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Class Research laboratory in media arts and creative industries I

  • Presentation

    Presentation

    This curricular unit is composed of four Studia or specialized areas designed to support the development of artistic projects and the elaboration of research theses with a theoretical and critical nature. The research initiated in this laboratory will be continued, in the subsequent semester, in the curricular unit that constitutes the second part of the Research Laboratory in Media Arts and Creative Industries.

  • Code

    Code

    ULHT6335-23142
  • Syllabus

    Syllabus

    I. Studium of Cinema and Sound

    1.1. Case studies: experimental projects for cinema and sound installations;

    1.2. Experimentation of means of production and post-production;

    1.3. Pre-project;

     

    II. Studium of Immersive and Interactive Technologies

    2.1. Case studies: interactive and immersive installations;

    2.2. Experiments and artistic recreations with new and old media;

    2.3. Introduction to virtual reality: interfaces and software;

    2.4. Introduction to computer science and artificial intelligence in installations;

    2.6. Pre-project;

     

    III. Digital Curation Studium

    3.1. Case studies: digital curation projects;

    3.2. Experimentation of interactive dynamics (text, photo and film) in digital archives;

    3.3. Pre-project;

     

    IV. Studium of Theory and Criticism

    4.1. Media Arts and Creative Industries: state of the art;

    4.2. Definition of the theme and research problem;

    4.3. Pre-project;

  • Objectives

    Objectives

    1- Know technologies that enhance creative processes, research and their presentation;

    2- Know empirical and laboratory research methods of media arts;

    3- Know how to develop an experimental and interdisciplinary investigation;

    4- Ability to contribute to the state of the art of artistic or theoretical research in the media arts and creative industries;

    5. Ability to structure research for presentation at scientific events;

  • References

    References

    Borgo Ton, M. (2019).  ‘Magic lantern shows through a macroscopic lens: topic modelling and mapping as methods for media archaeology’, in Early Popular Visual Culture, 17: 3—4.

     

    Bucher, J. (2017). Storytelling for Virtual Reality: Methods and Principles for Crafting Immersive Narratives. London: Routledge.

     

    Grau, O. (ed.) (2017). Museum and Archive on the Move. Changing Cultural Institutions in the Digital Era. Berlin: De Gruyter.

     

    Grierson, E. & B. (2009). Creative Arts Research: Narratives of Methodologies and Practices, Sense Pub..

     

    Manovich, L. (2017). Automating aesthetics: Artificial intelligence and image culture. Flash Art International316, 1-10.

     

    Rombes, N. (2017). Cinema in the Digital Age, Columbia Univ. Press.

     

    Tricart, C. (2017). Virtual Reality Filmmaking: Techniques & Best Practices for VR Filmmakers. London: Routledge

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