General information


Subject type: Mandatory

Coordinator: Maddalena Fedele

Trimester: Second term

Credits: 4

Teaching staff: 

Catherine Juan Nadal
Montserrat Rabassa Jou 

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. The various concepts worked on in the subject are designed to train students in learning and using the basics of programming for the production of small interactive applications that may include various audiovisual media.

Learning outcomes


At the end of the course, the student will be able to:

  • Use a programming environment for the production and implementation of interactive multimedia audiovisual pieces.
  • Develop interactive productions.
  • Apply the basic concepts and elements of programming.
  • Get to know and use some of the libraries included in the programming language.

Working methodology


All the theoretical concepts of the subject will be exposed in theory classes (large groups). In these classes, and at the discretion of the teachers, computers will be used to solve the exercises and problems of a more practical nature. Likewise, and always at the discretion of the teachers, students may be asked to solve, individually or in groups, short problems and / or exercises. These activities, which due to their optional nature and brevity are not reflected in the list of activities, will serve the student as a tool for self-assessment of their achievement of the contents of the subject and may be used by the teacher. to make decisions about the final grade of the good student and that never to the detriment of the numerical grade calculated according to the indicated grading system.


The more practical concepts and everything that can essentially be considered the practical application of the theoretical concepts will be worked on in small (laboratory) groups. 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 laboratory hours and that, consequently, , students must complete them during the
autonomous learning time.


Whenever deemed appropriate, totally optional activities will be made available to students to help them prepare and prepare for the compulsory ones.

Contents


UNIT 1.- ALGORITHM AND PROGRAMMING. WORKING TOOL: PROCESSING

This teaching block has a dual purpose, on the one hand the familiarization of the student with the work tool that will be used for the production of interactive applications and on the other the introduction of basic concepts towards algorithms and the programming.

     1.- Introduction to algorithms and programming.     

     2.- What is Processing?

     3.- Work tool. Processing

     4.- Structure of a program: setup () and draw ()

     5.- System variables

     6.- Interactivity: mouse and keyboard events

SUBJECT 2.- BASIC PROGRAMMING

This teaching block aims to make a multimedia production with an interactivity achieved using a basic programming.

  1. Basic programming concepts: variables, data types, operators and expressions.
  2. Forms of execution: sequential, conditional / alternative and iterative.

SUBJECT 3.- ADVANCED PROGRAMMING

This teaching block aims to make a multimedia production with an interactivity achieved using the most advanced programming structures.

  1. Functions and procedures. Parameterization
  2. One-dimensional tables. The pixel environment variable

     
 

Learning activities


PRACTICE 1

In this practice the students have a first contact with the environment of development of programs that will have to use in the rest of practices and activities of the asignatura.

In the first part the teacher is the one who makes the presentation of the environment, showing them those elements that will be most useful to them.

In the second part the student is faced with the resolution of several sentences that will incorporate interactivity, the mouse and keyboard will be used to interact with the user.

PRACTICE 2

This practice is intended for students to practice coding sequential programs using:

  • the library that allows you to control the time and
  • those that allow to incorporate in the productions audiovisual media, like the sound and the video.

Due to the nature of the subject, each practice will use all the concepts worked on in the previous ones. 

PRACTICE 3

This practice is intended for students to practice coding programs of a conditional nature that incorporate image work.

This practice will incorporate the work with the concepts of the previous practices.

PRACTICE 4

This practice is intended for students to practice coding programs of an iterative nature. These programs will allow you to create dynamic objects.

This practice will incorporate the work with the concepts of the previous practices.

PRACTICE 5

This practice is intended for students to practice coding programs that using the different forms of execution incorporate the work with Tables.

The goal is for students using all the concepts worked on in the subject to implement an interactive game. In the production of this game the student will have to use all the concepts worked along the term and his delivery will be essential to pass the asignatura.

Rules for carrying out the activities

For each activity, teachers will be informed of the particular rules and conditions that govern them.

One-on-one activities presuppose the student's commitment to carry them out individually. All activities in which the student does not comply with this commitment will be considered suspended, regardless of their role (sender or receiver).

Likewise, the activities to be carried out in groups presuppose the commitment on the part of the students who make it up to carry them out within the group. All activities in which the group has not respected this commitment regardless of its role (sender or receiver) will be considered suspended.

In group activities, the teacher can, based on the information available, customize the grade for each member of the group.


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:

WEIGHT ACTIVITY

WRITTEN TEST I 10%

WRITTEN TEST II 40%

PRACTICE 1 6%

PRACTICE 2 6%

PRACTICE 3 6%

PRACTICE 4 6%

PRACTICE 5 20%

EXERCISES DONE IN PRACTICE CLASS 6%

With the above weights, laboratory (practical) activities have a weight of 50% and theoretical activities also have a weight of 50%. Considerations:

  • To pass the course it is essential that pass the internship part and have a minimum of 3,5 of the part of theory.
  • Before the end of each internship session, each student must submit the resolution of an exercise proposed by the teacher, and only if all the deliveries have been made will the weighting previously indicated for the calculation of the final qualification of the part of practices will be applied. Otherwise the practices will be suspended.
  • To pass the course it is essential that the student has delivered at least 3 internships.
  • To pass the subject it is essential that the student has a minimum grade of 4 in the PRACTICE 5 activity, otherwise the grade of the subject will be that of this activity.

The recovery only makes it possible to recover the qualification of the theoretical activities, WRITTEN TEST I and II, and the same rule described above will be applied.

REFERENCES


Basic

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

Rabassa Montse, Juan Lina. PPAI: Class notes. ESUP Tecnocampus