Lecturer(s)
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Course content
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1. Introduction to the semester, introduction of the topic of the semester project 2. Specifics of interactive creation, classical and modern technologies with respect to the given topic 3. Preparatory phase of the project 4-5. Suggestion of Work Procedures 6. - 7. First implementation phase of the project 8. Control phase of the project 9. - 10. Second implementation phase of the project 11. - 13. Presentation of the semestral project
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Learning activities and teaching methods
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Collaborative instruction, Project-based instruction, Instruction based on dialogue, Multimedia supported teaching, Students' portfolio, One-to-One tutorial, Skills demonstration, Task-based study method, Individual study, Seminar
- Contact hours
- 130 hours per semester
- Preparation for an examination (30-60)
- 30 hours per semester
- Individual project (40)
- 40 hours per semester
- Practical training (number of hours)
- 35 hours per semester
- Undergraduate study programme term essay (20-40)
- 40 hours per semester
- Presentation preparation (report) (1-10)
- 10 hours per semester
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prerequisite |
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Knowledge |
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to recall knowledge about a wider range of common expressive and visual tools of medial illustration and audiovision, about their possible reciprocal compositional relationships and their usage for aplicated medial illustration leading to own individual style, to recall and apply knowledge about technical and technological procedures of all disciplines of production team and supporting disciplines for medial illustration and other interactive products of different forms and their relation to the cultural context, , to interpret own knowlidge about historical and contemporary style canons and and options of interactive and motion design, their possible conections and boundaries, to use the suitable ways of mechanism of communication with the client to determine his/her requirements/ requirements of the targeted group, to critically assess his/her own work in a discipline context, to plan a project in the production team dealing with complex tasks, about ways to justify and defend your own design activity in relation to other members of the production team, to plan a complex project and divide it into several steps, finding and alteration of those steps and finding the best solution both in proces and product of the work, to recall knowldge about the expert structure of the subject and the construction of the storytelling line in the case of narrative genres or the compositional schemes of the static, about visual means suitable for media illustration in a wide range of genres and their combinations, |
Skills |
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designing the author's project of media illustration or interactive application with respect to the requirements of the contracting authorities, to use wilder variety of advanced or experimental visual and expressive tools, to be able to kombine and alter them, to plan a complex project of medial illustration and to suggest its different forms, individually and as a manager of a team of various staff professions during realization of interactive projects of different forms, to choose the appropriate technology for producing the final product based on its usage, to choose suitable technical and technological procedures and their combinations for reaching product of the highest quality, to reflect its work in the context of professional, technical and technological processes, to submit his proposal and selection to the contracting authority and justify it in the respect to the task and his/her requirements, to critically assess his/her own work in the field context and style framework, to select the most suitable variant of the final project and create complex design documentation, to choose appropriate forms of presentation and promotion of own product, with erudition, to present his work to the professional community, to be able to accept and assert in a way the evaluation and critical response, to explain and defend his/her choice from other members of the production team, to be able to accept and assert in a way the evaluation and critical response, to individually choose a sphere of interest and problematics, which he/ she will deal with and creativelly solve, |
Competences |
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N/A |
N/A |
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learning outcomes |
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Knowledge |
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about possibilities of inspiration and creation initiated by own innovative intention and a generally assigned task, about searching own view and aproaches aiming to individual and original conception of the generally assigned task, about planning a complex and technically difficult project of audiovizual or multi/medial character, about individual planing and managing work and specialized procedures regarding the deadlines, to design the subjects applicable according to the various functions and meaning of the project, with an emphasis on its online character, contemporaneity and originality, about the contemporary style canons of media illustration and audiovisual in general and the possibilities of their crossing, about the possibilities and limits of involvement in interdisciplinary cooperation on graphic design projects in more difficult complexes, about a wider range of advanced illustration and multi/medial tools, about their possible reciprocal compositional relationships and their usage in conventional and experimental way, |
