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Main menu for Browse IS/STAG
Courses found, count: 1
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Abbreviation unit / Course abbreviation |
Title |
Variant |
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KAU
/
ID11
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Studio 11
Show course
Studio 11
|
2023/2024
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Course info
KAU / ID11
:
Course description
Department/Unit / Abbreviation
|
KAU
/
ID11
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Academic Year
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2023/2024
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Academic Year
|
2023/2024
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Title
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Studio 11
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Form of course completion
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Exam
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Form of course completion
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Exam
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Accredited / Credits
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Yes,
17
Cred.
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Type of completion
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Practical
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Type of completion
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Practical
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Time requirements
|
Seminar
16
[Hours/Week]
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Course credit prior to examination
|
No
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Course credit prior to examination
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No
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Automatic acceptance of credit before examination
|
Yes in the case of a previous evaluation 4 nebo nic.
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Included in study average
|
YES
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Language of instruction
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Czech
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Occ/max
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|
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Automatic acceptance of credit before examination
|
Yes in the case of a previous evaluation 4 nebo nic.
|
Summer semester
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0 / -
|
0 / -
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0 / -
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Included in study average
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YES
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Winter semester
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1 / -
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0 / -
|
0 / -
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Repeated registration
|
NO
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Repeated registration
|
NO
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Timetable
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Yes
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Semester taught
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Winter + Summer
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Semester taught
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Winter + Summer
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Minimum (B + C) students
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10
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Optional course |
No
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Optional course
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No
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Language of instruction
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Czech
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Internship duration
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0
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No. of hours of on-premise lessons |
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Evaluation scale |
1|2|3|4 |
Periodicity |
každý rok
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Periodicita upřesnění |
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Fundamental theoretical course |
No
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Fundamental course |
Yes
|
Fundamental theoretical course |
No
|
Evaluation scale |
1|2|3|4 |
Substituted course
|
KVU/ID11
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Preclusive courses
|
N/A
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Prerequisite courses
|
N/A
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Informally recommended courses
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N/A
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Courses depending on this Course
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N/A
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Histogram of students' grades over the years:
Graphic PNG
,
XLS
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Course objectives:
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The aim of the course is to acquaint students with the visual environment and applications created through the latest digital technologies. The course provides the knowledge and skills necessary for successful management of software tools for animation and animation in 3D and creating visual effects. Students apply their knowledge and skills of interactive technologies for creating computer games, e-books, interactive banners and applications, which they solve within more complicated author projects in cooperation with experts from technical fields and other art professions.
While the methods and forms of teaching can be described very specifically, the content structure of the subject can be defined only in general. It is a type of teaching specific to art schools where the topics of the teaching and therefore its content structure is very flexible. It results from the individual predispositions and inclinations of students and from the current socio-cultural and therefore also stylistic context of their work. Both in the field of theoretical knowledge (Episteme) and in the field of practical realization of the final product-artifact (Fronesis), student's knowledge is always shaped in a unique way.
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Requirements on student
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Exam requirements: - Complex working out the tasks from sketches to a presentation and a defence, the student is aware of an ovarlap of his/her work with related subjects, - Translatability of the author´s message to other artistic languages such as techniques or forms, - 80 per cent active attendance in seminars, - Continuous completing and handing in seminar tasks according to the teacher´s requirements, - Continuous work on the semestral task, - Creative, concerned approach and openmindness, - Ability to cooperate in a team, - Completing the semestral task, - Presentation.
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Content
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1. Introduction to the semester, introduction of the topic of the semester project (KP)
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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Activities
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Fields of study
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Guarantors and lecturers
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Literature
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Basic:
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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Recommended:
Bendazzi, Giannalberto. Animation : a world history. Volume 1, Foundations - the Golden age. 2016. ISBN 978-1-138-85452-9.
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Recommended:
Wiedemann, Julius. Animation Now!. Hong Kong : Taschen, 2007. ISBN 978-3-8228-3789-4.
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Recommended:
Bendazzi, Giannalberto. Cartoons : one hundred years of cinema animation. London : John Libbey, 1994. ISBN 0861964454.
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Recommended:
Harryhausen, Ray, Dalton, Tony. Century of Stop-Motion Animation: From Melies to Aardman. Watson-Guptill, 2008. ISBN 0823099806.
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Recommended:
Poš, J. Český animovaný film.
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Recommended:
Harold Schechter; David Everitt. Film Tricks: Special Effects in the Movies. Quist (Harlin) Books,U.S., 1981. ISBN 082522599X.
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Recommended:
Boček, Jaroslav. Jiří Trnka : Historie díla a jeho tvůrce. Praha : Státní nakladatelství krásné literatury a umění, 1963.
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Recommended:
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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Recommended:
Schell, Jesse. The art of game design : a book of lenses. Second edition. 2015. ISBN 978-1-4665-9864-5.
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Recommended:
teven Ascher; Edward Pincus. The Filmmaker?s Handbook. Plume, 2013. ISBN 0452297281.
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Recommended:
Bendová Helena. Umění počítačových her. Praha : AMU, 2016. ISBN 978-80-7331-421-7.
