General information


Subject type: Optional

Coordinator: Rafael Suarez Gómez

Trimester: Second term

Credits: 6

Teaching staff: 

Marco Antonio Rodríguez Fernández

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

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

  • E16_Idear, design, plan and make an advertising audiovisual piece from the conceptualization of its message, the elaboration of the script, the communication strategy and its diffusion

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 profile of the new professional in the audiovisual industry, both from the point of view of creation and management and production, is in many cases due to the incorporation of new methodologies and technologies that support new production formats. . In this subject different techniques, technologies and tendencies are worked with the main objective to offer a technical and theoretical formation to the student. At the same time, it aims to encourage and guide students in the creation of different audiovisual and / or interactive products in an unconventional format.

In the first unit of the subject will work both the theory of videomapping and the different tools of videomapping with the aim of learning to design projects that make use of the projection of moving images on non-orthogonal surfaces, taking into account it takes into account both the technical concepts of projection planning and the possibilities of interconnection of the different tools.

In the second unit of the subject, the study of different elements of capturing inputs and interaction is proposed, as well as the analysis of the possibilities in terms of person-computer interaction in order to generate immersive interactive experiences. We will also work on the analysis of different interconnection formats of these using standard protocols for interconnection with other devices in the audiovisual world such as MiDi, OSC or DMX.

Finally, during the last unit we will link the work done in the different units to make and design a complex interactive assembly.

This subject has methodological and digital resources to make possible its continuity in non-contact mode in the case of being necessary for reasons related to the Covid-19. In this way, the achievement of the same knowledge and skills that are specified in this teaching plan will be ensured.

Learning outcomes


At the end of the course the student must be able to:

  • LO1: Create interactive multimedia applications such as games, players, animations, etc.

  • LO2: Make use of strategies and processes for creating interactive and multimedia products.

  • LO3: Document a project for their protection using basic tools and guidelines for creating multimedia products.

  • LO4: Work from the point of view of different roles within a multidisciplinary team. 

Working methodology


All the theoretical concepts of the subject will be exposed to theory classes in the format of a master class, case study or question-based learning. In these classes, at the discretion of the teachers, exercises and problems of a more practical nature will also be solved. These short activities will serve the student as an instrument of self-assessment of their achievement of the contents of the subject and will be assessed as individual work. The group work will be carried out in small groups and the practical application of the theoretical concepts will be worked. In the sessions scheduled for this purpose, the appropriate tools will be given to solve the scheduled activities well and it is expected that these will be extended from a temporal point of view beyond the class hours and that, consequently, students must complete them during the time of autonomous learning. The course is structured in 2h / week of theory sessions and 4h / week of directed learning.

This course, due to the situation generated by COVID, some of the large group sessions will be held in hybrid format: face-to-face and online (via streaming). This will allow students to rotate to face-to-face classes, respecting the maximum number of students per classroom imposed by the distance measures. When they are not in contact, they will be able to follow the class online from home.

With regard to internship sessions in smaller spaces (such as laboratories, studios or sets), where appropriate, work will be carried out simultaneously in several spaces in order to ensure that the conditions established by the safety protocols are met.

Contents


1. Augmented reality in public spaces.

1.1. History of videomapping.

1.2. Functioning of the different existing techniques for the projection on different surfaces.

1.3. Design and plan an event that includes screenings.

1.4. Analysis of characteristics and possibilities of different projection devices.

1.5. Hardware and software options for creating videomappings.

1.6. Planning and production of a projection.

2. Physical computing and protocols.

2.1. Most common actuators and sensors to be able to perform interactive installations in real time.

2.2. Graphical interfaces with CSOs.

2.3. DMX protocol for light control.

3. Creative computing.

3.1. Realization of interactive assemblies.

3.2. Software development and data structuring.

3.3. Platforms for making interactive.

Learning activities


With the aim of collecting evidence of the achievement of the expected learning outcomes, the following activities of an evaluative nature will be carried out (related to all the common competences):

 

A1. Group work: Warping exercise (Evidence of learning outcome RA1)

A2. Group work: Interface design for projection control (Evidence of learning outcome RA2)

A3. Group work: Calibration of three-dimensional model with real projection. (Evidence of learning outcome RA1)

A4. Group work: Interactive game programming (Evidence of learning outcome RA1)

A5. Group work: Chromesthetic system design (Evidence of learning outcome RA1 and RA2)

A6. Group work: Reactive system design with sensors (Evidence of learning outcome RA1)

A7. Individual work: Briefing of the final project (Evidence of the learning outcome RA3 and RA4)

A8. Individual work: Final report of the final project (Evidence of the learning outcome RA3 and RA4)

A9. Exhibition: Evidence and defense of the final project (Evidence of learning outcome RA3 and RA1)

A10. Exam: Topic1 (Evidence of learning outcome RA1)

A11. Exam: Topic 2 (Evidence of learning outcome RA2)

A12. Exam: Topic 3 (Evidence of learning outcome RA1 and RA2)

 

General criteria of the activities:

  • The teacher will present a statement for each activity and the evaluation and / or rubric criteria.

  • The teacher will inform of the dates and format of the delivery of the activity.

Evaluation system


The grade of each student will be calculated following the following percentages:

 

A1. Group work: Warping exercise: 7,5%

A2. Group work: Interface design for projection control: 7,5%

A3. Group work: Three-dimensional model calibration with real projection: 7,5%

A4. Group work: Interactive game programming: 7,5%

A5. Group work: Chomestic system design: 7,5%

A6. Group work: Reactive system design with sensors: 7,5%

A7. Individual work: Briefing of the final project: 5%

A8. Individual work: Final report of the final project: 10%

A9. Individual exhibition: Evidence and defense of the final project: 10%

A10. Exam: Topic 1: 10%

A11. Exam: Topic 2: 10%

A12. Exam: Topic 3: 10%


 

Final grade = A1 0,075 + A2 0,075 + A3 0,075 + A4 0,075 + A5 0,075 + A6 0,075 + A7 0,05 + A8 0,1 + A9 0,1 + A10 0,1 + A11 0,1 + A12 0,1

 

Considerations:

  • An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.

  • It is the responsibility of the student to prevent plagiarism in all its forms. In the case of detecting plagiarism, regardless of its scope, in any activity it will correspond to having a grade of 0. In addition, the teacher will inform the head of studies of the situation so that applicable measures can be taken in the matter of sanctioning regime.

  • The mark of the exams must be higher than or equal to a 5.

  • The retake exam retrieves the exam grades.

REFERENCES


Basic

Shiffman, D. (2009). Learning Processing: a beginner's guide to programming images, animation, and interaction. Morgan Kaufmann

Maniello, D. (2015) Augmented reality in public spaces. Basic techniques for video mapping. The thinker

Complementary

O'Sullivan, D., & Igoe, T. (2004). Physical computing: sensing and controlling the physical world with computers. Course Technology Press.

Shiffman, D. & Fry, F. & Marsh Z. (2012). The nature of code.

Reas, C., & Fry, B. (2007). Processing: a programming handbook for visual designers and artists (Vol. 6812). Mit Press.

Tsai, KH (2011). The application of Projection Mapping for Architecture and space.