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Class Expanded Realities

  • Presentation

    Presentation

    Offer students a new vision and concepts related to expanded reality spanning from the usage of game and 3D graphic technologies within the space of cinematography, augmented reality and virtual reality. As such this discipline will focus on the following:

    • New Technologies applied to Creativity, Design and Interaction;
    • Cinematography and Production using the Unreal Engine;
    • Augmented Reality and Virtual Reality - Concepts for Cinema and Interactive Media;
    • Affective Computing, Procedural Content Generation and Game Content Orchestration;
    • Artificial Intelligence applied to Artistic Innovation, Interaction and Creation.
  • Code

    Code

    ULHT1075-23484
  • Syllabus

    Syllabus

    1. Expanded Reality - The State of the Art and Current Trends
      1. The Unreal Engine for Post-Production and Cinematography
      2. The evolution of Human-Computer Interaction
      3. Computational Creativity and Artificial Intelligence for artistic applications
      4. Augmented Reality and Virtual Reality - The Interactive advantages and disadvantages
    2. Developing with the Unreal Engine
      1. An Introduction to Blueprints
      2. Building a Scenario
      3. Building Logic and Gameplay
      4. Working with Post-Production Tools
    3. Development of an Augmented/Virtual Reality Installation using the Unreal Engine
    4. Development of a Cinematographic Project
      1. Learning to use the Unreal Engine for Film Production
      2. Working with a diverging team of experts for the construction of a short film using the Unreal Engine
  • Objectives

    Objectives

    • Provide students with a new perspective in the usage of game technologies in other artistic fields;
    • Provide an experimental component focusing on experimental technologies at the crossroads of several domains (human computer interaction, games, psychology and neuroscientific);
    • Learn the usage of the Unreal Engine Technology applied to the field of cinematography, augmented reality and virtual reality.
    • Obtain the ability to develop cinematographic projects using the Unreal Engine and collaborate with a wide-range of experts in fields beyond the digital game space.
  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    The classes are within a theoretical-practical framework. The objective is that the student creates two group projects: one with a focus on learning how to use Unreal (or Unity).

    •     VR Project (80%)
      •   Construction of an interactive installation using audiovisual interactivity methods
    •     Project Pitch (10%)
    •     Project Presentation (10%)
  • References

    References

    • Shannon, T. (2017). Unreal Engine 4 for design visualization: Developing stunning interactive visualizations, animations, and renderings. Addison-Wesley Professional.
    • Plowman, J. (2019). Unreal Engine Virtual Reality Quick Start Guide: Design and Develop Immersive Virtual Reality Experiences with Unreal Engine 4. Packt Publishing Ltd.
    • Picard, R. W. (2000). Affective computing. MIT press
    • Colton, S., & Wiggins, G. A. (2012, August). Computational creativity: The final frontier?. In Ecai (Vol. 12, pp. 21-26).

     

     

  • Office Hours

    Office Hours

    Nome do docente  

    Horário de atendimento

    Sala

     

     

     

     

     

     

     

     

     

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