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Management Control

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Category: Discipline
  • Business Management
  • 1206
  • 5797
  • Management Control
  • ISLA Gaia1206-5797
  • 3
  • 6
  • 0
  • 27
  • Não
  • Português
  • Semestral

Multimedia Communication Theory

Details
Category: Discipline
  • Ascensão, A. T.; Babo, M. A. & Torres, R. (2014). O hipertexto na cultura contemporânea: do fim da linearidade à abertura conceptual. Cibertextualidades (6), pp. 121-138. [online]. Retrived from: https://bdigital.ufp.pt/handle/10284/4690. [accessed: 18/10/24].  Afonso, C., Alvarez, S. (2020). Ser Digital. Casa das Letras.  Gere, C. (2009). Digital Culture. London: Reaktion Book.  Hart, J. (2008). The art of the storyboard: A filmmaker's introduction. Amsterdam: Elsevier/Focal Press.  Jenkins, Henry (2011). Trans media 202: Further Reflections. [Online]. Retrieved from: http://henryjenkins.org/2011/08/defining_transmedia_further_re.html. [accessed in 21/10/2024].  Sousa, J. P. (2006). Elementos de Teoria e Pesquisa da Comunicação e dos Media. Covilhã: Universidade da Beira Interior. http://bocc.ufp.pt/pag/sousa-jorge-pedro-elementos-teoria-pequisa-comunicacao-media.pdf. Zagalo, N. [org.] (2020). Multimédia, novos média e média digitais. Aveiro: UA Editora. 
  • Multimedia
  • 6557
  • 24100
  • Multimedia Communication Theory
  • ISLA Gaia6557-24100
  • 1
  • 6
  • 0
  • 27
  • Não
  • Português
  • In the UC "Theory of Multimedia Communication" innovative teaching methodologies are used, e.g., classes practices, interdisciplinary R&D projects, roleplays, use of digital technologies and devices, among others. It is important to highlight that the use of these methodologies is intended to contribute to the development of students' skills in the area, in addition to making the teaching-learning process more dynamic and interesting.
  • Mandatory
  • - Elaborate analysis instruments that allow the student to understand his own speech and others' speech, adopting a reasoned critical posture;  - Properly use the terminology and concepts of multimedia communication;   - Characterize and identify the theoretical and conceptual foundations associated with systems and communication models; - Reflect crititcally on the problems and evidence of multimedia communication throughout its historical and technical evolution;  - Understand multimedia communication, within the digital culture, as a structure underlying the world's understanding and production. 
  • 1. Mediated communication - Communication: the design and structuring of the message - Theory and models of communication (diachronic approach) - The multiplicity of systems and channels in communication: redundancy and paradox - Verbal, non-verbal, and multimedia language - Mediology as an extension to communication 2. The formation of digital communication - Digital culture & Cyberculture - The digitalization principle of the real - Coding technology and the genesis of computing devices - Artistic interpretation - Computers use and the digital communication network - The conceptualization of digital communication 3. Multimedia communication - Interface - The construction of the multimedia message - A new code with new features
  • A metodologia de ensino adotada permitirá aos estudantes adquirir o conhecimento das matérias fundamentais para a resolução das diversas questões suscitadas na área da Comunicação Multimédia. Dar-se-á prioridade a atividades que instiguem a participação efetiva dos alunos, tais como trabalhos individuais, de pares e em grupo e a resolução de problemas práticos simulados tendo em conta as competências a desenvolver. 

    Para além dos tradicionais métodos de exposição, a transmissão oral dos conceitos dos saberes através da exposição, debates e interrogação; privilegiam-se os métodos ativos baseados em trabalhos de grupo, estudos de caso e simulações. 

    Descrição

    Data limite

    Ponderação

    Trabalho prático (grupo) | Projecto de Comunicação Multimédia (StoryMap) 

    Com apresentação oral.

    10-11-2026

    45%

    Teste escrito

    15-11-2026

    45%

    Participação nas atividades letivas

    ---

    10%

     

    Adicionalmente poderão ser incluídas informações gerais, como por exemplo, referência ao tipo de acompanhamento a prestar ao estudante na realização dos trabalhos; referências bibliográficas e websites úteis; indicações para a redação de trabalho escrito...

     

  • Semestral
  • Multimedia Communication Theory APM (Audio Visual and Media Production) Semester (TP-43; O-2) Working hours (total number of expected working hours): 150h The Curricular Unit (CU) "Theory of Multimedia Communication" is a fundamental subject in several undergraduate and postgraduate courses in the area of Communication Sciences and Technologies and Digital Media. This UC's main objective is to study and discuss the main concepts, tools, systems and services associated with multimedia communication technologies. This UC is important for training professionals capable of dealing with the various sciences and technologies of multimedia communication, developing innovative solutions and working in an increasingly demanding and competitive market.

Information Systems Management

Details
Category: Discipline
  • Management
  • 6156
  • 8398
  • Information Systems Management
  • ISLA Gaia6156-8398
  • 1
  • 5
  • 0
  • 27
  • Não
  • Português
  • Semestral

Marketing

Details
Category: Discipline
  • Business Management
  • 1206
  • 2581
  • Marketing
  • ISLA Gaia1206-2581
  • 3
  • 6
  • 0
  • 27
  • Não
  • Português
  • Semestral

Programming Fundamentals

Details
Category: Discipline
  • Guttag, J. V. (2016). Introduction to Computation and Programming Using Python, 2ª edição. MIT Press. Lubanovic, B. (2014). Introducing Python: Modern Computing in Simple Packages. O¿Reilly. Craven, P. (2016). Program Arcade Games: With Python and Pygame. Apress. Sweigart, A. (2017). Invent Your Own Computer Games With Python, 4ª edição. No Starch Press
  • Multimedia
  • 6557
  • 7337
  • Programming Fundamentals
  • ISLA Gaia6557-7337
  • 1
  • 6
  • 0
  • 27
  • Não
  • Português
  • This curricular unit includes theoretical and practical classes. The examples used in the class are simpler versions of actual industry practices. The students will have contact with videos, presentations and exercises so that the can practice the theoretical concepts.
  • Mandatory
  • At the end of the CU, the student should be able to: Develop programs in Python Be able to create and implement an algorithm to solve problems Use cooperative development tools Use an IDE to develop their applications Understand basic concepts that exist in most programming languages Create simple games, using Python and Pygame
  • The Python programming language Objects, expressions and numerical types Variables and assignment Strings and inputs Flow control: if, while, for, break/continue Functions, scope and abstractions Documentation (docstring) Cooperative development (git) Structured types, mutabilitity and higher-order functions Testing and debugging Exceptions and assertions Game libraries for Python, particularly pygame.
  • Avaliação contínua

    • Componente teórica - 10 valores (nota mínima 4,5 no conjunto de todos os testes)
    • Componente prática - 10 valores (nota mínima 4,5 no conjunto de todos os exercícios/projetos)
    • A frequência das aulas é obrigatória de acordo com o artigo 11º do Regulamento Geral de Avaliação da Universidade Lusófona

    Época de Recurso e Época Especial

    • Componente teórica - 10 valores (nota mínima 4,5): Exame, [10v]
    • Componente prática - 10 valores (nota mínima 4,5): Projeto [10v]
    • A avaliação de época especial está disponível de acordo com o artigo 19º do Regulamento Geral de Avaliação da Universidade Lusófona
  • Semestral
  • The objective of this CU is that students learn basic programming concepts and techniques to built computer programas, using the programming language Python. They will learn how to program in Python, from the most basic concepts to more advanced topics like object oriented programming, lambda functions and graphical library Pygame. They will also be exposed to the concepts of cooperative development (using git and pdoc), and software tools like Visual Studio Code and its debugger, but focusing primarly in command line tools. Throughout the CU, the students will have practical exercices, being required to built a text adventure step-by-step. At the end of the CU, the students will have to implement a simple game, provided by the teacher, using Python and Pygame.
  1. Innovation and Entrepreneurship Management
  2. Project Management
  3. Representation of Multimedia Elements
  4. Operations and Logistics Management

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