Skills |
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at the expert level, to build narrative, interactive and visual compositional schemes of the project, to individually plan and realise more complex project involving a whole range of expression and functional means including drawing designs of higher noticeable value for elaborating considering specifics based on the nature of the graphic technique and its overlap to other multimedial, interactive and illustratition forms and their combination, to critically assess his/her own work in the field context and style framework, to work with several varied alternatives and variations, to choose most suitable design based on specific requirements of each project, to propose a wide range of author's variants of the project and its content implementation through a wide array of appropriate visual means, to select the most suitable variant of the final graphic project and create complex design documentation, choose the appropriate technology for producing the final product, to make effort to find various solutions to given problem, to maintain originality of own design and to own advancement aiming to distinctie artistic expression, to be able to accept and assert in a way the evaluation and critical response, to reflect own work in the context of professional, technical and technological processes, to reflect his work in historical and contemporary contexts and to be aware of potencial of those contexts for own original expression and inspirational sources which work with this reality, |
Competences |
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N/A |
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teaching methods |
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Knowledge |
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Students' portfolio |
One-to-One tutorial |
Seminar classes |
Skills |
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Skills demonstration |
Students' portfolio |
Competences |
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Discussion |
assessment methods |
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Knowledge |
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Seminar work |
Continuous assessment |
Skills |
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Skills demonstration during practicum |
Project |
Practical exam |
Competences |
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Seminar work |
Recommended literature
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monografie ilustrátorů 19. a 20. století.
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produkce nakladatelství AULOS.
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Abts, Tomma. Vitamin P : new perspectives in painting. 1st pub. London : Phaidon, 2002. ISBN 0-7148-4446-2.
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Anderson, Stephen P. Seductive interaction design : creating playful, fun, and effective user experiences. Berkeley : New Riders, 2011. ISBN 978-0-321-72552-3.
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Bendová Helena. Umění počítačových her. Praha : AMU, 2016. ISBN 978-80-7331-421-7.
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Bimber, Oliver; Raskar, Ramesh. Modern approaches to augmented reality : tutorial 8 : 25th annual conference of the European Association for Computer Graphics "Interacting with Virtual Worlds" ; Grenoble, August 30th -September 3rd. Grenoble : INRIA, 2004.
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Furht, Borivoje. Handbook of augmented reality. New York : Springer, 2011. ISBN 978-1-4614-0063-9.
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Gahan, Andrew. Game art complete : all-in-one : learn Maya, 3ds Max, zBrush, and Photoshop winning techniques. Amsterdam ; Elsevier/Focal Press, 2009. ISBN 978-0-24081147-5.
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Holešovský, František. Glosy k vývoji české ilustrace pro děti. Praha : Albatros, 1982.
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Kipper, Gregory; Rampolla, Joseph. Augmented reality : an emerging technologies guide to AR. 1st ed. Waltham : Syngress, 2013. ISBN 978-1-59749-733-6.
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Klimeš, Jan. Hledání významu v umělecké narativní ilustraci. Vydání první. 2015. ISBN 978-80-210-8059-1.
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Lea, Derek. Kreativní grafika : ilustrace, umělecké techniky a 3D kresby kombinující Photoshop s aplikacemi Illustrator, Poser, Painter, Cinema 4D a ZBrush. Vyd. 1. Brno : Computer Press, 2011. ISBN 978-80-251-3469-6.
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Lea, Derek. Mistrovství v Adobe Photoshop : [digitální ilustrace a škola výtvarných technik]. Vyd. 1. Brno : Computer Press, 2009. ISBN 978-80-251-2340-9.
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Sharp, Helen; Rogers, Yvonne; Preece, Jenny. Interaction design : beyond human-computer interaction. 2nd ed. Chichester : John Wiley, 2007. ISBN 978-0-470-01866-8.
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Wigan, Mark. Umění ilustrace : vizuální myšlení. Vyd. 1. Brno : Computer Press, 2010. ISBN 978-80-251-2970-8.
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