(en)Katalog ECTS

3D and Virtual Occurrences

(en)Pedagog: dr hab. Jakub Wróblewski, prof. Uczelni

(en)Pole (en)Opis
Course type Specialization studio (elective)
Didactic methods - Lecture (history of virtual reality, prototyping VR experiences, sound, narration, perception, virtual world, embodiment, haptics). - Workshop exercises (image and sound editing, 2 + 3d registration, modeling, scene composition, 360 space). - Creative exercises (stimulating individual artistic development and creative qualities of the student). - Dialogue and didactic discussion (a series of individual revisions, mandatory reviews; completing individual tasks in the presence of all students). - Individual project (an individual curriculum for each student finished with the implementation of the creative task combined with its public presentation). - Group projects.
Language of lecture polski;
Liczba punktów ECTS: (en)-brak-
Liczba godzin w bezpośrednim kontakcie z nauczycielem akademickim (en)-brak-
Liczba godzin samodzielnej pracy studenta związanych z osiągnięciem efektów uczenia się (zgodnie z profilem specyfiki kształcenia na wydziale) (en)-brak-
Prerequisites

- Passed entrance exam for the first year of the second degree program.
- Knowledge of 2d graphics editing software and audio and video editing.
- Basic skills in using 3D software (modeling, animation, rendering)
- Basic knowledge of interface and/or game engines (Unity / Unreal)

Teaching goals (program content, subject description)

The nature of the Studio is oriented towards team and interdisciplinary activities. We believe that activities should gather representatives of various scientific, technological and artistic fields, not only representatives of the art world. We believe that the most important activities are created at the junction of disciplines, avoiding categorizing and segregating.
Themes explored in the studio:
Thematic areas explored in the Studio are: perception of the user of virtual experience and components constituting the experience including the kinds of illusion, embodiment, proprioception, sense of agency as well as affordances. It is crucial to study the issue of immersion and its level. The thematic range of the work is wide and results from the areas of interest of the Studio at a given time. Currently explored tools are: 360 film, 360 3d film, 3d simulators, gameing engines, spatial and ambisonic sound, 3d modeling, photogrammetry, 3d scanning, simulations, virtual reality and augmented reality. The studio is open to the contemporary use of new media in participatory, community, individual, interactive and multimedia experiences with a focus on the search for original aesthetics - both visual, auditory and interactive.


www: www.zdarzeniawirtualne.asp.waw.pl
fb: www.facebook.com/3dZDARZENIAwirtualne/
ig: www.instagram.com/3dzw2/?hl=pl
trendbook digital cultures: www.trendbook.digitalcultures.pl/dyplomujaca-pracownia-3d-i-zdarzen-wirtualnych/

The form of passing the course (assesment methods and criteria)

- Attendance in class (including additional classes).
- Activity in class.
- Originality of ideas.

Final requirements

- Ability to make original, own artistic expression with conscious use of workshop possibilities.
- Creative use of various methods of constructing artificial digital realities.
- Knowledge of specificity and creative formulation of artistic message in the field of constructing contemporary immersive art projects.

Compulsory literature used during classes
  1. Symulakry i symulacja. Jean Baudrillard
  2. Dawn of the new Everything. 
A journey through virtual reality, Jaron Lanier, 2017
  3. Virtual Reality, Samuel Greengard
. Mit Press 2019, Massachusetts Institute of Technology
  4. Cybertekst. Spojrzenie na literaturę ergodyczną. Espen Aarseth.
  5. Interpretacja materiałów wizualnych. Krytyczna metodologia badań nad wizualnością. Gillian Rose.
  6. Warsztat formy filmowej. Marika Kuźmicz / Łukasz Ronduda.
  7. Paradygmaty współczesnego kina. Praca zbiorowa pod red. Ryszarda W. Kluszczyńskiego.
  8. Kino-sztuka. Jakub Majmurek / Łukasz Ronduda.
  9. Sztuka interaktywna. Od dzieła instrumentu do interaktywnego spektaklu. Ryszard W. Kluszczyńskiego.
  10. Learning Virtual Reality. Developing Immersive Experiences and Applications for Desktop, Web, and Mobile. O'Reilly Media.
Additional literature recommended for the student's self learning

https://www.dwutygodnik.com
https://magazynszum.pl

Learning outcomes
KnowledgeSkillsSocial competences

Student knows:

