General information


Subject type: Optional

Coordinator: Maddalena Fedele

Trimester: Third term

Credits: 4

Teaching staff: 

Maddalena Fedele

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


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 going through technological progress until today, studying examples of practical uses of discoveries and technological advances in the audiovisual world, conducting analysis of reference audiovisual pieces.

The latest scientific publications will be analyzed and the latest advances in AI, Virtual Reality, Augmented Reality, Video 360, Interactivity, etc. will be tested.

Finally, the concepts worked on will be put into practice, studying in depth a specific topic in groups. The aim is to carry out complete projects together, to present them at the end of the course. It is about creating an ambitious project using new technologies that are not yet consolidated, understanding its limitations by 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 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.

Learning outcomes


Learning Outcomes (AR)

LO1: Work as a team and autonomously in the development of an audiovisual product, assuming the roles within the group.

LO2: Understand the technical and aesthetic elements needed to achieve the proposed emotional impact.

LO3: Stimulate and discover their skills in relating to the professional world.

LO4: Communicate personal ideas, points of view and opinions about a given topic.

LO5: Develop student creativity.

LO6: Know how to use the necessary technical and human resources to create and produce a professional project in an integral way.

LO7: Acquire a global vision of the need for mathematics and mathematical language as a basic instrumental tool in social science.

 

Complementary Learning Outcomes (RAC):

RAC1: Know and learn the use of technologies in the digital age.

RAC2: Organize and schedule tasks, carrying them out in an orderly manner, logically adopting priority decisions in the different audiovisual production processes.

RAC3: To train the appropriate critical analysis in the use of technology and its application to audiovisual culture.

RAC4: Consolidate the skills and knowledge needed to express and find creative and innovative methods through the use of emerging technological trends in the creation and dissemination of audiovisual content.

RAC5: Offer innovative and transformative solutions within the audiovisual framework adapted to the new digital age, providing a unique opportunity to create new narratives adapted to current consumer habits.

RAC6: Understand the principles behind new narratives and technologies.

RAC7: Recognize the instruments, functions and importance of the elements that concern the technological processes and their interweaving with the audiovisual media.

Working methodology


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

- Theoretical: explanations, views, readings and visits by professionals 

- Practices: deliveries, activities and exercises 

  • Mandatory evaluable deliveries (individual and group). Throughout the course the student will make two deliveries according to the statement and dates established. The explanation of the deliveries will be informed during the course of the subject. 

  • 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. 

  • Exam.

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 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. Interactive storytelling 

    1. Introduction to nonlinear narrative 

    2. Fundamentals of interactive design 

    3. Planning for the ideation and creation of interactive audiovisual material 

    4. Processes for the ideation and creation of interactive audiovisual material

  2. Virtual reality 

    1. Introduction to virtual reality 

    2. Narratives and virtual reality technologies 

    3. Planning for the ideation and creation of interactive 360 ​​audiovisual content 

    4. Processes for the ideation and creation of interactive 360 ​​audiovisual content

  3. Expanded audiovisual 

    1. Introduction to plural narrative 

    2. Experimental environments 

    3. Planning for the ideation and creation of expanded audiovisual content 

    4. Processes for the ideation and creation of expanded audiovisual content

Learning activities


  • Delivery 1 (individual): Analysis of the use of ingenuity in the audiovisual world. (E14, RA4, RA7, RAC1, RAC3, RAC7)

  • Delivery 2 (individual): Study and approach of applications of new technologies. (E14, RA2, RA4, RA5, RA7, RAC1, RAC3, RAC4, RAC5, RAC6, RAC7)

  • Activity 1 (individual): Research and experimentation, Video essay. Audiovisual piece (30s-60s) (E4, E5, E10, E13, RA2, RA3, RAC2) And analysis and research report. (E14, G2, RA4, RA5, RAC3, RAC6, RAC7)

  • Activity 2 (group): Final Project. Produce a complete project achieving the objectives set. And individual exhibition. (E4, E5, E10, E13, G2, G4, T2, RA1, RA2, RA3, RA4, RA5, RA6, RAC2, RAC5, RAC7)

Evaluation system


The evaluation system is as follows: 

 

Theory (40%)

- Delivery 1 Analysis (5%) 

- Delivery 2 Study (5%)

- Exam (30%)

 

Practice (60%)

- Activity 1 Research and Experimentation:

Memory (10%)

Audiovisual (10%)

- Activity 2 Final Project:

Group work (30%)

Presentation (10%)

 

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:

- A fluent level of English is required to follow the viewings and readings in class.

- It is necessary to deliver the two practical activities to be able to average the practical part. 

- No work submitted after the deadline is allowed. 

- Delivery not made or suspended happens to be delivered in recovery. Recovery will consist of making changes to suspended deliveries or making undelivered ones.

- At the end of the quarter, the individual activities and deliveries to be recovered may be delivered (the maximum delivery date will be indicated at the beginning of the quarter). These recovered deliveries will have a 20% penalty for correcting the practice. The final grade for the activity will be the highest, between the original grade and the recovery grade.

- The maximum mark of a work in recovery is a 5. 

- Misspellings, grammatical and presentation errors will be noted, and 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

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

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.

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

Complementary

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

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

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

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

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

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

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

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

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