- Details
- Category: Discipline
- COOK, Nicholas (1998) - Analysing Musical Multimedia, Oxford, Oxford University Press. FONSECA, Nuno (2006) - Introdução à Engenharia do Som, Lisboa, Lidel. HENRIQUE, Luis (2002) - Acústica Musical, Lisboa, Fundação C. Gulbenkian. BORNOFF, Jack (1972) - Music and the Twentieth Century Media, Florence, International Music Council.
- Audiovisual Content Production
- 6142
- 16957
- Sound Design
- IPLUSO6142-16957
- 1
- 6
- 0
- 4
- Não
- Português
- The assessment method is continuous and face-to-face, using specific equipment and software. The oral explanation, the demonstration of the functions of the tools and the possibilities that the software offers are made known through examples, which are followed by 5 to consolidate your knowledge
- Mandatory
- The objectives are: - Introduce students to sound design; - Provide theoretical and conceptual elements; - Develop practical projects; - Highlight the specificities of image sound design
- Sound characteristics: frequency; amplitude and timbre Sound involvement: its evolution and its characteristics Fundamentals of the sound studio Mix table Portable recorder - timecode and indexing Columns and amplification cables and connections The MIDI protocol (Musical Instrument Digital Interface); Characteristics of microphones: directivity and power supply dynamics and condenser Omnidirectional, cardioid and super cardioid Fundamental sound editing practices Destructive editing and non-destructive editing Equalizers: Graphics and Parametrics Dynamics: compression; gate and expanders Effects: delay; reverb; chorus; flanger; phaser Sound editing in Pro Tools platform Advanced Pro Tools Skills OMF as Transfer Format between AVID and ProTools
Descrição dos instrumentos de avaliação (individuais e de grupo) ¿ testes, trabalhos práticos, relatórios, projetos... respetivas datas de entrega/apresentação... e ponderação na nota final.
Exemplo:
Descrição
Data limite
Ponderação
Teste de avaliação
dd-mm-yyyy
30%
Portfolio
dd-mm-yyyy
40%
(...)
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
- Sound design is the UC in which students learn the most significant aspects of the auditory essence of an audiovisual project. They work with sound in its capture and treatment phase.
- Details
- Category: Discipline
- GLOVER, Jesse; LINOWES, "Jonathan, Complete Virtual Reality and Augmented Reality Development with Unity", Packt, 2019; GRUBET, "Jens, Augmented Reality for Android Application Development", Packt, 2013; Manual do Unity3D, disponível online (https://unity.com/); Tutoriais do Unity3D, disponíveis online (https://unity.com/).
- Development for the Web and Mobile Devices
- 6378
- 15793
- Virtual and Augmented Reality
- IPLUSO6378-15793
- 1
- 3
- 0
- 4
- Não
- Português
- Classes will have a practical exposure of concepts, principles and fundamental techniques, through experimentation of exercises proposed by the teacher. Students are expected to develop, implement and test a small project independently with some support from the teacher. Some topics may be reserved for autonomous work, outside contact hours, and then discussed in class or later in the final project.
- Mandatory
- Understand the fundamental principles of computer graphics applied to virtual and augmented reality, as well as their evolution over time; Differentiate the main concepts, characteristics, and applications of virtual and augmented reality technologies; Explore the different game engines used in the development of immersive applications, with a focus on the current market; Learn the practices, programming languages, and frameworks most commonly used to create VR and AR experiences; Apply essential techniques and algorithms for the development of interactive applications in virtual and augmented reality, using Unity and its main features.
- Introduction to Virtual Reality (VR) and Augmented Reality (AR) ? Concepts, history, and applications. Developing AR experiences ? Using Google Model Viewer and Glitch to create interactive applications. Creating VR environments ? Level design and publishing on Spatial.io. Interaction and development in Unity ? Implementing movement, physics, and interactions in VR. Final project development ? Planning, prototyping, and building a VR experience. Presentation and evaluation ? Pitch sessions, milestones, and final project submission in groups.
A avaliação, em qualquer das épocas de avaliação, será concretizada através da realização de Trabalho de investigação / aplicação prática (100%).
- Semestral
- The UC of Virtual and Augmented Reality, demonstrates the main current technologies since its evolution from computer graphics to nowadays used in mobile devices, introducing the main characteristics and its tools used in the development of video games and virtual and augmented realities.
