| 10600321 | IMAGE AND TYPOGRAPHY STUDIO [L-ART/06, ICAR/13] [ENG] | 1st | 1st | 12 |
| TYPOGRAPHY STUDIO [L-ART/06] [ENG] | 1st | 1st | 6 |
| IMAGE CRITICISM [ICAR/13] [ENG] | 1st | 1st | 6 |
| 10596157 | COMPUTER GRAPHICS AND GAMING STUDIO [ING-INF/05, ICAR/17] [ENG] | 1st | 1st | 9 |
Educational objectives Computer Graphics and Gaming Studio
Integrated Laboratory of Computer Graphics and Gaming Studio, in line with educational objectives of Master's Degree Course, intends to provide theoretical / critical and technical tools to allow students to tackle a project of complex products in the field of computer graphics and gaming specifically for new digital contexts, for animations, for entertainment sectors and for alternative applications of gamification solutions. Laboratory intends to offer methodical stimuli and reflections on new techniques of visual communication, to provide knowledge on languages, strategic planning and techniques of interactive communication in various fields of application. Preliminarily, the course provides a general overview of the state of the art and perspectives on contemporary experiments in the field of computer graphics, followed by synthetic design experimentation activities. Laboratory consists of a Computer Graphics and Gaming guide module and an in-depth Interaction Design module which aims to investigate different possible levels of interaction between users and sociotechnical systems.
Specific goals
Computer Graphics and Gaming Studio course has the main goal of providing the student with specific knowledge in the culture of multimedia and interactive communication systems, based on dynamic relationship between texts / signs, images and contents. Course must therefore provide methodological tools to know and understand as well as develop projects in the field of Game Design which requires skills in team working, storytelling, programming and use of specific software and methods. Course aims to provide students with the acquisition of use of multimedia tools, through a theoretical and practical path, necessary for design / creation of multimedia products and to promote an aptitude for transversal project adequate to contemporary complexity of needs of communication and fruition. In this scenario, Gaming is not limited only to design of videogames, but proposes to use narrative and playful mechanics for various uses and contexts. With reference to this, an interdisciplinary approach is proposed in which both theoretical and critical knowledge and technical knowledge can be included.
Knowledge and ability to understand
At the end of the workshop, student must have acquired knowledge and skills that allow them to support, from a theoretical-methodological point of view, implementation of projects related to computer graphics and gaming design. Furthermore, students must have acquired an adequate and specific knowledge of digital tools, procedures and implementation mechanisms to operate in the field of virtual graphics and gaming, also through methods of checking technical and functional feasibility. Verification of knowledge will be carried out through design experimentation conducted during the course, through ongoing tests and the final exam.
Ability to apply knowledge and understanding
At the end of the course, student will have to demonstrate mastery of an integrated experimental and analytical-design approach for finalization of acquired knowledge and understanding, to solve complex problems related to conception and feasibility of projects in the field of Gaming. In particular, students must be able to experiment with innovative solutions for specific intangible assets, using methods, techniques, tools and procedures acquired. These skills will be verified in context of experimental and design activities, through simulations aimed at developing ability to approach individual and group to application and professional problems.
Autonomy of judgment.
At the end of the workshop students will have to demonstrate ability to acquire knowledge and experience, to evaluate and re-elaborate them for purpose of forming an autonomous and original judgment. In particular, students must demonstrate skills in autonomous management and design, aware of the issues associated with contexts and design practices inherent in gaming, digital graphics and interaction design. Achievement of such critical and autonomous judgment skills will be acquired during theoretical, experimental and design activities, through simulations of Game Design projects, referring to realities and concrete experiences.
Communication skills.
At the end of the workshop students will have to demonstrate acquisition of operational and theoretical-methodological, technical and design skills, typical of teaching, to be able to communicate them effectively within project proposals, using advanced communication tools and multimedia. Achievement of these skills will be acquired during design activities of Laboratory which aim to obtain specific expressive and illustrative skills. Knowledge check will also be carried out through exams and through on-going exercises.
Learning ability
At the end of Workshop, students will have to demonstrate a high capacity for autonomous learning, which allows them to continuously update and increase their knowledge and skills in field of Computer Graphics and Gaming. Acquisition of these skills will take place through specific theoretical contributions given by teachers during the course, aimed at expanding framework of skills to access innovative methodologies, tools and applications and through constant participation in proposed experimental activities. Ability will be checked, above all, through exam which will be structured in such a way as to highlight autonomy in organizing one's learning.
