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Presentation
Presentation
Seminars II is organised around seminars, masterclasses and workshops, bringing together faculty and invited specialists from academia and industry. Throughout the semester, students engage with state-of-the-art practices and projects in games, artificial intelligence, new media and digital arts, developing critical, autonomous and transdisciplinary perspectives. The course strengthens students' professional and artistic profiles by fostering technical, conceptual and methodological skills, while also expanding their professional networks and future academic and career opportunities.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Master Degree | Semestral | 6
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Year | Nature | Language
Year | Nature | Language
1 | Mandatory | Português
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Code
Code
ULHT6838-22899
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
Systematic seminars open to the academic community, where topics are presented and discussed in the state of the art related to recent projects developed, or under development, in the scientific area of Audiovisual and Media Arts. Following ECATI's strategic orientation, the curricular contents covered by the invited speakers aim to extend creative and conceptual possibilities in Computer Science to new media areas, such as Animation, Film, Photography, Digital Media, Art and Design, among others. Seminar sessions (masterclasses and workshops) specially orientation to: - Game Design - Fundamentals of Play - Expanded Games and Immersive Media (XR, VR and AR) - Hybrid Games and Board Games - EduGames - Data Visualization - Version Control - Deep learning
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Objectives
Objectives
LO1 - To enhance the possibilities of study and acquisition of autonomous skills, complementing the areas of activity of the other subjects in the semester, with the introduction of content in the state of the art through teachers and invited specialists. LO2 - Complementing the professional and artistic profile of the students through contact with diverse realities of the industry and research in games, either through the tutoring of the responsible teacher, or through lectures by invited professionals and specialists; LO3 - Extend the network of professional and artistic contacts by dialoguing with the UC faculty and guests about ongoing projects and possibilities for future work. LO4 - Disseminate tools and platforms for data analysis (Jupyter Notebooks, Pandas, MatPlotLib, Seaborn, sciki-learn), signal acquisition and processing (OpenSignals), simulation (SimPy), game development (Unity, Unreal, Godot), as a complement to the knowledge in the other curricular units in the semester.
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Teaching methodologies
Teaching methodologies
Considering that the curricular unit consists mostly of expository methodologies with invited experts in the areas of this master, it is intended that students acquire, as well as deepen their theoretical and practical knowledge about AI, digital games, game design, among other relevant topics, in line with learning objectives LO1 and LO2. The evaluation consists of the assiduous presence in all the lectures and presentation of an individual work, which demonstrates the relation of the contents discussed in these seminars with the proposal of a development theme for the master dissertation. The professors, responsibles for the curricular unit, will tutoring the development of the work in progress for the final evaluation. The evaluation of the respective work will be carried out by a jury of professors (as well as invited experts) with high experience in research and in the emerging areas of this Master.
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References
References
- Millington, I. (2019). AI for Games (3rd ed.). CRC Press. - Yannakakis, G. N., & Togelius, J. (2018). Artificial intelligence and games. Springer. - Russel, S. and Norvig, P. (2021). Artificial Intelligence: A Modern Approach. Pearson Education Limited. - Togelius, J. (2019). Playing smart: On games, intelligence, and artificial intelligence. MIT Press. - Karpouzis, K., & Yannakakis, G. N. (2016). Emotion in Games. Cham: Springer. - Shaker, N., Togelius, J., & Nelson, M. J. (2016). Procedural content generation in games. Springer. - El-Nasr, M. S., Drachen, A., & Canossa, A. (2013). Game Analytics - Maximizing the Value of Player Data. Springer London Limited.
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Assessment
Assessment
A avaliação desta UC tem os seguintes instrumentos:
Descrição
Ponderação
Presenças
40%
Projeto de Jogo com foco em IA
60%
As presenças nas masterclasses são essenciais para esta disciplina, logo tem uma componente elevada. Para além disso, o projeto será aplicado relativamente aos conceitos ensinados ao longo do primeiro semestre e as componentes das masterclasses.
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Mobility
Mobility
No