- Details
- Category: Discipline
- Slides e tutoriais fornecidos pelo docente; World Wide Web Consortium and W3 Schools Resources (W3 Schools: http://www.w3schools.com); Marijn Haverbeke, "Eloquent JavaScript", 4th Edition, No Starch Press, 2024; David Flanagan, "JavaScript: The Definitive Guide", 7th Edition, O'Reilly Media, 2020; Ben Frain, "Responsive Web Design with HTML5 and CSS", 5th Edition, Packt Publishing, 2025.
- Development for the Web and Mobile Devices
- 6378
- 11195
- Web Programming
- IPLUSO6378-11195
- 1
- 7
- 0
- 4
- Não
- Português
- The classes will have a detailed theoretical exposition of the fundamental concepts, principles and techniques, combined with a strong practical component, through the resolution of exercises proposed by the teacher. Their fundamental aim is to make the link between theoretical concepts and their practical application. Some topics may be reserved for autonomous work, outside of contact hours, and will then be discussed in class or later in the final project. More practical teaching methodologies are used, with appropriate and up-to-date digital tools (suitable software), as the software development market requires. Students are expected to develop, implement and test a project autonomously with some support from the teacher, consolidating the concepts mentioned above.
- Mandatory
- The objectives of this curricular unit have as notions the use of web development tools, from their creation, responsiveness and integration in a real environment. For this it is necessary Identify the basic concepts executed on the client side (front-end developing), since models, operation and infrastructure of the World Wide Web; Know the various technologies, tools, design patterns and programming languages most commonly used in web software development. Be able to evaluate and manipulate pages using HTML5, as well as the various styles of structured web pages (CSS). Apply and manipulate HTML5 objects through scripting in web page development (javascript); Know how to identify server-side Web technologies. Design and autonomously implement dynamic and adaptive pages, applications and/or services that function properly on the Web on various devices.
- Overview of concepts in web programming: How a web page works: DNS, Domains and subdomains, IP and HTTP/HTTPS protocols; Web architecture and applications; Client-Server model and its most used programming languages. Introduction to the concepts of design and properties in web pages through markup languages (HTML5 & CSS3): Structure and Navigation; Composition of a Web page; Design concepts and elements of composition; Properties and forms; Responsive design. Introduction of the concept of web development (client-side - front-end): Programming models (syntax, variables, operators, control structures and functions); Interactivity; Asynchronous programming (AJAX, Promises, async/await); Web APIs interaction; Types of information (JSON & XML). Performance, acessibility and good pratices: Web page search techniques (SEO) and accessibility; Session concepts and privacy policies; Development of the final project for the course unit.
A avaliação inclui a realização de mini-testes ao longo do período letivo, definidos conforme a matéria lecionada, com um peso de 30% na nota final da unidade curricular.
Posteriormente, os alunos deverão desenvolver um projeto final em grupo (2 a 3 elementos), seguido da respetiva apresentação, que terá um peso de 70% na nota final. Este projeto será baseado nas aulas práticas e permitirá avaliar as capacidades de implementação dos alunos.
Adicionalmente, é exigida uma assiduidade mínima de 50% para aprovação na unidade curricular em regime de avaliação contínua.
- Semestral
- The UC of Web programming, aims to teach and demonstrate how are designed, structured and programmed web pages, which connect the various users who interact with the various services hosted on the server side. They focus primarily on the client side (front-end developing), using from the various styles, scripts and other current technologies, such as architect and develop web pages capable of hosting desired information and display to the user regardless of the device used.
- Details
- Category: Discipline
- Steve Wright (2010), Digital compositing for film and video - ELSERVIER INC - UK London ISBN: 978-0-240-81309-7
- Audiovisual Content Production
- 6142
- 22279
- Post-Production Workshop
- IPLUSO6142-22279
- 2
- 4
- 0
- 4
- Não
- Português
- The methodology begins with a set of theoretical and conceptual presentations, then evolves into a practical approach focused on special effects. This approach allows each student to develop general skills in audiovisual production, in addition to acquiring more specific knowledge in the area of ¿¿their interest. Assessment is continuous, consisting of an individual component with a written test.
- Mandatory
- Understand and know how to use the main linguistic/aesthetic concepts of various visual effects. Use the terminology of special effects production appropriately. Acquire additional knowledge about all the terminology and functions of the tools used in Post-Production. Create technical and creative specificities in order to enable the student to develop basic work in the Post-Production area.
- Description of contents Introduction to the history of post-production The beginning of the history of Special Effects and their use. Introduction to Davinci Resolve Software Basic tools Techniques used Exercises
Descrição dos instrumentos de avaliação (individuais e de grupo) ¿ testes, trabalhos práticos, relatórios, projetos... respetivas datas de entrega/apresentação... e ponderação na nota final.
Exemplo:
Descrição
Data limite
Ponderação
Teste de avaliação
70%
Assiduidade
30%
Exame de Recurso terá uma estrutura semelhante ao do Teste Teórico e com peso de 100%
por definir
100%
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
- Discipline dedicated entirely to the production of content for special effects. Composed of 1 teacher, dedicated to the creation of special effects.
- Details
- Category: Discipline
- Slides disponibilizados pelo docente da disciplina; Recursos Didáticos e Laboratório de Informática; NORMAN, Don, The Design of Everyday Things: Revised and Expanded, Basic Books, 2013; PREECE, J., Rogers, Y., & Sharp, H., 4th edition, Interaction Design - Beyond human computer interaction, John Wiley & Sons, Inc., 2014; SCHNEIDERMAN, B., PLAISANT, C., COHEN, M., JACOBS, S., ELMQVIST, N., DIAKOPOULOS, N., Designing the User Interface: Strategies for Effective Human- Computer Interaction - 6th Edition, Pearson, 2016.
- Development for the Web and Mobile Devices
- 6378
- 7301
- Human-Machine Interaction
- IPLUSO6378-7301
- 2
- 3
- 0
- 4
- Não
- Português
- The lessons will include a detailed theoretical exposition of the fundamental concepts, principles and techniques, with the aim of discussing proposals made by the lecturer during the course of the lesson. The main aim is to make the link between theoretical concepts and their more practical application in the discipline, using real examples as demonstrations.
- Mandatory
- Understand and get to know the various philosophies in interface design, as well as the human being and their cognitive functions in influencing the interaction between them and the computer/machine; Introduce the complexity of the various languages used by machines during their use, which the human being has to learn in order to be able to use them efficiently; Learn the design methodologies that facilitate the design of interfaces and satisfactory user experiences when interacting with the machine; Learn to plan, design and create usability evaluation studies throughout the software development cycle; Create and develop high-fidelity prototypes and collect feedback from the target audience through interfaces, functionalities, usability, testing and evaluation of the final product; Understand and develop more general skills such as critical thinking, the ability to work in groups and oral and written communication skills.
- Introduction to the HMI (Human-Machine Interaction) case study - what it is and what it is used for, what its relationship is with people and computers; Definitions of human factors, psychology and design of interactive systems, design and conception of interaction; Human vs. Computer - Identification of the requirements and needs of today's world between machines and human beings, case studies of their interaction; Mental and conceptual models and screen design - participatory, web and mobile designs and their usability and navigation models and their respective color formats; Task analysis and human-machine interaction - cultural factors and interaction theory vs. H-M; Prototyping - identifying problems and their tools and layouts (styles, flowcharts, wireframes, libraries, widgets, etc); Usability and testing - Testing tools and evaluation design standards. Evaluation techniques and their heuristics - methodologies and their evaluations.
Avaliação comporta numa apresentação final sobre os conteúdos aprendidos em aula, além de um teste escrito sobre a matéria abordada. Caso seja necessário adpatar o momento de avaliação (teste escrito) para outro tipo avaliação, poderá ser feita através de inserção do projeto com a devida apresentação sobre os conteúdos acima abordados.
As datas serão definidas de acordo com os alunos e docente para evitar sobreposição da mesma.
A apresentação do projeto/apresentação final, será realizada no último dia de aulas do semestre lectivo.
- Semestral
- The Human-Machine Interaction UC aims to provide students with the skills to understand and design the interaction between human and machine, given that today we live in an increasingly digital age. This allows them to improve the way and usability in which people can work, communicate and interact with each other in a modern society with the help of computers, thus recognizing the importance that interfaces have as a decisive factor in their interaction.