Digital Arts Workshop

Objectives

At the end of this course the student must be able to:
1. Understand the main mix practices that coexist in digital arts;
2. Create an interactive script to build a group project;
3. Interpret and design structures with different approaches: the platform should show some ethical, social, emotional and cognitive concerns and also be able to appeal to fiction and narrative in a playable art and design strategy (playable media and cross narratives);
4. Understand the concept of a simulation environment (analogue versus expressive model) in digital ecologies;
5. Explore the creative potential of digital technologies in a group production project since the script till the prototype;

General characterization

Code

722011028

Credits

10

Responsible teacher

Available soon

Hours

Weekly - 3 letivas + 1 tutorial

Total - Available soon

Teaching language

Portuguese

Prerequisites

None.

Bibliography

GRAU, OLIVER (ed.), (2007), MediaArtHistories, Cambridge, Mass.: MIT Press.
HARRIGAN & WARDRIP-FRUIN, Pat & Noah (ed.), (2007) In Second Person, Role-Playing and Story in Games and Playable Media, Cambridge, Mass.: MIT Press, pp.
TODD, DEBORAH (2007), Game Design, From Blue Sky to Green Light, Mass.: A K Peters, Ldt
BOLTER, GROMALA, Jay D. e Diane (2003), Windows and Mirrors, Interaction Design, Digital art, and the Myth of Transparency, Cambridge, Mass.: MIT Press.
COUCHOT, EDMOND (2003), A tecnologia na Arte, da fotografia à realidade virtual, Editora da Universidade Federal do Rio Grande do Sul (UFRGS), Rio Grande do Sul.

Teaching method

The student must be able, in partnership with four other students, to use the knowledge in the production of a group project that shows mix design strategies. The group proposal can be a prototype construction for a website, an environment for the web, an art and design digital magazine or blog, an installation or other collective architecture that the student wants to propose.

Evaluation method

1. Short paper with practical group intentions (5 pages) and oral presentation of project intentions: 42h, 20%; 2. Software knowledge for practical use (Photoshop and Dreamweaver): 106h, 20%; 3. Oral presentation in class for critical feedback of creative intentions and design: 32h, 20%; 4. Oral presentation of the prototype in class: 32h, 30%; 5. Participation in class: 10%;

Subject matter

1. Cyberspace and virtual reality, interface culture. Cybernetic engine and simulation, maps and dynamic cartography, Graphical User Interface (GUI);
2. Ergodic literature: connexions between text, image sound and video. Ludology and Narratology (action and reaction, narration and happenings);
3. Interface Art and Design: metaphors and icons, transparency and grids versus deconstruction and grunge typography (Windows and Mirrors);
4. Interaction Design, different ways of participation and engagement: First (FPSs), Second (MUDs and MOOs) and Third Person (RPGs); Augmented and Mix Reality, Motion Capture, Facial Image Metrics and traditional animation, Cross Media Narratives, Playable Media e Pervasive Games (ARGs);
5. Tools to build interactive projects: flowchart, storyboard and paper design. Implementation process and prototyping using Photoshop and Dreamweaver;

Programs

Programs where the course is taught: