2024
New Media Technologies II
Name: New Media Technologies II
Code: VIS12798L
6 ECTS
Duration: 15 weeks/156 hours
Scientific Area:
Arte Multimédia
Teaching languages: Portuguese, English
Languages of tutoring support: Portuguese, English
Regime de Frequência: Presencial
Sustainable Development Goals
Learning Goals
This course aims to provide students with a solid introductory foundation in the creation of artistic graphic
programs.
Students will have a broad introduction to the elementary concepts in creating programs that will apply in the
construction of exercises and an individual final project.
The student will be encouraged to structure the thinking in order to solve artistic problems through computer
programming.
The programming language Processing will be used to illustrate the concepts covered.
At the end of the course, students are expected to have the necessary tools to create artistic graphics programs
on the computer and on the internet.
programs.
Students will have a broad introduction to the elementary concepts in creating programs that will apply in the
construction of exercises and an individual final project.
The student will be encouraged to structure the thinking in order to solve artistic problems through computer
programming.
The programming language Processing will be used to illustrate the concepts covered.
At the end of the course, students are expected to have the necessary tools to create artistic graphics programs
on the computer and on the internet.
Contents
1. Origins of artistic programming of machines. Some artists and pioneering works.
2. Computer structure and topology. Common data input and output devices and average.
3. Logic of programming languages. Essential structures of a program, the code, the process of compiling,
linking and executing a program.
4. Introduction to the Java programming language through Processing.
5. Know key elements of code: variables, conditions, cycles, matrices, functions. Know how to interconnect code
elements in building a program. Basic concepts of mathematics for programming.
6. Master the coordinates of the graphic window, color systems and the essential graphic primitives: point, line,
rectangle, ellipse.
7. Introduction to notions of movement of graphical forms / animation by code.
8. Introduction and use of object-oriented programming. Notions of classes, objects, polymorphism.
9. Introduction to the analysis and interactions of input data: mouse, keyboard, sound, video, sensors.
10. Use of Processing to create graphical programs that run on your computer as applications or in HTML pages
such as javascript.
2. Computer structure and topology. Common data input and output devices and average.
3. Logic of programming languages. Essential structures of a program, the code, the process of compiling,
linking and executing a program.
4. Introduction to the Java programming language through Processing.
5. Know key elements of code: variables, conditions, cycles, matrices, functions. Know how to interconnect code
elements in building a program. Basic concepts of mathematics for programming.
6. Master the coordinates of the graphic window, color systems and the essential graphic primitives: point, line,
rectangle, ellipse.
7. Introduction to notions of movement of graphical forms / animation by code.
8. Introduction and use of object-oriented programming. Notions of classes, objects, polymorphism.
9. Introduction to the analysis and interactions of input data: mouse, keyboard, sound, video, sensors.
10. Use of Processing to create graphical programs that run on your computer as applications or in HTML pages
such as javascript.
Teaching Methods
The discipline's methodology essentially follows a mixed methodology, alternating between expository methods where the fundamental concepts associated with artistic programming are explained and analyzed, with practical exercises where students are encouraged to delve into the logic of programming by exploring the concepts through exercises and practical examples provided by the teacher, first modifying and refining the examples until they are then able to create new programs based on their own ideas, resolving the logical structure of the program until the initial idea is realized.
Assessment
In NORMAL SEASON students can choose the Continuous Assessment or Final Assessment regimes. The APPEAL, SPECIAL and EXTRAORDINARY SEASONS are guided by the Final Assessment regime.
CONTINUOUS EVALUATION:
a) Participation in classes: 20%;
b) Work developed in classes with the supervision of the teacher and subject to, at least, periodic evaluation: 40%;
c) Presentation and defense of work carried out in classes: 40%.
? Final Classification: sum of a), b) and c).
FINAL EVALUATION:
a) Work developed in classes with the supervision of the teacher: 40%;
b) Test on the subject contents 60%.
? Final Classification: sum of a) and b).
CONTINUOUS EVALUATION:
a) Participation in classes: 20%;
b) Work developed in classes with the supervision of the teacher and subject to, at least, periodic evaluation: 40%;
c) Presentation and defense of work carried out in classes: 40%.
? Final Classification: sum of a), b) and c).
FINAL EVALUATION:
a) Work developed in classes with the supervision of the teacher: 40%;
b) Test on the subject contents 60%.
? Final Classification: sum of a) and b).