5 - Digital Practicum II
This course is part of the programme:
Bachelor's programme in Digital Arts and Practices
Objectives and competences
Within the Digital Practicum module, students get to know different techniques and are provided with an academic training for an immediate creative work in the field. The module is directly linked to the contents within the key modules, so one of the objectives is to prepare the student to carry out with success the creative assignment in the field of the chosen key module.
Within the module, the student will acquire the following general competences:
- ability to make analyses and syntheses, and predict solutions;
- ability to use knowledge in practice;
- ability to communicate and work in a team;
- autonomy in one’s professional work.
Prerequisites: student’s motivation to get to know the tools and techniques needed for carrying out his creative work, and motivation to learn how to use them. For this to happen, the student should be willing to do his research independently and to do additional exercises, especially if he does not possess technical pre-knowledge and experience in the audio-visual field.
Concerning the prerequisities for the contents which in their title contain a number higher than one, the student must have the acquired knowledge from the contents with a lower number.
Content (Syllabus outline)
The Digital Practicum module encompasses the content units which support the studying process within the key modules and through which the student acquires the technical knowledge necessary for his work in the field of art and creativity. The particular content units of the the Digital Practicum module provide technical knowledge and skills in a wide range of creative work within, and with, the digital media. The contents within the module become more optional and more complex in years two and three. Hence the student is given an opportunity to adjust the studying of techniques and skills to the specific nature of his own field of interest.
In year two, the student must take three compulsory contents among the fundamental ones, considering his chosen key module; the student may choose two contents from the list of optional contents of the respective academic year (if the student does not pass the chosen contents in the respective academic year, next year he may choose new contents from the list of contents pertaining to the new academic year) or among the fundamental contents which are not compulsory for him.
- Video technology II (2 ECTS) – compulsory for mA and mV*
- Sound recording and processing (2 ECTS) – compulsory for mA and mV*
- Computer 3D modelling (2 ECTS) – compulsory for mA
- Video graphics II (2 ECTS) – compulsory for mV
- Reporter’s photography (2 ECTS) – compulsory for mF
- Study photography (2 ECTS) – compulsory for mF
- Web interactions (2 ECTS) – compulsory for mNM
- The art of codes I (2 ECTS) – compulsory for mNM
*the students of mF and mNM choose, as their third content option, either Video technology II or Sound recording and processing.
The following are optional contents** (announced according to the interests of students) offered to both year two and year three students:
- Sound formation (2 ECTS)
- Animation for interactive media (2 ECTS)
- Analogue photography (2 ECTS)
- Computer 3D modelling II (2 ECTS)
- Computer 3D modelling III (2 ECTS)
- 2D computer animation (2 ECTS)
- Video graphics III (2 ECTS)
- Study photography II (2 ECTS)
- The art of codes II (2 ECTS)
- Sound and image in space (2 ECTS)
**the contents are carried out if there are at least seven students interested in them.
Intended learning outcomes
- A coherent mastery of fundamental knowledge; ability to connect different forms of knowledge from different fields of digital technologies;
- ability to communicate and create with bigger digital technologies (video and audio expression, graphic expression, interactive and traditional mass media) and in an interaction with them;
- development of abilities and skills in the use of knowledge in the field of digital technologies.
- Ang, Tom (2003): Advanced Digital Photography Techniques. New York: Amphoto.
- Arijon, Daniel (1991): Grammar of the Film Language, Silman-James Press.
- Garrett, Jesse James (2002): The Elements of User Experience: User-Centered Design for the Web. Indianapolis, IN: New Riders.
- Goodman, Robert M., Patrick McGrath (2002): Editing Digital Video: The Complete Creative and Technical Guide. New York: McGraw-Hill/TAB Electronics.
- Katz, Steven D. (2004): Cinematic Motion, A Michael Weise Productions Book.
- Millerson, Gerald (1994): Video Camera Techniques, Focal Press.
- Owsinski, Bobby (1999): The Mixing Engineer\\\'s Handbook. Vallejo, CA: MixBooks.
- Poynton, C. (2003): Digital Video and HDTV Algorithms and Interfaces, Morgan Kaufmann.
- Robin, M., Poulin, M. (2000): Digital Television Fundamentals, McGraw-Hill.
- Symes, P. (2004): Digital Video Compression, McGraw-Hill.
- Wang Y., Ostermann J., Zhang, Y. (2001): Video Processing and Communications, Prentice Hall.
- Wilde, Judith, Richard Wilde (2000): Visual Literacy: A Conceptual Approach to Graphic Problem Solving. New York: Watson-Guptill Pubns.
- Blaž Erzetič, Helena Gabrijelčič (2010): 3D od točke do upodobitve, druga izpopolnjena izdaja. Ljubljana: Založba Pasadena.
Practice and group work 70%, Examination 30%
University course code: 1DU018
Year of study: 2
- Lectures: 100 hours
Course type: compulsory support module
Languages: slovene, english
Learning and teaching methods:
lectures (theoretical foundations), demonstrations and practical exercises, presentations of products, examination with an overview of study obligations done and a grading of the products. student's independent work: practical exercises – independent work, work on the final product – as part of group or independent project, preparation for the examination