Interaction and Technology

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Interaction & Technology


Interaction & Technology


Interaction & Technology

INTERACTION AND TECHNOLOGY The Interaction and Technology module will develop the competencies and skills needed to deal with the diversity and complexity of existing technological systems, with a particular emphasis placed on interaction with the user and his own environment. This guarantees the acquisition of critical knowledge about tools and techniques to support this type of process, always present in technological/artistic and multimedia developments. These systems have in common the need for one to acquire knowledge of issues such as high-level programming, computer vision, robotics and their application to interaction, sensors, peripherals, haptic type systems, as well as the user’s general interaction with the environment.



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Interaction & Technology

Learning Objectives SPECIFIC SKILLS The ability to analyse, conceive, design and implement interaction applications using different aesthetic creation and software programming tools.

A critical understanding of sound professional practices in the development of interactive applications and the life cycle of the product.

A practical command of the use of 1D, 2D and 3D digitalization and sensorisation systems, with a special emphasis on the acquisition and analysis of images.

Acquiring basic knowledge related to the development and control of robotic systems for interaction.

Discovering and using new trends and technologies related to sensors, robots and peripherals featuring natural interaction.

Gaining practical experience in the management and development of aesthetic-technological interaction projects.


Interaction & Technology

Learning Objectives PERSONAL SKILLS A critical understanding of the applications of techniques and systems, as well as their scope and performance.

Working both independently and on teams, exhibiting a capacity to undertake and think critically about functions and responsibilities.

Developing and applying skills to critical analysis, evaluation and synthesis, and to the design of projects and experimental models.

Demonstrating critical awareness of current issues in the discipline and making informed judgments based on incomplete or inconsistent data, or when there are no professional, ethical or practical codes to orient one.

The implementation of advanced problem solving techniques, as well as techniques for the finding of original and creative solutions to general and specialized problems.

Critically reviewing and applying knowledge to a wide range of applications.

Developing and demonstrating oral and written communication techniques and skills.

Managing and taking responsibility for one's work.

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Content Programming a Basic concepts: data types, variable, constant and operative; control structures, functions, matrices and leaders, input and output. b Algorithms and code optimization; examples of software programming. c Platforms: Scratch, Processing, OpenFrameworks, C++, various APIs, etc. Robotics for interaction a Basic concepts related to the development and control of robots. b Robotic development platforms and existing programming languages. c Architectures and control design to program robotic tasks. d Platforms: LEGO Mindstorms, Roomba, Turtle Bot, etc. Sensors, interfaces and interaction a Sensor systems for interactive environments: types of sensors and examples of applications. b Analysis and processing of images: image representation, human perception, basic analysis algorithms. c Software tools and techniques for the implementation of user interfaces. d Extraction of information from sensory data. e Platforms: Microsoft Kinect, Nintendo Wiimote, different smartphones and tablets, webcams, Arduino, Phidgets, etc. Interaction and Technology project a Definition and motivation of the project. Brainstorming on the 4 axes of the memorable experience: technology, aesthetics, history and usage rules. b Tasks, planning and people management. c Analysis, information search and final development. d Evaluation, testing and control. e Writing, presentation, and sale.

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Educational Estrategies Duration of the module 17 morning sessions and 4 afternoon sessions (4 h/session). Teaching Two teachers with Artist and Developer profiles. Educational activities Lecture and participatory classes (1.5 ECTS). Analysis and case studies (0.5 ECTS). Practical classes and the writing of reports (3 ECTS). Searching for information, teamwork and the presentation of papers (1.5 ECTS). The completion of exercises and simulations (1 ECTS). Attendance at seminars (0.5 ECTS).

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Tutoring and Evaluation Criteria A global project will be carried out, overseen by the module's tutors. These will focus on the acquisition of both "hard skills" and "soft skills," as previously cited in this document.



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