Course: Interactive Tools 2

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Course title Interactive Tools 2
Course code KAU/IDIN2
Organizational form of instruction Seminar
Level of course Bachelor
Year of study not specified
Semester Winter and summer
Number of ECTS credits 3
Language of instruction Czech
Status of course Compulsory, Compulsory-optional
Form of instruction Face-to-face
Work placements This is not an internship
Recommended optional programme components None
Lecturer(s)
  • Kokolia Jan, MgA.
  • Petýrek Jan
Course content
First - 2 Getting with the program from the viewpoint of an animator Third - 4 A simple animation exercise 5th - 6 Developing the specifics of technical options 7th - 8 Options interactive divorced 9th - 10 interactive card 11th - 12 Common interactive project, each of two variants of a small segment of the total 13th Presentation and evaluation

Learning activities and teaching methods
Multimedia supported teaching, Students' portfolio, One-to-One tutorial, Skills demonstration, Task-based study method, Individual study, Lecture with visual aids, Practicum
  • Presentation preparation (report) (1-10) - 10 hours per semester
  • Undergraduate study programme term essay (20-40) - 35 hours per semester
  • Contact hours - 39 hours per semester
prerequisite
Knowledge
about project planning (sketches, scenarios, simple storyboards, animation works), to compare and analyze different artistic expressions by criteria of esthetics, semiotics and technique on educated level, about visual means of appropriate interactive design and creation, of forms and formats and their technologies suitable for interactiv creation and their specifics,
Skills
plans to project a simpler interactive application or trick and visual effect, to work independently and flexibly react to evaluating commentary of the teacher, make drawing sketches of their own compositional designs by hands free in basic graphic editors develop research on the topic, to show own creativity on generally assigned task, to show the will to find different artistic solutions, alter them and constructivelly evaluate, to be able to accept and assert in a way the evaluation and critical response,
Competences
N/A
N/A
N/A
learning outcomes
Knowledge
about project planning in vizual style of interactive application (sketches, scenarios, simple storyboards, animation works), about options of interaction and direct entry of a viewer in animations of diferent formats and forms, about present style canons of interactive design, about possibilities of finalization and presentation of products of interactive tools,
Skills
plans an interactive application project or a simple trick and visual effect, reflects its work in the context of professional, technical and technological processes, to alter own work while searching for suitable solution, to evaluate and compare different ways of interaction of a viewer and a product and to choose suitable form for own work determined by this evaluation, to use basic technologies and procedures to create an interactive element in different programs,
Competences
N/A
N/A
N/A
teaching methods
Knowledge
Students' portfolio
One-to-One tutorial
Seminar classes
Skills
Skills demonstration
Students' portfolio
Competences
Discussion
assessment methods
Knowledge
Seminar work
Continuous assessment
Skills
Skills demonstration during practicum
Project
Practical exam
Competences
Seminar work
Recommended literature
  • DeLoura, Mark A. Game programming gems 2. Hingham : Charles River Media, 2001. ISBN 1-58450-054-9.
  • DeLoura, Mark A. Game programming gems. Rockland, Mass. : Charles River Media, 2000. ISBN 1-58450-049-2.
  • Dickheiser, Michael. Game programming gems 6. 1st ed. Boston : Charles River Media, 2006. ISBN 1-58450-450-1.
  • Kirmse, Andrew. Game programming gems 4. Hingham : Charles River Media, 2004. ISBN 1-58450-295-9.
  • Noble, Joshua J. Programming interactivity : [a designer's guide to Processing, Arduino, and openFrameworks]. 2nd ed. Cambridge : O'Reilly Media, 2012. ISBN 978-1-449-31144-5.
  • Pallister, Kim. Game programming gems 5. 1st ed. Hingham : Charles River Media, 2005. ISBN 1-58450-352-1.
  • Treglia, Dante. Game programming gems 3. Hingham : Charles River Media, 2002. ISBN 1-58450-233-9.
  • Verth, Jim M. van; Bishop, Lars M. Essential mathematics for games and interactive applications : a programmers guide. Amsterdam : Morgan Kaufmann Publishers, 2004. ISBN 1-55860-863-X.


Study plans that include the course
Faculty Study plan (Version) Category of Branch/Specialization Recommended year of study Recommended semester