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| COMPUTER GRAPHICS AND GAMING [ING-INF/05] [ENG] | 1st | 1st | 3 |
Educational objectives Interaction design
Goal of Interaction Design module is to provide an introduction to principles, basic methods and techniques for building interactive virtual products. Each of these examined aspects will be presented both theoretically and practically respectively presenting a theoretical context framework and a set of tools required for implementation in real world. Course therefore aims to develop skills in using specific software and intends to provide an introduction to computation and programming. In particular, course focuses on study of smart objects able to move independently and flexibly through a “decision making” approach that includes particular techniques for optimizing the design and production phases.
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| INTERACTION DESIGN [ICAR/17] [ENG] | 1st | 1st | 6 |
Educational objectives Computer Graphics and Gaming Studio
Integrated Laboratory of Computer Graphics and Gaming Studio, in line with educational objectives of Master's Degree Course, intends to provide theoretical / critical and technical tools to allow students to tackle a project of complex products in the field of computer graphics and gaming specifically for new digital contexts, for animations, for entertainment sectors and for alternative applications of gamification solutions. Laboratory intends to offer methodical stimuli and reflections on new techniques of visual communication, to provide knowledge on languages, strategic planning and techniques of interactive communication in various fields of application. Preliminarily, the course provides a general overview of the state of the art and perspectives on contemporary experiments in the field of computer graphics, followed by synthetic design experimentation activities. Laboratory consists of a Computer Graphics and Gaming guide module and an in-depth Interaction Design module which aims to investigate different possible levels of interaction between users and sociotechnical systems.
Specific goals
Computer Graphics and Gaming Studio course has the main goal of providing the student with specific knowledge in the culture of multimedia and interactive communication systems, based on dynamic relationship between texts / signs, images and contents. Course must therefore provide methodological tools to know and understand as well as develop projects in the field of Game Design which requires skills in team working, storytelling, programming and use of specific software and methods. Course aims to provide students with the acquisition of use of multimedia tools, through a theoretical and practical path, necessary for design / creation of multimedia products and to promote an aptitude for transversal project adequate to contemporary complexity of needs of communication and fruition. In this scenario, Gaming is not limited only to design of videogames, but proposes to use narrative and playful mechanics for various uses and contexts. With reference to this, an interdisciplinary approach is proposed in which both theoretical and critical knowledge and technical knowledge can be included.
Knowledge and ability to understand
At the end of the workshop, student must have acquired knowledge and skills that allow them to support, from a theoretical-methodological point of view, implementation of projects related to computer graphics and gaming design. Furthermore, students must have acquired an adequate and specific knowledge of digital tools, procedures and implementation mechanisms to operate in the field of virtual graphics and gaming, also through methods of checking technical and functional feasibility. Verification of knowledge will be carried out through design experimentation conducted during the course, through ongoing tests and the final exam.
Ability to apply knowledge and understanding
At the end of the course, student will have to demonstrate mastery of an integrated experimental and analytical-design approach for finalization of acquired knowledge and understanding, to solve complex problems related to conception and feasibility of projects in the field of Gaming. In particular, students must be able to experiment with innovative solutions for specific intangible assets, using methods, techniques, tools and procedures acquired. These skills will be verified in context of experimental and design activities, through simulations aimed at developing ability to approach individual and group to application and professional problems.
Autonomy of judgment.
At the end of the workshop students will have to demonstrate ability to acquire knowledge and experience, to evaluate and re-elaborate them for purpose of forming an autonomous and original judgment. In particular, students must demonstrate skills in autonomous management and design, aware of the issues associated with contexts and design practices inherent in gaming, digital graphics and interaction design. Achievement of such critical and autonomous judgment skills will be acquired during theoretical, experimental and design activities, through simulations of Game Design projects, referring to realities and concrete experiences.
Communication skills.
At the end of the workshop students will have to demonstrate acquisition of operational and theoretical-methodological, technical and design skills, typical of teaching, to be able to communicate them effectively within project proposals, using advanced communication tools and multimedia. Achievement of these skills will be acquired during design activities of Laboratory which aim to obtain specific expressive and illustrative skills. Knowledge check will also be carried out through exams and through on-going exercises.