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Recommended:
Valušiak, Josef. Základy střihové skladby. V Praze : FAMU, 2005. ISBN 80-7331-039-2.
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On-line library catalogues
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Time requirements
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All forms of study
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Activities
|
Time requirements for activity [h]
|
Undergraduate study programme term essay (20-40)
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40
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Contact hours
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208
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Individual project (40)
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40
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Presentation preparation (report) (1-10)
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10
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Preparation for an examination (30-60)
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60
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Practical training (number of hours)
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35
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Team project (50/number of students)
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50
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Total
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443
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Prerequisites
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Knowledge - students are expected to possess the following knowledge before the course commences to finish it successfully: |
to recall knowledge about a wider range of common expressive and visual tools if interactvie design, about their possible reciprocal compositional relationships and their usage for aplicated animation and other interactive products of different forms and their relation to the cultural context,
to reproduce knowledge about technological procedures of different supporting and technical disciplines, of possibilities of cooperation with particular disciplines, the knowledge of possibilities and function of other disciplines on a level of educated estimation of their real possibilities for own work, to recall and apply knowledge about technical and technological procedures of all disciplines of production team and supporting disciplines for interactive design of different forms,
to interpret own knowlidge about historical and contemporary style canons and and options of interactive and motion design, their possible conections and innovations,
to use the suitable ways of mechanism of communication with the client to determine his/her requirements,
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,
designing and variating promotional ideas applicable to brand promotion in the broadcast (onair / online), about possibilities of propagation and application of own work,
to reproduce theoretical knowledge of function and specifics of PC softwares fo interactive designing and artistic and production technologies, of technical differences and advantages of particula alternatives for different instances, |
Skills - students are expected to possess the following skills before the course commences to finish it successfully: |
designing the author's project using Motion Design (2D and 3D animations, advanced visual effects, animation and infographics), to use wilder variety of advanced or experimental visual and expressive tools, to be able to kombine and alter them,
to plan a complex interactive project and suggests 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 graphic project and create complex design documentation,
to choose appropriate forms of presentation and promotion of graphic design,
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 be fully involved in the activities of the production team dealing with complex tasks, 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 - students are expected to possess the following competences before the course commences to finish it successfully: |
N/A |
N/A |
N/A |
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Learning outcomes
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Knowledge - knowledge resulting from the course: |
to recall knowledge about a wider range of common expressive and visual tools if interactvie design, about their possible reciprocal compositional relationships and their usage for aplicated animation and other interactive products of different forms and their relation to the cultural context,
to reproduce knowledge about technological procedures of different supporting and technical disciplines, of possibilities of cooperation with particular disciplines, the knowledge of possibilities and function of other disciplines on a level of educated estimation of their real possibilities for own work, to recall and apply knowledge about technical and technological procedures of all disciplines of production team and supporting disciplines for interactive design of different forms,
to interpret own knowlidge about historical and contemporary style canons and and options of interactive and motion design, their possible conections and innovations,
to use the suitable ways of mechanism of communication with the client to determine his/her requirements,
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,
designing and variating promotional ideas applicable to brand promotion in the broadcast (onair / online), about possibilities of propagation and application of own work,
to reproduce theoretical knowledge of function and specifics of PC softwares fo interactive designing and artistic and production technologies, of technical differences and advantages of particula alternatives for different instances, |
Skills - skills resulting from the course: |
design an author's visual style project using Motion design (2D and 3D animation, advanced visual effects, animation and infographics), use a range of advanced or experimental visual and expression means, combine and alter them,
plans a complex interactive project and suggests its various forms, independently and manages a team composed of different staffs in the implementation of an interactive project of various forms,
choose the appropriate technology for the development of the final product depending on its subsequent use, choose the appropriate technical and technological procedures and their combinations to achieve the appropriate quality of processing,
reflect their work in the context of professional, technical and technological procedures, submit their proposal and selection to the contracting authority and justify it with regard to the task and the requirements ascertained,
critically assess their own work in the context and style framework, select the most appropriate variant of the final interactive project and create comprehensive design documentation for it,
select appropriate forms of project presentation and promotion,
with erudition to present their work to the professional community,
be able to accept and use creative and critical responses creatively,
fully participate in the organization and activities of the production team solving complex tasks, justifying and defending their selection in front of other members of the production team,
to choose their own area of interest and issues to be dealt with in a creative way at expert level,
anticipate and actively shape current developments and scientific discoveries that push the boundaries of Interactive Design |
Competences - competences resulting from the course: |
N/A |
N/A |
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Assessment methods
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Knowledge - knowledge achieved by taking this course are verified by the following means: |
Seminar work |
Continuous assessment |
Skills - skills achieved by taking this course are verified by the following means: |
Skills demonstration during practicum |
Project |
Practical exam |
Competences - competence achieved by taking this course are verified by the following means: |
Seminar work |
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Teaching methods
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Knowledge - the following training methods are used to achieve the required knowledge: |
Students' portfolio |
One-to-One tutorial |
Seminar classes |
Skills - the following training methods are used to achieve the required skills: |
Skills demonstration |
Students' portfolio |
Competences - the following training methods are used to achieve the required competences: |
Discussion |
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