The latest scientific publications will be analyzed and the latest advances in AI, Virtual Reality, 360 Video, Interactivity, etc. will be tested.

Finally, the concepts worked on will be put into practice, studying in depth a specific topic in groups. With the idea of ​​carrying out complete projects together, to present them at the end of the course. It is about creating an ambitious project using new audiovisual technologies. Understanding its limitations, setting goals and prioritizing the delivery of the end result.

This subject allows to know different production methods in the design of audiovisual products that use innovative or creative 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.

The classroom (physical or virtual) is a safe space, free of sexist, racist, homophobic, transphobic and discriminatory attitudes, either towards students or towards teachers. We trust that together we can create a safe space where we can make mistakes and learn without having to suffer prejudice from others.

Contents


Each week there will be a session with a theory part and a practice where the following content will be worked on:

S1 - Introduction and workflows

S2 - History and references

S3 - Perception and Creativity

S4 - Light (Properties and Effects)

S5 - Light (Experimentation)

S6 - Sound / Time

S7 - Digital (Case Study)

S8 - Digital (Experimentation)

S9 - State of the art

S10 - Final Project

 

Each session is accompanied by complementary independent work, both research and application of the concepts worked on.
The approach to the contents is generalist but with the intention that each person can choose and refine their dedication in the area and concepts that best suit their interest.

Activities and evaluation system


The evaluation system is as follows: 

Theory (50%)

Delivery 1  - Study and approach to Workflows (5%) 
Delivery 2  - Analysis of ingenuity in the AV world (5%)
Delivery 3  - Mute Song (5%)
Delivery 4  - Short Blind (5%)
Delivery 5  - Digital (5%)
- Final Practical Test ( 25%.)

Practice (50%)

Activity 1 (Individual) Research and Experimentation:

Memory ( 10%.)
Audiovisual ( 10%.)
Presentation ( 10%.)

Activity 2 (Group) Final Project:

Final group work ( 20%.)

NotaFinal = 0,05xLl1 + 0,05xLl2 + 0,05xLl3 + 0,05xLl4 + 0,05xLl5 + 0,25xPPF+ 0,3xA1 + 0,2xA2
Grade A1 = (Memory + Audiovisual + Presentation) / 3 
Delivery in recovery = NoteDeliveryRecovery x 0,8

In the event of submitting retake assignments, the retake grade will be used to calculate the Final Grade.

Rules for evaluation: 
- It is necessary to deliver the two practical activities to be able to average the practical part. 
- You must pass the individual activity A1 with a minimum grade of 50% to be able to make an average.
- No work submitted after the deadline is allowed.
- Any assignment not completed within the deadline or suspended will be subject to recovery. Recovery will consist of making changes to the suspended assignments or submitting those not submitted until the last theory session.
- At the end of the term, in the last class session, assignments to be made up can be submitted (the maximum submission date will be indicated at the start of the term).
These recovered submissions will have a 20% penalty on the practice correction.
The final grade for the activity will be the highest, between the original grade and the retake grade.

- Misspellings, grammatical and presentation errors will be noted, and may lead to the suspension of a work. More than 15 misspellings involve suspense. 
- Any form of academic fraud will be sanctioned in accordance with the center's evaluation regulations. If signs of fraud are detected, including the improper use of generative artificial intelligence tools, the subject's teaching staff may call the student for an individual interview with the aim of verifying their authorship.

Considerations:
- The subject evaluates both theoretical and practical knowledge and the results obtained. 
- A fluent level of English is required to follow the viewings and readings in class.
- Attendance and active participation in class is considered absolutely necessary.

Good practice in the management and use of materials and equipment is essential in any work and learning environment, and in the different subjects of the degree, care is taken to inculcate this good practice. Thus, any breach of the Sermat regulations pending amendment will be considered malpractice with repercussions on the normal development of the subject and its qualification, until its amendment.

Bibliography


Basic

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

Malazite, James. (2024). Enacting platforms : feminist technoscience and the Unreal Engine (1st ed.). The MIT Press.

Merchant, Antoni; Suarez, Rafael (2013). Interactions in the audiovisual. Barcelona: University of Barcelona.

Complementary

Corridor Crew. (n.d.). Man [YouTube Channel]. YouTube. 2023 of https://www.youtube.com/@CorridorCrew

Guides and WhitePapers, Epic Games (2024) - https://www.unrealengine.com/es-ES/guides-and-white-papers

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