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[Module Descriptor] [Indicative
Syllabus] [Brief]
[Assessment] [Criteria]
[Staff] [Timetable]
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[Trans-Spatial Design| IDAT201 | CREDITS: 10 | 100% Coursework]
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| [Module Descriptor] |
This module provides students with an introduction
to three-dimensional software applications and the design process as
a whole from conception through development, to realisation. Supported
by critical examination of cultural artefacts, the module demands students
synthesise the design of a digital three-dimensional object with an
understanding of its historical background. |
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| [Aims] |
To develop practical skills required for
the production of three-dimensional digital media assets and how to
best present these when combined with contextual information. |
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| [Objectives] |
At the end of the module students should
be able to:
Demonstrate an understanding of how to implement the principles of design
methodologies in media product development,
Demonstrate how to apply good design practice and critical judgment
in the creation of multimedia material,
Demonstrate an understanding of the historical and contextual information
artefacts of design carry with them. |
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| [Indicative Syllabus] |
The design process and its application
in media design,
2D and 3D digital design techniques,
House style and corporate identity,
The methodology of storyboard design for linear media applications,
The development of non-linear interactive media applications,
Navigation and complexity; interfacing considerations; prototyping,
Relationships between the real and the virtual: simulacra and the hyper-real.
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| [Delivery] |
1 x 1 hour lecture per week for the first 6 weeks:
The lecture programme will explore the major paradigm shifts that have
affected design through a series of case studies and discuss the core
concepts of simulation and simulacra.
2 x 3 hour & 1 x 1 hour tutorials / practical per week per tutor group:
The first two practical sessions will be used for teaching 3D Studio Max in 3 hour session, the remaining eight practical sessions aim to extend your design work through individual and group discussion
of research and design progress as well as technical skills development.
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| [Theory|Practice] |
At the end of the module students will
be expected to demonstrate an understanding of:
Design methodologies and research techniques,
3D software and the core concepts of three-dimensional design and manipulation,
Design culture and its relationship to social paradigms,
The language and rules of design (be they adhered to or broken),
Personal design integrity,
The complexities of constructing a believable simulation. |
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| [Brief] |
Simulacrum (70%)
The simulacrum is an individually produced
presentation that encapsulates a reinterpretation or innovatory development
of an object. The presentation of the object should be in the form of a 90 second animation / video.
Through the lecture series you will develop an understanding
of what 'object' may represent and your simulacrum will be the vessel
in which you present it.Whatever your chosen object is, it's design, soundtrack, visual presentation and physical packaging of your project
should all be derived from the properties held within your object and
its history.
Hand in deadline: Friday 30th November @ 2pm to the faculty Office
Your process should be:
Think carefully what we mean by 'an object', particularly in the context
of the lectures and practical sessions.
Choose an object.
Research your chosen object heavily to develop a full understanding
of the social contexts in which it has and does exist. This includes
its form, historical development, practical and social function.
Explore the form and function of the object through a process of remodeling
and experimental redesign.
Construct a three-dimensional model of the redesigned object.
Produce a simulacrum for the object that conveys all aspects of your
redesign including history, dimensions, tactility, weight, sound and
social context. |
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| [Digital Workbook] |
The digital workbook is an essential component
of this module (30%)
It should be accessible through you own website and contain evidence of extensive research on your chosen object
- photographs, essays, timelines, television and film references. A
complete design process must also be visible through your workbook -
from initial thoughts, through preliminary ideas, to object designs,
screen layouts and branding development.
A weekly blog or diary should used to document your design process as it evolves through the project. Each workbook should include at least 12 dated entries - one for each week of the module, from the very earliest of ideas to the point of submission.
Although your digital workbook should be available to view on your website, you should be using a paper based workshop to discuss ideas with your tutor.
Hand in deadline: Thursday 6th December @ 2pm to the faculty Office
The Blog should be live for assessment.
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| [Assessment] |
Assessment will be through a digital submission including a folder of all working digital files (movies, audio files), the final 90 second film, and a Read Me file detailing any necessary installation instructions
or system requirements.
All submissions should be clearly labeled with
your name, the module title and code.
The work should also be available from your website in a portfolio section with a link to the digital workbook. |
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| [Criteria] |
MEDA extended School of Computing Benchmarks
Cognitive abilities: C5 (LO1, 2), C10 (LO3)
Practical abilities: P4 (LO1, 2), P7 (LO1), P8 (LO2)
Transferable skill: T4 (LO1), T6 (LO2), T7 (LO3)
Please refer to the Course Handbook for the complete benchmarks
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| [Support Material] |
This is not an exhaustive list
Texts
Simulacra and Simulation (1981) Jean Baudrillard
Ways of Seeing (1972) John Berger
The Design of Everyday things (1990) Donald Norman
Things That Make Us Smart (1994) Donald Norman
Future Shock (1970) Alvin Toffler
Neuromancer (1986) William Gibson
Snow Crash (1992) Neal Stephenson
The Medium is the Message (1967) Marshall McLuhan, Quentin Fiore
Mythologies (1993) Roland Barthes
Introducing Barthes (1997) Phillip Thody and Ann Course
Computers as Theatre (1993) Brenda Laurel
Digital Retro: The Evolution and Design of the Personal Computer (2004) Gordon Laing
Inside 3D Studio Max (Con Current) New Raider - All levels of expertise
Keys to Drawing (1990) Bert Dodson
World Wide Web Resources
Design:
http://www.designboom.com/eng/
http://www.k10k.net/
http://adsoftheworld.com/
http://magculture.com/blog/
Production:
http://www.3dtotal.com/
http://www.tutorialized.com/tutorials/3DS-MAX/1
http://www.huntfor.com/3d/tutorials.htm
http://www.cglearn.com/tutorials/max3/
Films & TV
Gattica (1997) Andrew Niccol
Toy Story (1996) John A Lasseter
2001: A Space Odyssey (1968) Stanley Kubrick
Naked Lunch (1991) David Cronenberg
eXistenZ (1999) David Cronenberg
Bladerunner (1982) Ridley Scott
Minority Report (2002) Steven Spielberg
Films by Tim Burton
Pi (1998) Darren Aronofsky
The Secret Life Of Machines (1989) Tim Hunkin
Magazines
Creative Review
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| [Staff] |
Module Leader: Katina Hazelden (katina.hazelden@plymouth.ac.uk)
3D Studio Max: Vladimir Geroimenko (vladimir.geroimenko@plymouth.ac.uk)
Tutorials: Katina Hazelden (katina.hazelden@plymouth.ac.uk)
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| [Timetable] |
Lectures KH & MG
1. Introductory lecture - Module Aims [KH] SMB205
2. Paradigm history - Modernism & Postmodernism [KH] SMB205
3. Design [KH] SMB205
4. Semiotics and branding [KH] SMB205
5. Simulations and Simulacra [KH] SMB205
6. Perception [KH] SMB205
7. NO LECTURE
8. NO LECTURE
9. NO LECTURE
10. NO LECTURE
11. NO LECTURE
12. NO LECTURE
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Practicals CN, MG & KH
Design Workshop [KH] BGB221
3D Studio Max [VG] SMB104 / 5
3D Studio Max [VG] SMB104 / 5
Design Workshop [KH] BGB221
Individual Tutorials [KH] BGB213
Individual Tutorials [KH] BGB213
Final Cut Pro [KH] BGB221
Final Cut Pro [KH] BGB221
Individual Tutorials [KH] BGB213
Individual Tutorials [KH] BGB213
Workbook Tutorials [KH] BGB213
NO TUTORIAL |
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