General information


Subject type: Mandatory

Coordinator: Rafael Suarez Gómez

Trimester: Second term

Credits: 4

Teaching staff: 

Marco Antonio Rodríguez Fernández
Luca-antonio Saavedra Todd 

Teaching languages


Les classes de l'assignatura es faran principalment en català, tot i que la bibliografia i el material de suport podran ser en altres llengües (castellà i anglès)

Skills


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

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

Description


This subject of Production and Programming of Interactive Applications belongs to the area of ​​Multimedia within the degree in Audiovisual Media. Previously, students have worked on the concepts of basic algorithms and data structuring using markup languages ​​in previous subjects. Taking this knowledge as a basis, this subject broadens the spectrum of possibilities to enable the student in the production of interactive applications that use different audiovisual media to generate reactive multimedia results that can be included in different media.

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 a general level, this subject contributes to the following learning outcomes specified for the subject to which it belongs (Multimedia and Animation). The student must be able to:

• Create small interactive multimedia applications on the web: games, media players, animations, etc.

• Use strategies and processes for creating interactive multimedia products

• Apply the most appropriate features and formats of the different digital media that make up a multimedia production: text, image (still and animated) sound and video

At a more specific level, at the end of the course the student will be able to:

• RAC1: Use a programming environment for the production and implementation of interactive multimedia audiovisual pieces.

• RAC2: Develop interactive productions.

• RAC3: Apply the basic concepts and elements of programming.

• RAC4: Know and use some of the libraries included in the programming language.

Working methodology


The subject has 2h / week of theory and 2h / week of practice.

All the theoretical contents of the subject will be exposed in theory classes (large groups). In these classes, at the discretion of the teacher, the explanations in master class format will be combined with live coding and the performance of simple tasks that students can perform and solve in situ. It is for this reason that students are recommended to use laptop in theory class. Not all the activities proposed in class are reflected in the list of activities, as they will generally serve as a tool for self-assessment of their successes with the contents of the subject.

In small groups (laboratory practices) will work through activities of practical application of the theoretical concepts worked in theory class. These sessions will provide the tools needed to solve the activities. These activities are expected to extend beyond the assigned lab hours, so the student will need to complete them during the autonomous learning time.

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 attend classes on a rotating basis, respecting the maximum number of students per classroom imposed by the distance measures. When they do not have a face-to-face session, 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), if necessary, work will be done simultaneously in several spaces to ensure that the conditions established by the safety protocols are met.

Contents


UNIT 1.- Basic algorithms

1.1.- Peculiarities of Processing.org and p5js

1.2.- Basic drawing tools

1.3.- Variables, conditional and sequentiality

1.4.- Interaction

1.4.1.- Mouse interaction

1.4.2.- Dist function

1.4.3.- Interaction with the keyboard

1.4.- Loops

SUBJECT 2.- Images and video

2.1.- load and preload

2.2.- Video playback

2.3.- Filters

2.4.- Pixel manipulation

2.5.- Video input

2.6.- Audio

2.6.1.- Playback of audio files

2.6.2.- Oscillators and filters

2.6.3.- Audio input

2.6.4.- Audio analysis

SUBJECT 3.- Animations

3.1.- framerate, speed and acceleration

3.2.- Anchorage points and transformations

3.3.- Push and pop

Subject 4.- Other functions of utility

4.1.- Relative positions

4.2.-The function map

4.3.- The LERP function

4.4.- Oscillations with sines and cosines

4.5.- random with Perlin noise

Learning activities


Examples and practical activities are made available to students through the virtual campus. Students will have to solve them, often in non-contact sessions, following the instructions of the teachers and also, they will work in class, either as examples in the theoretical sessions, or in the laboratory sessions.

In order to gather evidence of the achievement of the expected learning outcomes, the following assessment activities will be carried out. The final exam is an individual activity. It will be up to the teacher to decide whether the class practices and activities are carried out individually or in groups.

 

A1: Final exam (RAC1, RAC2, RAC3 and RAC4)

A2: Laboratory practice 1: Interface design (RAC1, RAC3)

A3: Laboratory practice 2: Web video control (RAC1 and RAC2)

A4: Laboratory practice 3: Interactive game (RAC1, RAC2 and RAC4)

A5: Class 1 activity: Generative art (RAC1 and RAC3)

A6: Class 2 activity: Real-time video filters (RAC4)

A7: Class 3 activity: Video capture (RAC4)

A8: Class 4 activity: Audio filters (RAC4)

 

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 formats of delivery of the activities.

• Any undelivered activity will be considered scored with zero points. No late delivery will be accepted.

Evaluation system


The final grade is the weighted sum of the grades for the following activities:

A1: Final exam (50%)

A2: Laboratory practice 1 (13%)

A3: Laboratory practice 2 (13%)

A4: Laboratory practice 3 (13%)

A5: Class 1 activity (2%)

A6: Class 2 activity (2%)

A7: Class 3 activity (2%)

A8: Class 4 activity (5%)

Considerations:

• To pass the course it is essential that the theory mark is 5 or higher.

• The retake exam only retrieves the theory note.

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

• Attendance at internships is mandatory.

REFERENCES


Basic

Casey Reas, Ben Fry. A Programming Handbook for Visual Designers. The Mid Press

Processing Documentation https://processing.org/reference/

Daniel shiffman. Learning Processing: A Beginner's Guide to Programming Images, Animation, and Interaction. Morgan Kaufmann (2008)

Complementary

Daniel Shiffman. The Nature of Code: Simulating Natural Systems with Processing. (2012)