Learning ability
At the end of Workshop, students will have to demonstrate a high capacity for autonomous learning, which allows them to continuously update and increase their knowledge and skills in field of Computer Graphics and Gaming. Acquisition of these skills will take place through specific theoretical contributions given by teachers during the course, aimed at expanding framework of skills to access innovative methodologies, tools and applications and through constant participation in proposed experimental activities. Ability will be checked, above all, through exam which will be structured in such a way as to highlight autonomy in organizing one's learning.
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| 10596164 | PRINCIPLES AND PRACTICES OF GRAPHIC ELECTRONIC AND DIGITAL ARTS [L-ART/05, L-ART/05] [ENG] | 1st | 1st | 9 |
| HISTORY OF GRAPHIC ELECTRONIC AND DIGITAL ARTS [L-ART/05] [ENG] | 1st | 1st | 3 |
| VIDEO EDITING AND MULTIMEDIA [L-ART/05] [ENG] | 1st | 1st | 6 |
| 1052063 | DIGITAL EDUCATION [SPS/08] [ENG] | 1st | 2nd | 6 |
Educational objectives DIGITAL EDUCATION
Digital Education is a transdisciplinary field of Sociology of Cultural and Communicative Processes - from pedagogy to design - which investigates the role and function of various media languages and tools in initiating a process of democratisation of culture in a digital era. This issue has been at the centre of public, political and scientific debate for decades now, and is often tackled in a multidisciplinary way, thinking about the pedagogical, psychological, organisational, evaluative and social implications that derive from its application and experimentation with regard to various social issues. The strong impact of digital environments and services on learning processes, on the relational dynamics of citizens, on the perception processes of reality, as well as on the dynamics of socialisation and the construction of identity projects, leads the world of research and academia to question the cultural, social and educational responsibility and rule that communication designers must acquire also in the design and management of digital training and learning environments. In this sense, the main objective of the course is to initiate a process of reflection, research, experimentation and evaluation of the contexts and methodologies at the basis of media-educational design within an educational process, starting from the identification of the initial training, social, cultural and educational needs, the availability of resources in the educational context of reference, as well as the educational or didactic objectives at the basis of the process up to the design of the tools and methodologies of social experimentation and the evaluation of the effectiveness of the educational process triggered.
Specific objectives
Knowledge and understanding
By the end of the course, students will have acquired cultural, historical and normative, as well as semantic knowledge on the meanings of Digital Literacy and Digital Education, with particular reference to the international frameworks on the systematisation and application of digital competences of citizens, highlighting dimensions, indicators, descriptors, proficiency levels and application examples. The course also intends to develop the methodological and design logic connected to the complexity of the educational media product through the implementation of key and data-driven approaches such as analysis, design, development, implementation, evaluation, taken from the Design Thinking and Instructional Design methodologies, necessary for the correct development of a product-service-educational pathway.
The student must, therefore, have acquired adequate and specific knowledge of the tools, procedures and analogue and digital methods relating to the design of an educational media product/course.
The verification of the acquired knowledge will take place through a set of experimental design activities carried out during the course and the final exam, which will assess the learning from a critical point of view.
Ability to apply knowledge and understanding
At the end of the course, the student will have to demonstrate that he/she masters the phases of educational media design to solve complex problems related to the design and feasibility of communicative artefacts related to Digital Education. In particular, the student - using methods, techniques, tools, communicative procedures - will be able to test experimental solutions of a complex educational media project that starts from the identification of social problems or socio-cultural needs of users to identify, design, develop and test effective educational media paths, able to respond to the initial problems.
These skills will be tested in the context of simulated activities within group project work aimed at developing the ability to approach individual and group issues and circumstances also of a professional nature.
Knowledge will also be tested by means of the final exam itself and by means of exercises and intermediate tests.
Autonomy of judgement..
At the end of the course, students will have to demonstrate the ability to acquire knowledge and experience, to evaluate them and to revise them in order to form an autonomous and original judgement. In particular, the student must demonstrate skills in autonomous management and design, aware of the theoretical and applied issues associated with the themes of Digital Education. The attainment of these critical and autonomous judgement skills will be acquired during the course activities through the realisation of project simulations and the case studies in which it is embedded.
