This UC aims to provide students with a space to open up creative horizons, where technology hybridizes with science and art, providing them with access to a significant set of technologies and technological artistic areas in a theoretical and practical environment, in order to allow them to identify and select the areas of interest for their Digital Media-Art Projects. It also aims at a greater pedagogical objective, which is to guide the student through various thematic areas of knowledge and technology, with a view to identifying their areas of interest for future development in the thesis. Students will also be asked to develop a detailed State of the Art Study focusing on the modules used/to be used to build the digital media art project and the thesis proposal
Digital Art
Computational Art
Artistic artefacts
Upon completion of this learning unit the student should be able to:
This curricular unit unfolds in the different subject areas of technology and computational art identified. The student will have to attend a minimum of five modules of these sub-areas and complete the mandatory modules, totaling 30 credits. The program comprises the various modules each in a particular sub-area covering the following topics:
1) Fundamentals: concepts, principles, objectives and main motivation;
2) Techniques: experimentation with technologies and tools; personal and group reflection on the results; The curricular unit contemplates the realization in parallel of a State of the Art Study where the acquired knowledge will be applied:
3) State of the Art Study, to be integrated into the Thesis Project Plan, within the scope of the UC Thesis Planning, presented and defended in person during the doctoral retreat. Finally, the UC will also supply practical knowledge to the Digital Media-Art Projects developed within the scope of the Research and Artistic Production Seminar.
• Araújo, A. B., Olivero, L. F., & Antinozzi, S. (2019). HIMmaterial: Exploring new hybrid media for immersive drawing and collage. Proceedings of the 9th International Conference on Digital and Interactive Arts , 1–4.
• Datta, A. & Goswami, R. (2021). The Film Industry Leaps into Artificial Intelligence: Scope and Challenges by the Filmmakers. Em V. S. Rathore et al. (eds.), Rising Threats in Expert Applications and Solutions, Advances in Intelligent Systems and Computing 1187, 665-670. https://doi.org/10.1007/978-981-15-6014-9_80
• De la Garza, A., & Travis, C. (Eds.). (2018). The STEAM revolution: Transdisciplinary approaches to science, technology, engineering, arts, humanities and mathematics. Springer.
• Fernandes-Marcos, A. (2017). Artefacto computacional: elemento central na prática artística em arte e cultura digital. Revista Lusófona de Estudos Culturais, vol.3, n.2. https://doi.org/10.21814/rlec.182
• Geroimenko, Vladimir. (2022). Augmented reality art. From an Emerging Technology to a Novel Creative Medium. Springer Series on Cultural Computing. https://doi.org/10.1007/978-3-030-96863-2
• Gomes, J. A., Carvalhais, M., & Portovedo, H. (2021). Audible (Art): The invisible connections. Journal of Science and Technology of the Arts, 13(1), 9-20.
• Gross, B., Bohnacker, H., Laub, J., & Lazzeroni, C. (2018). Generative Design: Visualize, Program, and Create with JavaScript in p5. js. Chronicle Books.
• Margolis, M., Jepson, B., & Weldin, N. R. (2020). Arduino cookbook: recipes to begin, expand, and enhance your projects . O'Reilly Media.
• Santaella, L. (2018), “Arte, ciência & tecnologia: um campo em expansão”, Pablo Gabira, Percursos contemporâneos. Realidades da arte ciência e tecnologia, Belo Horizonte: UEMG.
• Silva, B.; Carrega, J. (Org.) (2021). The Forking Paths, Interactive Film and Media. Ediçoes CIAC.
• Veiga, P. A. (2023). Generative Video Art. In Creating Digitally: Shifting Boundaries: Arts and Technologies—Contemporary Applications and Concepts (pp. 241-266). Cham: Springer International Publishing.
• Veiga, P.A. (2020). O Museu de Tudo em Qualquer Parte: arte e cultura digital - inter-ferir e curar. Coleção Humanitas, Centro de Investigação em Artes e Comunicação. Coimbra: Grácio Editor. ISBN: 9789899023253
E-Learning (fully online)
Blended learning
The evaluation of this learning unit encompasses a continuous dimension based on the quality of the questions and problems that the student poses to the teacher/class; carrying out the proposed tasks in each module, as well as participating in the discussion in the forums. Through this dimension, the student must ensure frequency (success) of the three mandatory modules and the five optional modules. The State of the Art Study carried out during the academic year will determine its quantitative classification, after being assessed in a public exam, during the doctoral retreat
Given the theoretical nature of the learning unit, the teaching/learning process should follow an approach based on individual work assignments in the form of an intensive study of the area and its respective state of the art, and the participation, in virtual classroom, in the online collaborative learning process based on the discussion and critical analysis of the various topics of study. The teacher conducts online tutoring orientation sessions to focus the study effort