Guía Docente 2023-24
INFORMÁTICA GRÁFICA Y PROGRAMACIÓN

BASIC DETAILS:

Subject: INFORMÁTICA GRÁFICA Y PROGRAMACIÓN
Id.: 33504
Programme: GRADUADO EN DISEÑO DIGITAL Y TECNOLOGÍAS CREATIVAS. PLAN 2020
Module: FORMACIÓN BÁSICA
Subject type: MATERIA BASICA
Year: 2 Teaching period: Primer Cuatrimestre
Credits: 6 Total hours: 150
Classroom activities: 65 Individual study: 85
Main teaching language: Inglés Secondary teaching language: Castellano
Lecturer: Email:

PRESENTATION:

This subject is an introduction to the development of interactive applications and virtual worlds. Students will learn how to prototype, design and implement a fully interactive 3D world using professional tools. Basic concepts about the inner workings of computers and 3D graphics will be explained with practical examples. With the knowled acquired, students will be able to build their own interfaces and interactive systems using state-of-the-art engines and programming languages. Multiplatform application development will be used as a starting point to approach different user experiences on multiple pieces of hardware and varied input systems.

PROFESSIONAL COMPETENCES ACQUIRED IN THE SUBJECT:

General programme competences G06 Use English properly according to the scientific and academic terminology of the world of art, digital design and applied arts.
Specific programme competences E02 Dominar lenguajes informáticos de programación para ejecutar tareas de forma automatizada a través de la edición de los contenidos motores de las herramientas dedicadas al dibujo digital empleadas en el diseño.
E09 Capacidad para la creación y explotación de mundos virtuales, y para la creación, gestión y distribución de contenidos multimedia, a partir del empleo de medios informáticos especializados.
E13 Prototipar un sistema interactivo a través de un diseño digital y saber visualizar y comunicar visualmente la información mediante el dominio de las técnicas propias de la expresión gráfica en 2D y 3D, estática y animada, y de la informática gráfica,sabiendo presentar los resultados en base a cánones estéticos.
Learning outcomes R01 Conocer la estructura y el funcionamiento de los equipos hardware empleados en el campo del diseño digital.
R02 Conocer los principios básicos de comunicación entre ordenadores y los lenguajes de programación más adecuados para cada caso en el ámbito de la imagen.
R03 Conocer las especificidades de los equipos hardware orientados a la entrada y la salida de flujos de información gráfica.
R04 Realizar programas específicos vinculados al diseño mediante un lenguaje de programación adecuado y coherente.
R05 Aprender los principios de diseño de páginas web y el uso de las principales herramientas de comunicación gráfica en internet.

PRE-REQUISITES:

It is recommended to have studied all subjects in previous semesters. Very basic knowledge will be required in fields like design and programming.

SUBJECT PROGRAMME:

Subject contents:

1 - Programming 101
    1.1 - Flowcharts
    1.2 - Variables and data types
    1.3 - Control structures
    1.4 - Functions
    1.5 - Data structures and algorithms
    1.6 - Programming examples
2 - Advanced Programming
    2.1 - Encapsulation
    2.2 - Object Oriented Programming
       2.2.1 - Classes
       2.2.2 - Inheritance
       2.2.3 - Basic UML
    2.3 - Component Oriented Programming
       2.3.1 - Components
       2.3.2 - Composition
       2.3.3 - Composition VS Inheritance
3 - Real Time Applications
    3.1 - Time control
    3.2 - Discretization
    3.3 - Initialization and Update
    3.4 - Object Management
    3.5 - Example applications
4 - Unity + C#
    4.1 - Introduction and interface
    4.2 - Scripting
    4.3 - 3D geometry concepts
    4.4 - Physics
    4.5 - Prefabs
    4.6 - Scenes
    4.7 - User Interface programming
    4.8 - Development of interactive applications
5 - Human-Computer Interaction
    5.1 - Designing User Interfaces
    5.2 - Multiplatform development
    5.3 - Classic interaction systems
    5.4 - Browser applications
    5.5 - Mobile applications
    5.6 - The future of interaction
6 - Final project

Subject planning could be modified due unforeseen circumstances (group performance, availability of resources, changes to academic calendar etc.) and should not, therefore, be considered to be definitive.


TEACHING AND LEARNING METHODOLOGIES AND ACTIVITIES:

Teaching and learning methodologies and activities applied:

Student work load:

Teaching mode Teaching methods Estimated hours
Classroom activities
Master classes 20
Practical exercises 35
Laboratory practice 10
Individual study
Tutorials 5
Individual study 25
Individual coursework preparation 10
Group cousework preparation 10
Project work 30
Compulsory reading 5
Total hours: 150

ASSESSMENT SCHEME:

Calculation of final mark:

Written tests: 30 %
Individual coursework: 20 %
Group coursework: 10 %
Final exam: 30 %
Involvement: 10 %
TOTAL 100 %

*Las observaciones específicas sobre el sistema de evaluación serán comunicadas por escrito a los alumnos al inicio de la materia.

BIBLIOGRAPHY AND DOCUMENTATION:

Basic bibliography:

SCHNEIDERMAN, Ben. Designing the User Interface: Strategies for Effective Human-Computer Interaction. Pearson, 1998
JOHNSON, Jeff. Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Guidelines. Morgan Kauffman, 2014
SCHELL, Jesse. The Art of Game Design: A Book of Lenses. CRC Press, 2014
VAN VERTH, James M. Essential Mathematics for games and interactive applications. CRC Press, 2016
HOCKING, Joe. Unity in Action, Second Edition: Multiplatform game development in C#. Manning Publications, 2018

Recommended bibliography:

BROOKS, Frederick P. The Mythical Man-Month: Essays on Software Engineering. Addison WesleyProfessional, 1995
HUNT, Andrew. The Pragmatic Programmer: From Journeyman to Master. Addison-Wesley Professional, 1999
GAMMA, HELM, JOHNSON, VLISSIDES, BOOCH. Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley Professional, 1994
KOSTER, Raph. Theory of Fun for Game Design. O Reilly Media, 2013

Recommended websites:

Gamasutra http://gamasutra.com/
GameDev http://www.gamedev.net/
Unity https://unity3d.com
Unreal Engine https://www.unrealengine.com


* Guía Docente sujeta a modificaciones