The verification of knowledge will be done, always, through the examination.
Communication skills.
At the end of the course, students will have to demonstrate that they have acquired and are capable of communicating theoretical, methodological, technical and design knowledge in an effective and innovative manner within project proposals, using advanced communication and multimedia tools in the field of representation and different forms of verbal and written-graphic language.
Knowledge will also be tested by means of the final examination proper and by means of exercises and tests in progress.
Learning capabilities
At the end of the course, students are expected to demonstrate a high level of autonomous learning ability, enabling them to continuously update and increase their knowledge and skills in the field of Digital Education.
The acquisition of these skills will take place through specific theoretical contributions given during the course, aimed at expanding the framework of skills to access innovative methodologies, tools and applications and through constant participation in experimental and design activities of the module, dialectical field of verification of acquired knowledge, within concrete design experiences.
The verification of skills will take place, above all, through the final examination, designed to highlight autonomy in organising one's own learning.
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| 10596165 | GRAPHICS FOR PUBLIC UTILITY STUDIO [SPS/08, ICAR/13] [ENG] | 1st | 2nd | 9 |
| GRAPHICS FOR PUBLIC UTILITY [SPS/08] [ENG] | 1st | 2nd | 3 |
| INTEGRATED COMMUNICATION METHODS AND TOOLS [ICAR/13] [ENG] | 1st | 2nd | 6 |
| 10596166 | MULTIMEDIA DESIGN STUDIO [ING-INF/05, ICAR/13] [ENG] | 1st | 2nd | 9 |
| MULTIMEDIA DESIGN [ING-INF/05] [ENG] | 1st | 2nd | 3 |
| IMMERSIVE ENVIROMENTS [ICAR/13] [ENG] | 1st | 2nd | 6 |
| 10600328 | PERFORMANCE DESIGN STUDIO [L-ART/05] [ENG] | 1st | 2nd | 6 |
Educational objectives The performance design course offers a unique study area where any element of art, design and new media can be combined into a work created for an audience in a specific time and place. A performance designer plays a key role in creating the world (space time) in which the audience will live
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| 10596168 | DESIGN AND GRAPHIC LANGUAGES STUDIO [ICAR/17] [ENG] | 2nd | 1st | 9 |
| GRAPHIC LANGUAGES [ICAR/17] [ENG] | 2nd | 1st | 3 |
| GRAPHIC METHODS AND TECHNIQUES STUDIO [ICAR/17] [ENG] | 2nd | 1st | 6 |
| 10596213 | PERFORMING ARTS AND NEW MEDIA STUDIO [ICAR/13, L-ART/05] [ENG] | 2nd | 1st | 9 |
Educational objectives PERFORMING ARTS & NEW MEDIA STUDIO
a.a. 2021/22
Today, images run dynamically on different media and channels. They hybridize and convey transmedia and/or cross-media visual narratives, staging spaces and bodies - real, prosthetic or virtual - which require, in order to obtain an effective communication strategy, an accurate design that does not neglect methodologies, approaches and technological innovations, and mixes them to provide new solutions. Performance in a transmedia context requires a range of interdisciplinary skills, flexibility, design shrewdness and a high degree of adaptability to constantly changing media. The integrated studio of Performing Arts & New Media, therefore, aims to provide interdisciplinary training in the areas of design, performing and cinematographic arts, and multimedia. Specifically: the performing arts area constitutes a theoretical and methodological basin, and reveals the tools that illustrate the innate ability of the art world to "remediate" processes and formats, placing the design activity at the center of a path of expression and experimentation that broadens knowledge and methodologies aimed at increasing the writing capacity of new digital media. The area of design for new media, on the other hand, ensures the understanding, analysis, acquisition and management of tools to plan and complete communication and audiovisual transmedia and/or cross-media narrative strategies.
Specific goals
The course provides a broad and accurate view of the international cultural and creative industry, with particular reference to the performing arts and the horizon of new media, presented as tools, languages, and distribution platforms in a perspective of design experimentation. The knowledge of the relationship between design, new media and performing arts makes students learn the basic skills to be able to face these sectors with a creative and critical approach at the same time, since the creation of media phenomena and the use of new tools and platforms in artistic and design fields implement the mechanisms that make visual communication and multimedia design a set of tools, approaches and languages capable of representing the contemporary.
