Lecturer(s)
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Štraneková Mária, doc. Mgr. art. ArtD.
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Vázal Matej, MgA.
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Course content
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1. Introduction to immersive technology. 2. Analysis of immersive approaches and range of applications 3. Technological principles and procedures in immersive creation 4. Specifics of immersive creation in the arts and cultural and creative industries
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Learning activities and teaching methods
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- Home preparation for classes
- 14 hours per semester
- Preparation for course credit
- 10 hours per semester
- Participation in classes
- 26 hours per semester
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prerequisite |
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Knowledge |
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Prerequisites not specified |
Prerequisites not specified |
Skills |
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Prerequisites not specified |
Prerequisites not specified |
learning outcomes |
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Knowledge |
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Ability to critically evaluate various aspects of the creative industries, identify key trends, and assess their impact on society and the economy. |
Ability to critically evaluate various aspects of the creative industries, identify key trends, and assess their impact on society and the economy. |
Knowledge of fundamental principles of project management in the creative industries, including planning, organizing, and implementing projects with a focus on creative processes. |
Knowledge of fundamental principles of project management in the creative industries, including planning, organizing, and implementing projects with a focus on creative processes. |
Ability to generate innovative and effective solutions to problems encountered in the creative industries using creative methods and techniques. |
Ability to generate innovative and effective solutions to problems encountered in the creative industries using creative methods and techniques. |
Ability to effectively communicate ideas, concepts, and projects in the creative industries to various target audiences, including clients, teams, and the public. |
Ability to effectively communicate ideas, concepts, and projects in the creative industries to various target audiences, including clients, teams, and the public. |
Skill in developing and implementing marketing strategies and campaigns specific to the creative industries, with an emphasis on the use of new media and technologies. |
Skill in developing and implementing marketing strategies and campaigns specific to the creative industries, with an emphasis on the use of new media and technologies. |
Skills |
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Understanding of the historical development, key events, and figures that have shaped the creative industries. |
Understanding of the historical development, key events, and figures that have shaped the creative industries. |
Comprehension of economic models, business structures, and financial aspects associated with the creative industries. |
Comprehension of economic models, business structures, and financial aspects associated with the creative industries. |
Knowledge of the cultural and social significance of the creative industries, including their influence on community, identity, and cultural diversity. |
Knowledge of the cultural and social significance of the creative industries, including their influence on community, identity, and cultural diversity. |
Understanding of legal aspects such as copyright, licensing, and regulations that affect the operations of the creative industries. |
Understanding of legal aspects such as copyright, licensing, and regulations that affect the operations of the creative industries. |
Awareness of current technological trends and innovations impacting the creative industries, including digital technologies and new media. |
Awareness of current technological trends and innovations impacting the creative industries, including digital technologies and new media. |
teaching methods |
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Knowledge |
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Activating (Simulation, games, dramatization) |
Activating (Simulation, games, dramatization) |
Work activities (Practical training) |
Work activities (Practical training) |
Educational trip |
Educational trip |
Lecturing |
Lecturing |
Skills |
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Activating (Simulation, games, dramatization) |
Activating (Simulation, games, dramatization) |
Work activities (Practical training) |
Work activities (Practical training) |
assessment methods |
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Knowledge |
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Analysis of educational material |
Analysis of educational material |
Analysis of the student's performance |
Analysis of the student's performance |
Recommended literature
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BAILENSON Jeremy. Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. USA: W. W. Norton & Company, 2018. ISBN 0393253694.
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JARON Lanier. Dawn of the New Everything: A Journey Through Virtual Reality. USA: Bodley Head, 2017. ISBN 1847923526.
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SCOBLE Robert a Israel SHEL. The Fourth Transformation: How Augmented Reality & Artificial Intelligence Will Change Everything. USA: CreateSpace Independent Publishing Platform, 2016. ISBN 1539894444.
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