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