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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. Analysis of the appropriate combination of software for creating a specific example 2. Practical creation of immersive content 3. Working with data, cloud approaches, and procedures for interpreting immersive content
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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 |
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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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