The integrated laboratory of Performing Arts & New Media, therefore, has as its main objective the achievement of the ability to instrumentally apply knowledge and theoretical-technical skills in the field of performing arts, entertainment and new media in contexts of communication, design and transmedia. At the end of the course, students must have acquired knowledge and understanding skills, as well as skills that make it possible to manage, from a technical and procedural point of view, the pre-production, production and post-production phases of dynamic and transmedia projects, to be concretely allocated to the sector of the audiovisual production, performing arts, animation and motion design. The verification of knowledge will be carried out through both an oral examination and exercises conducted during the course, and the creation of a dynamic artefact suitably designed and promptly reviewed according to the technical, procedural and compositional indications defined during the lessons.
Knowledge and understanding skills
At the end of the course students will have to demonstrate the achievement of an overall knowledge of the areas of performing arts, cultural industries (cinema, publishing), new media, integrated and multi-platform communication processes and organizations that deal with such areas. No less important is the achievement of a basic knowledge in the fields of communication, history of the creative industry, animation design and multimedia design.
The knowledge and understanding skills listed above are achieved through participation in lectures, individual study, the analysis of case studies and the drafting of working papers, required by the training activities activated in particular in the basic and characterizing disciplinary sectors. The verification of the achievement of these knowledges takes place mainly through an oral examination.
Ability to apply knowledge and understanding
At the end of the course students will have to demonstrate the ability to evaluate and select the knowledge and skills acquired to apply them in an autonomous and original way.
In particular, students must be able to recognize the production phases of an integrated transmedia and/or cross-media strategy including the design of static elements, multi-platform and dynamics contents, and to engage in the application of basic production and compositional principles, within the limits of the acquired technical skills, which must be sufficient to face the exercises and for the production of the final work. The verification of the ability to apply knowledge and technical skills will be carried out, in fact, through the final exam and through mid-term exercises.
Autonomy of judgment
At the end of the course, the student will be able to develop complex communication strategies, based on the use of technological tools and the hybridization of platforms, styles, techniques and technologies, and to develop independent reflections on issues related to specific areas of study.
The autonomy of judgment is developed in particular through constant dialogue with the teacher, during practical-based activity, the analysis of case studies, the organization of seminars with external guests, and during the development of the project work. Verification of the acquisition of autonomy of judgment takes place by examining the degree of autonomy in working in a group, the ability to perceive critical issues and experience them as opportunities, and to develop effective thoughts and projects in a creative industry and multimedia experimentation perspective.
Communicative autonomy
At the end of the course, students must demonstrate that they are able not only to put into practice the theoretical and methodological knowledge, processes and technical skills learned during the course – using the digital production tools they have practiced during the course –, but also to communicate them effectively. The achievement of these skills will be acquired during the laboratory activities that will require constant comparison, guidance and tutoring to ensure full possession of the technical, expressive, compositional and illustrative skills specific to the design sector.
Learning ability
At the end of the course, the student will have to demonstrate the ability to learn independently and manage the design process for the creation of a dynamic transmedia product, which allows them to continuously increase their skills in the field of new media design and performing arts. The acquisition of these skills will take place through the theoretical explanation of the processes inherent to the creative industry, the performing arts, the production of dynamic audiovisual artifacts, the illustration of compositional criteria of the audiovisual world and tools for planning and producing transmedia and/or cross-media communication strategies.
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| PERFORMING ARTS AND NEW MEDIA [ICAR/13] [ENG] | 2nd | 1st | 3 |
Educational objectives New media design module
In order to give space to the technological component, necessary - although subject to rapid obsolescence - to understand compositional criteria, as well as to design limits and opportunities, the new media design module is proposed as an instrumental course for combining communication strategies and transmedia and/or cross-media audiovisual narrative, with a particular focus on understanding and managing tools. The experimentation that optimizes the possibilities of the tool requires a knowledge of the dynamics, interfaces, functions, as well as the criticalities of the tool itself. The same design platform, in fact, expresses its potential in different design phases, which in the specific case of audiovisual products, range from the pre-production, to the production and post-production phases.
