Virtual Worlds
Objectives
1. Promote the understanding of the main theoretical and conceptual elements in the definition of interative and immersiva narrative, recognizing its historical trajectory and its plural interdisciplinary appropriations;
2. Promote the understanding and analytical appropriation about the expressive and communicative potentialities made possible by the language of digital media;
3. Promote the understanding and analysis of contemporary scientific knowledge in the sphere of user experience and human-centered design in the specific context of interactive and immersive narrative;
4. Operationalize interaction design strategies applied to na original digital project to be developed in subgroups;
5. Promote the acquisition of technological knowledge related to the digital interative creation process;
6. Promote the conception and operationalization of an interactive and/or immersive narrative project, based on the appropriation of digital creation platforms and tools.
General characterization
Code
722011065
Credits
10.0
Responsible teacher
Paulo Nuno Gouveia Vicente
Hours
Weekly - 3
Total - 280
Teaching language
Portuguese
Prerequisites
Available soon
Bibliography
Koenitz, H., Ferri, G., Haahr, M., Sezen, D. & Sezen, T. (Eds.) (2015). Interactive Digital Narrative: History, Theory and Practice. New York and London: Routledge.
Miller, C. (2019). Digital Storytelling: A creator's guide to interactive entertainment. London and New York. CRC Press.
Manovich, L. (2001). The Language of New Media. Massachusetts: MIT press.
Harriga, P. & Wardrip-Fruin, N. (coord.), (2004). First Person New Media as Story, Performance, and Game. Massachusetts: MIT press.
Salen, K. & Zimmerman, Eric (coord.), (2006). The Game Design Reader: A Rules of Play Anthology. Massachusetts: MIT press.
Salen, K. & Zimmerman, Eric (2004). Rules of Play: Game Design Fundamentals. Massachusetts: MIT press.
Teaching method
The curricular unit is organized in two components: (1) theoretical-practical, predominantly expository, presenting concepts and theories and discussing its implications in subgroups and in plenary; the analytical appropriation of concepts, theories and practices is carried out actively, using dynamics of direct participation by students; (2) laboratorial, predominantly oriented to the application of technological knowledge and its foundations, favoring the agile creation of prototypes of low and high fidelity.
Evaluation method
Evaluation Methodologies - frequency (20% of the final classification); in subgroups - research and analysis exercises (20% of the final classification)(40%), individual and in subgroups - creation and prototyping exercises (20% of the final classification), in subgroups - final prototype (40% of the final classification)(60%)
Subject matter
Module 1 - Fundamental definitions: from narratology to ludology in case studies. From the concept of "narrative" to "interaction" to "interactive narrative": Immersion, Presence, and Flow.
Module 2 - The language of digital media: paths and milestones of interactive and immersive narrative in case studies (virtual reality, augmented reality, interative digital games, interactive film).
Module 3 - Interdisciplinary scientific knowledge and interactive and immersive narrative: From Psychology to Cognitive Sciences.
Module 4 - Digital Creation Laboratory: Introduction to the fundamentals of multimedia. Introduction to online tools and platforms for non-linear/interactive and immersive digital production: script, flowchart, interface.