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Class Applied Games II

  • Presentation

    Presentation

    This discipline aims at the production of educational video game project with integration of original tangible interface, functional and enhancing the emotional experience; It has the following main fields of acton ant intervention areas: - autonomous work and management in real project environment; - Phidget and Arduino platforms; - prototyping techniques and Interaction Design concepts in tangible interface design; - real customer relationship skills; - creative, conceptual and technical skills in the proposed practical projects. The project and contents taught aim to enrich the production capacity areas of interaction and pedagogical games.
  • Code

    Code

    ULHT1075-27104
  • Syllabus

    Syllabus

    Design, prototyping and production of original tangible interface; Educational video game production with original tangible interface integration; Project management; Sensor integration in applications developed in Unity; Application of presentation strategies and planning in real project; Application of affordance and emotional design concepts; Stimulation of conceptual, design and autonomous work skills.
  • Objectives

    Objectives

    - Produce educational games, with physical interface integration, appealing and adjusted to the target audience; - Produce original tangible interface, functional and enhancer of the emotive experience; - Optimize audiovisual resources for video game application with online version; - Develop application in Unity, with integration of Phidgets platforms or Arduino base, functional and appealing; - Plan and respect credible and rigorous budgets; - Present projects before the real client naturally and clearly: - Select and safely use the rapid prototyping tools that best fit the project; - Run prototype of well finished and functional physical interface; - Develop the proposed practical projects, expressing solid creative, conceptual and technical skills.
  • Teaching methodologies

    Teaching methodologies

    It is a theoretical/practical course that combines expository interventions of the programme contents with the elaboration of hardware-software package exercises necessary for the production of video games and tangible controller accessible to people with intellectual disabilities. The project is developed in collaboration with partners in the field of intellectual disability (ID) and culture, with several validation/testing phases with clients of the partner institution in the field of ID. The project can be developed from scratch in the semester, but ideally continues the contents developed in the Jogos Aplicados I course.
  • References

    References

    Bernier, S., Luyt, B. & (Autor), Reinhard, T.. (2015). Make: Design for 3d Printing. O'Reilly Media. Blum, J. (2013). Exploring Arduino. Wiley. Moggridge, B. (2007). Designing Interactions. MIT Press.  
  • Assessment

    Assessment

    Parâmetros avaliação:
    1. Ponderações projeto:
    - dossier de projeto 10%;
    - controlador tangível 40%; - videojogo 50%.
    2. Outros parâmetros:
    - A avaliação individual tem em linha de conta o relatório de autoavaliação de grupo e não são aceites projetos fora da data estabelecida.
    - A frequência das aulas é obrigatória de acordo com o artigo 11º do Regulamento Geral de Avaliação da Universidade Lusófona; reprova-se à cadeira com um número de faltas injustificadas superior a 25% (75% para trabalhador estudante) do total semestre e por falta em mais que uma avaliação intercalar.
    3. Exame de 2a época e época especial (melhoria de nota incluída):
    - Projeto individual, de entrega presencial à hora do exame, com enunciado semelhante ao do semestre; a não reprodução em sala de mais que uma técnica utilizada videojogo e/ou controlador implica a exclusão da avaliação do mesmo.

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