Sound and Image Laboratory
Keywords |
Classification |
Keyword |
CNAEF |
Design |
Instance: 2017/2018 - 2S
Cycles of Study/Courses
Teaching language
Suitable for English-speaking students
Objectives
- Learn the basics of programming and interactivity in order to create audiovisual artwork;
- Understanding of interactive art history, and the use of computer as creative tool;
- Acquire new tools for creation;
Learning outcomes and competences
Students will be able to:
- Create digital audiovisual artwork through the exploration of Processing code;
- Use algorithmic approaches to obtain a range of different visual outcomes from the same source code;
- Explore different media outputs for the artwork: printing, video/animation, interactive applications.
Working method
Presencial
Pre-requirements (prior knowledge) and co-requirements (common knowledge)
Basic math skills and english language.
Fundamental knowledge of digital bitmap and vector images (as provided by the IFD course), digital audio and video.
Program
Introduction to programming, with Processing, in the context of visual arts. The course’s goal is to approach the foundations of algoritmic design, programming, and provide students with new tools to use software and technology as source for creation;
The course covers the essential concepts of programming in the first two individual modules (e.g. functions, variables, controls structures, randomness, objetcs, libraries, etc.), interactions with sound, and communications with other software and interfaces.
During the course projects will be proposed that explore the creation of artwork that explores the generative, interactive and randomness features of software. It will be also explore different outputs, ranging from digital ones (video animations, or online/stand-alone interactive applications) to physical outputs (as printing).
The third and final module consists on the proposal of a final global group exercise, where all the concepts will be put into action. Students will be encouraged to acquire the necessary team organization skills and aditional progrmming techniques. As well as, with the support from the lecturer, to explore the methodology for the development, documentation and presentation of a final digital multimedia project.
Mandatory literature
Reas, C., & Fry, B.; Getting Started with Processing: A Hands-On Introduction to Making Interactive Graphics, O'Reilly Media, 2015. ISBN: 978-1-449-37980-3
Reas, C., & Fry, B.; Processing: a programming handbook for visual designers and artists, Mit Press, 2014. ISBN: 978-0-262-02828-8 ((2nd Edition))
Complementary Bibliography
Bohnacker, Hartmut Gross, Benedikt Laub, Julia Lazzeroni, Claudius; Generative design: visualize, program, and create with processing, Princeton Architectural Press, 2012. ISBN: 978-1-61-689-077-3
Brown, P. Cunningham, D. W. Interrante, V. McCormack, J.; Computation Aesthetics 2008 – Eurographics Workshop on Computational Aesthetics in Graphics, Visualization and Imaging, Eurographics Association, 2008. ISBN: 978-3-90-5674-08-08
Greiman, April; Hybrid imagery: the fusion of technology and graphic design, Watson-Guptill Publications, Inc., 1990. ISBN: 0823025187
Klanten, Robert Ehmann, Sven Feireiss, Lukas; A touch of code: interactive installations and experiences, Die Gestalten Verlag, 2011. ISBN: 978-3-89955-331-4
Lieser, Wolf; Arte digital. Novos Caminhos na Arte, H.F.ullman, 2009. ISBN: 978-3-8331-5344-0
Maeda, John; Design By Numbers, 1999
Maeda, John; Maeda @ Media, 2000
Maeda, John; Creative Code: Aesthetics + Computation, 2004
Pearson, Matt; Generative Art, Manning Publications Co., 2011. ISBN: 1935182625
Reas, C. & Chandler McWilliam; Form+Code in Design, Art, and Architecture, 2010
Schwarz, Stefanie; Process. 14 Months of Research, Experiments and Thoughts, Central Saint Martins College of Arts and Design, 2013
Shifman, Daniel; Learning Processing, 2008
Shiffman, Daniel; The Nature of Code: Simulating Natural Systems with Processing, Daniel Shiffman, 2012. ISBN: 0985930802
Wands, Bruce; Art of the digital age, Thames & Hudson, 2007. ISBN: 0500286299
Whitney, John; Digital Harmony: On the Complementarity of Music and Visual Art, 1980
Teaching methods and learning activities
- Classes will be mostly practical.
- Each session’s content and technical process will be taught through practical exercises always focused on a visual output;
- At the same time, an introduction to the history of interactive art, and the use of computer for artistic outcomes will be given.
Software
Processing
Evaluation Type
Distributed evaluation without final exam
Assessment Components
Designation |
Weight (%) |
Participação presencial |
10,00 |
Trabalho laboratorial |
30,00 |
Trabalho prático ou de projeto |
60,00 |
Total: |
100,00 |
Amount of time allocated to each course unit
Designation |
Time (hours) |
Elaboração de projeto |
54,00 |
Estudo autónomo |
24,00 |
Frequência das aulas |
60,00 |
Trabalho laboratorial |
24,00 |
Total: |
162,00 |
Eligibility for exams
With a final grade equal or superior to 10 points.
Calculation formula of final grade
Weighted average of the quantitative grades of the evaluation components.
First Module: 25%
Second Module: 25%
Third Module: 50%
Projects lacking instructor supervision will have null evaluation, as will projects in which the development goes undocumented by the student.
Special assessment (TE, DA, ...)
Cases in which the students may benefit from special status (student workers, student athletes, etc.) will be subject to appreciation on an individual basis. Timely contact with the teacher is therefore required.
Classification improvement
Only through course repetition.