ARTISTIC IM. & NARR. STRUCT. FOR VIRTUAL WORLDS

ARTISTIC IM. & NARR. STRUCT. FOR VIRTUAL WORLDS

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iten
Code
80976
ACADEMIC YEAR
2021/2022
CREDITS
5 credits during the 2nd year of 8732 Electronic Engineering (LM-29) GENOVA
SCIENTIFIC DISCIPLINARY SECTOR
L-ART/02
TEACHING LOCATION
GENOVA (Electronic Engineering)
semester
1° Semester
Teaching materials

OVERVIEW

This course offers a focus on the production of images and narrations addressed to those who design virtual environments. The analysis of the historical dynamics of communication through images and the reading of the problems faced by artists in modern and contemporary times will be accompanied by a reflection on the forms and structures of traditional, literary and cinematographic narration and those produced by contemporary intermediality and transmediality.

AIMS AND CONTENT

LEARNING OUTCOMES

The course aims to provide those who design virtual environments and produce digital images with the ability to analyse the historical dynamics of communication through images and to read the problems faced by artists in modern and contemporary times in their value as responses to current needs in visual proposals.

AIMS AND LEARNING OUTCOMES

The course aims to provide those who design virtual environments and produce digital images with the ability to analyse the historical dynamics of communication through images and to read the problems faced by artists in modern and contemporary times in their value as responses to current needs in visual proposals.

During the course students are invited both to consider the potentialities of the use of digital and multimedia reconstructions related to problems of historical-artistic reading and fruition of cultural heritage, and to develop the ability to analyse and use adequate narrative structures in the communication proposals tackled.

Teaching methods

Analysis of the artistic image: from the myth of Pygmalion to the proposal of virtual space in artistic representation and the empathic relationship between image and audience.
Ways of applying virtual technologies to the problems of cultural heritage.
Narration and storytelling: definitions, structures and objectives.

The construction of narration: from comics to virtual worlds.
Intermedia, crossmedia, transmedia, multimedia narrative forms.
Transmedia storytelling.
Narrating with video games and serious games.

SYLLABUS/CONTENT

Attendance and active participation in the proposed training activities (face-to-face lessons and group work) and individual study will enable students to:
- know the applications of virtual technologies to the problems of cultural heritage;
- acquire the ability to analyse the historical dynamics of communication through images;
- know how to read the problems faced by artists in modern and contemporary times in their value as responses to current needs in the visual proposal;
- to know how to use the basic analytical methods and tools also to interpret intermediate and transmedia narrative

TEACHERS AND EXAM BOARD

LESSONS

Teaching methods

Analysis of the artistic image: from the myth of Pygmalion to the proposal of virtual space in artistic representation and the empathic relationship between image and audience.
Ways of applying virtual technologies to the problems of cultural heritage.
Narration and storytelling: definitions, structures and objectives.

The construction of narration: from comics to virtual worlds.
Intermedia, crossmedia, transmedia, multimedia narrative forms.
Transmedia storytelling.
Narrating with video games and serious games.

ORARI

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