Programme
Media Arts
Level of Qualification|Semesters|ECTS
Doctorate | Semestral | 7,5
Year | Type of course unit | Language
1 |Mandatory |Português
Total of Working Hours | Duration of Contact (hours)
187,8 | 45
Code
ULP1962-15360
Recommended complementary curricular units
n/a
Mode of study
Face-to-face
Precedences
Não
Professional Internship
Não
Syllabus
1. Entertainment Digital Media
a. The History of Video Games
b. Video Games as a form of authorial expression
2. The New Media
a. Fundamentals of New Media
b. Present and emerging paradigms of interaction.
c. The impact of digital media in time and space.
3. Neuroarte
a. The. Fundamentals of Physiological and Neurocomputing
i. The Cybernetic Cycle
ii. Sensors, signals, semantics, logic
iii. Applications and examples
iv. Historical and evolutionary perspective
b. Case Study
i. installations
ii. Performances
iii. Neuro-cinema
c. Analysis and critical reflection
i. Neuro-art as a stimulus for the discussion of ethical, cultural and social aspects of the appropriation and integration of digital media in our day-to-day life, in the environment, in our body
Objectives
After attending this course unit students:
1. Will be aware of emerging digital media;
2. Will be able to position them in space and time;
3. Will know their main characteristics, possibilities and limitations;
4. Will be able to discuss their role and potential impact on society.
Knowledge, abilities and skills to be acquired
With this course, students are expected to develop advanced critical thinking skills on the impact of new technologies on society and culture, enhancing the scientific investigation of the phenomena that intersect technology and different artistic expressions through the media.
Teaching methodologies and assessment
Theoretical exposition, analysis and debate of cases selected by teachers, critical reflection and debate of cases selected by students, individual theoretical essay on topics agreed between students and teachers.
The weight of theoretical work in the final evaluation is 80% and the remaining 20% encompass participation in the class discussions.
References
Packer, R., & Jordan, K. (Eds.). (2001). Multimedia ¿ From Wagner to Virtual Reality. Norton.
Aarseth, E. (2004). The Game and its Name: What is a Game Auteur? Visual
Bachus, K. (2012). The Art of Video Games: From Pac-Man to Mass Effect, eds. Chris Melissinos e Patrick O¿Rourke, New York: Welcome, 66
Kent, S. (2001). The Ultimate History of Video Games: From Pong to Pokémon and Beyond- The Story That Touched Our Lives and Changed the World (First ed.). Roseville, California: Prima Publishing. ISBN 0-7615-3643-4
Cowley, B., Filetti, M., Lukander, K., Torniainen, J., Henelius, A., Ahonen, L., ... & Ravaja, N. (2016). The psychophysiology primer: a guide to methods and a broad review with a focus on human¿computer interaction. Foundations and Trends® in Human¿Computer Interaction, 9(3-4), 151-308.
Edmonds, E., Everitt, D., Macaulay, M., & Turner, G. (2004). On physiological computing with an application in interactive art. Interacting with computers, 16(5), 897-915.