1. comprehensive issues concerning the theory, technique and technology of photography, video, animation, sound, intermedia, multmedia, drawing, painting, graphics, 3D environments, necessary for defining and solving general and specific issues related to the represented artistic discipline;
2. interrelations between the practical and theoretical aspects of the course of study and is able to consciously use and integrate this knowledge for his/her own further artistic development
3. has a broad knowledge of the technology of multimedia and intermedia actions, as well as issues related to image and sound processing and techniques and technologies of actions used to build immersive projects, with particular emphasis on the use of contemporary workshop tools based on new technologies
4. knows the specifics of the scientific workshop and how to access sources and information.

Students will be able to
1. independently design and implement artistic works in the field of fine arts, activities in virtual space, spatial activities, static and moving images, sound, visual communication, imaging for media and interactive activities, based on individual creative motivations and inspirations, maintaining a high level of professionalism and openness to different world views;
2. realize original artistic concepts in a conscious, responsible and independent manner, demonstrating the ability to apply the knowledge acquired during the theoretical course and to select sources and analyze acquired information, interpret it and use it creatively;
3. select in a conscious and responsible manner an appropriate realization technique in order to achieve the goals and effects planned in creative work in the aesthetic and social aspect, looking for individual and innovative solutions;
4. use the workshop of a multimedia and intermedia artist in a creative and creative way, skilfully and consciously including in his/her work the elements of traditional and contemporary visual techniques, adequately to the needs of the realised project;
5. creates his/her own creative personality, which is reflected in the realization of independent artistic creations within the specialization and in other interdisciplinary activities.
6. has the ability to create - on the basis of his/her knowledge, awareness and sense of aesthetics - new trends and creative tendencies within the virtual space.
7. consciously and responsibly selects the appropriate technique of realization to achieve the goals and effects planned earlier in the creative work.
8. uses in a professional way the workshop of a multimedia and intermedia artist during the realization of the tasks resulting from the disciplinary and interdisciplinary artistic projects taking into account the aesthetic, social and legal aspects.
9. uses the skills of a multimedia and intermedia artist creatively and consciously, incorporates elements of traditional and contemporary visual and virtual techniques in his/her work, adequately to the needs of the given project.
10. has the ability to create extended oral and written presentations (including multimedia) on the topics concerning both his/her own speciality and widely understood issues from the field of art
11. initiates, plans and consequently organizes and coordinates artistic group projects, also those of interdisciplinary character.
12. consciously plans his/her professional career path on the basis of the skills and knowledge gained during his/her studies and skilfully uses the knowledge acquired in the process of self-education.

The student is ready to:

1. independently undertake new tasks and creative and culture-creating activities, integrating and using the acquired knowledge, also in conditions of limited access to the necessary information, and is able to transfer workshop skills to third parties;
2. take up artistic work independently and consciously, collect, analyse and use information in the process of self-education and improvement of their professional qualifications throughout their life, thus shaping their professional path; be prepared to take up third degree studies
3. is able to develop the results of his/her work in the form of a Case Study, prepare an abstract or text and select an appropriate conference to which to apply.
4. makes a proper documentation and elaboration of his/her artistic achievements in the form of portfolio/website.
5. undertakes team projects and leads the team in a skilful manner.
6. is fully aware of the issues concerning copyright law and intellectual property protection in the scope related to the specificity of the implemented projects.

Metody weryfikacji przedmiotowych efektów uczenia się
WiedzaUmiejętnościKompetencje
(en)-brak-
The weekly number of hours of classes or lectures, the number of ECTS points assigned to the subject and information on the form and completion of the subject are included in the study program and Course Cataloque (information is displayed in Akademus system)


(en)Lista studiów

(en)studia status (en)czas[h] ECTS (en)forma pass
Media Art s.4 (en)d 60 11 exercise 60h
exercise [exam]


(en)Semestr 2020/21-SS (en)(Z-zimowy,L-letni)
(en)Kod kursu: #38.15468