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| NEW MEDIA DESIGN [L-ART/05] [ENG] | 2nd | 1st | 6 |
Educational objectives PERFORMING ARTS & NEW MEDIA STUDIO
a.a. 2021/22
Today, images run dynamically on different media and channels. They hybridize and convey transmedia and/or cross-media visual narratives, staging spaces and bodies - real, prosthetic or virtual - which require, in order to obtain an effective communication strategy, an accurate design that does not neglect methodologies, approaches and technological innovations, and mixes them to provide new solutions. Performance in a transmedia context requires a range of interdisciplinary skills, flexibility, design shrewdness and a high degree of adaptability to constantly changing media. The integrated studio of Performing Arts & New Media, therefore, aims to provide interdisciplinary training in the areas of design, performing and cinematographic arts, and multimedia. Specifically: the performing arts area constitutes a theoretical and methodological basin, and reveals the tools that illustrate the innate ability of the art world to "remediate" processes and formats, placing the design activity at the center of a path of expression and experimentation that broadens knowledge and methodologies aimed at increasing the writing capacity of new digital media. The area of design for new media, on the other hand, ensures the understanding, analysis, acquisition and management of tools to plan and complete communication and audiovisual transmedia and/or cross-media narrative strategies.
Specific goals
The course provides a broad and accurate view of the international cultural and creative industry, with particular reference to the performing arts and the horizon of new media, presented as tools, languages, and distribution platforms in a perspective of design experimentation. The knowledge of the relationship between design, new media and performing arts makes students learn the basic skills to be able to face these sectors with a creative and critical approach at the same time, since the creation of media phenomena and the use of new tools and platforms in artistic and design fields implement the mechanisms that make visual communication and multimedia design a set of tools, approaches and languages capable of representing the contemporary.
The integrated laboratory of Performing Arts & New Media, therefore, has as its main objective the achievement of the ability to instrumentally apply knowledge and theoretical-technical skills in the field of performing arts, entertainment and new media in contexts of communication, design and transmedia. At the end of the course, students must have acquired knowledge and understanding skills, as well as skills that make it possible to manage, from a technical and procedural point of view, the pre-production, production and post-production phases of dynamic and transmedia projects, to be concretely allocated to the sector of the audiovisual production, performing arts, animation and motion design. The verification of knowledge will be carried out through both an oral examination and exercises conducted during the course, and the creation of a dynamic artefact suitably designed and promptly reviewed according to the technical, procedural and compositional indications defined during the lessons.
Knowledge and understanding skills
At the end of the course students will have to demonstrate the achievement of an overall knowledge of the areas of performing arts, cultural industries (cinema, publishing), new media, integrated and multi-platform communication processes and organizations that deal with such areas. No less important is the achievement of a basic knowledge in the fields of communication, history of the creative industry, animation design and multimedia design.
The knowledge and understanding skills listed above are achieved through participation in lectures, individual study, the analysis of case studies and the drafting of working papers, required by the training activities activated in particular in the basic and characterizing disciplinary sectors. The verification of the achievement of these knowledges takes place mainly through an oral examination.
Ability to apply knowledge and understanding
At the end of the course students will have to demonstrate the ability to evaluate and select the knowledge and skills acquired to apply them in an autonomous and original way.
In particular, students must be able to recognize the production phases of an integrated transmedia and/or cross-media strategy including the design of static elements, multi-platform and dynamics contents, and to engage in the application of basic production and compositional principles, within the limits of the acquired technical skills, which must be sufficient to face the exercises and for the production of the final work. The verification of the ability to apply knowledge and technical skills will be carried out, in fact, through the final exam and through mid-term exercises.
Autonomy of judgment
At the end of the course, the student will be able to develop complex communication strategies, based on the use of technological tools and the hybridization of platforms, styles, techniques and technologies, and to develop independent reflections on issues related to specific areas of study.
The autonomy of judgment is developed in particular through constant dialogue with the teacher, during practical-based activity, the analysis of case studies, the organization of seminars with external guests, and during the development of the project work. Verification of the acquisition of autonomy of judgment takes place by examining the degree of autonomy in working in a group, the ability to perceive critical issues and experience them as opportunities, and to develop effective thoughts and projects in a creative industry and multimedia experimentation perspective.
