IPLUSO 23177
Live Illustration and Virtual Scenarios
Illustration and Drawing
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ApresentaçãoPresentationThis UC aims to create real-time and live scenarios of light using digital media.
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ProgramaProgrammeWhat is Live illustration and scenography. Typologies of scenarios and virtual scenography. Analysis of the context to define the concept. Creative methods and processes: unlock the imaginary; know and explore digital tools; sketching ideas to produce the scenarios step by step; Build and photograph scale models; conceive and create digital images based on the defined concept; Techniques for and tools to introduce movement; Explore graphical user interface tools; Apply the techniques of video projection and mapping. Resource assessment, digital and physical: functional issues; intervention area; circuits and support areas; assembly and disassembly schedule; articulation of technical services; identification and selection of human resources. Technical and creative framework in the visual and contemporary design that these projects require.
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ObjectivosObjectivesThis UC aims to create real-time and live scenarios of light using digital media. Students learn to: Mastering digital machines and software, namely exploring Photoshop and learning to use Tagtool; Create virtual scenarios with the help of projection devices, taking into account their limitations; Articulating group and network (co-authorship and collective manipulation); Combining layers: backgrounds (visual textures, color planes, “neutral images”), intermediate and foreground in real context and in groups. Know the projection surfaces, their definition of the layers considering the projection distance, the destination format (relief and surface texture). They understand the creative experience of live scenography in the technical, artistic and aesthetic domain: from creation (on a computer screen) to the effective (projected) realization, a transformative and immersive expansion takes place.
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BibliografiaBibliographyCHONG, Andrew (2011) Animação Básica 1, Animação Digital. Editor: Bookman. ISBN: 9788577809004. GOUVEIA, Patrícia (2010) Artes e Jogos Digitais, Este¿tica e Design da Experie¿ncia Lu¿dica. Lisboa: Ed. Universita¿rias Luso¿fonas LE¿VY, P. (2001) O que e¿ o Virtual?, Coimbra: Quarteto Editora. MACHADO, A. (1993) A Ma¿quina e Imagina¿rio: O Desafio das Poe¿ticas Tecnolo¿gicas, Sa¿o Paulo: EDUSP. MOLES, A.(1990) Arte e Computador, Porto: Afrontamento. MOGGRIDGE, Bill (2006) Designing Interactions, MIT Press. RUSH, Michael (2005) New Media in art. New ed. London: Thames & Hudson. STEVENS, C. (2011) Designing for the Ipad. New York:John Willey & Son. TRIBE, Mark; JANA, Reena (2006) Arte y nuevas tecnologias. Barcelona:Taschen. WANDS, Bruce (2007) Art of the Digital Age. London: Thames & Hudson. WOOLLEY, B. (1997) Mundo Virtual – Uma Viagem na Hipo e Hiper-Realidade, Lisboa: Caminho.
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MetodologiaMethodologyTheoretical-practical exposition methodology. After exposure, demonstration and discussion of the contents, they are worked on and deepened through application exercises. The remaining hours are used to develop and deepen the practice involved, based on specific exercises for exploring content. Evaluation Components: 20% Continuous assessment with criteria for participation, attendance and mandatory presence in 75% of classes. The unjustified absence refers to the exam. 40% Technical exercises in mastery of the media with correct application of methodologies 40% Final project: plastic and aesthetic quality and suitability for the briefing and ability to work in groups
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LínguaLanguagePortuguês
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TipoTypeSemestral
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ECTS6
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NaturezaNatureMandatory
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EstágioInternshipNão