Communicative autonomy
At the end of the course, students must demonstrate that they are able not only to put into practice the theoretical and methodological knowledge, processes and technical skills learned during the course – using the digital production tools they have practiced during the course –, but also to communicate them effectively. The achievement of these skills will be acquired during the laboratory activities that will require constant comparison, guidance and tutoring to ensure full possession of the technical, expressive, compositional and illustrative skills specific to the design sector.
Learning ability
At the end of the course, the student will have to demonstrate the ability to learn independently and manage the design process for the creation of a dynamic transmedia product, which allows them to continuously increase their skills in the field of new media design and performing arts. The acquisition of these skills will take place through the theoretical explanation of the processes inherent to the creative industry, the performing arts, the production of dynamic audiovisual artifacts, the illustration of compositional criteria of the audiovisual world and tools for planning and producing transmedia and/or cross-media communication strategies.
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| 10600322 | EXHIBIT DESIGN STUDIO [ICAR/16] [ENG] | 2nd | 1st | 6 |
| Elective course [N/D] [ENG] | 2nd | 1st | 9 |
| 10600323 | FINAL STUDIO [L-ART/05, SPS/08] [ENG] | 2nd | 2nd | 9 |
| VISUAL ARTIFACT PRODUCTION STRATEGIES [L-ART/05] [ENG] | 2nd | 2nd | 6 |
| TECHNOLOGIES COMMUNICATION AND SOCIETY [SPS/08] [ENG] | 2nd | 2nd | 3 |
| AAF1517 | FURTHER LEARNING WORK AND TRAINING [N/D] [ENG] | 2nd | 2nd | 9 |
Educational objectives The "Further Learning Work and Training" useful for entering the DCVM student into the world of work include Internships, Workshops, Seminars and Conferences organized by the Degree Program Board for the total number of hours indicated in the study manifesto.
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| AAF2048 | THESIS WORK [N/D] [ENG] | 2nd | 2nd | 9 |
Educational objectives The final examination of the Master's Degree in Design, Visual and Multimedia Communication, which constitutes the completion and verification of the acquired knowledge, consists in the presentation of a thesis elaborated by the student according to originality requirements, under the guidance of a supervisor. This will have to be characterized by a profile close to the research having therefore experimental characters that can deepen design-executive aspects or theoretical and methodological.
Specific objectives
Knowledge and ability to understand
With the final exam the student will have to demonstrate that he has acquired knowledge and understanding skills, as well as skills that allow to support, from a theoretical-methodological point of view, the fielding of projects of artefacts and / or artefact systems in the field of Design. of Visual and Multimedia Communication. Furthermore, the student must demonstrate that he / she has acquired adequate and specific knowledge of the tools, procedures and implementation mechanisms to operate in this field, also through methods of verification of environmental, morphological, technological, technical and functional feasibility.
Ability to apply knowledge and understanding
With the final exam the student must demonstrate the mastery of an experimental and analytical-integrated design approach for the finalization of the acquired knowledge and understanding skills, to solve complex problems related to the ideation and feasibility of artefacts and / or artefact systems for the Design of Visual and Multimedia Communication.
In particular, the student must be able to experiment with innovative solutions to better expose and exploit the imagined material and / or intangible contents, using the methods, techniques, tools, procedures and implementation mechanisms acquired.
Autonomy of judgment.
With the final exam the student will have to demonstrate the ability to acquire knowledge and experience, to evaluate and re-elaborate them for the purpose of forming an independent and original judgment.
In particular, the student must demonstrate skills in autonomous management and design, aware of the problems associated with the Design of Visual and Multimedia Communication, with the aim of returning innovative and sustainable solutions.
Communication skills.
With the final exam the student will have to demonstrate, in the face of the acquisition and operational capacity with respect to the theoretical methodological, technical and design knowledge of the Master's Degree Course, to be able to communicate them to specialized and non-specialized public, in effective and innovative way using advanced and multimedia communication tools in the field of representation and different forms of language, verbal and written-graph.
The achievement of these skills will have been acquired within the entire Degree Course, both in experimental and project laboratory activities, and in theoretical / critical courses.
Learning ability
With the final exam the student will have to demonstrate a high capacity for autonomous learning, which allows to continuously update and increase their knowledge and skills in the field of Visual and Multimedia Communication Design.
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