Course Identification
|
Week# |
Class Content |
| BLOCK 1 | MEDIA CULTURES: analogue to digital |
#1 |
Introduction to the course. Exercise 1: Social Bookmarking Shining Exercise 2: ANALYSE WHAT MAKES A GAME TRAILER TICK Assignment 1: Movie to Game (Trailer) assignment 2: MEDIA IN A NETWORKED AGE Assignment 3: Making Games -- Collaborative project |
| #2 | Gallery Visit: Experimenta Utopia Now the Arts Centre, BlackBox, Melbourne |
#3 |
PRESENTATIONS EXERCISE 2 Concept documents. Academy Award Winning Movie Trailer EXercise 2: 15 mins -- write a core statement and 1 paragraph synopsis for your favorite game. Confirm Assignment 2 topics and weeks. Break Old Media : New Media : reMedia Case study: The News tonight - from bio-networks to digging the zeitgeist General Resources : http://del.icio.us/shiralee/news Reading |
#4 |
PRESENTATION: Assignment 1 Games Concept doc due Protean Machine: From pebbles to AI Pattie Maes and Pranav Mistry demo SixthSense Delicious Links -- computer lecture Case study: Automatic friend/robot writers; Eliza, Racter and Chatbots. |
#5 |
Studio: Trailer production |
#6 |
PRESENTATIONS Assignment 1. (5 minutes per presentation – 5 minutes feedback) How Milnet became our Net Case study: Hypertext |
| BLOCK 2 | WEB 2.0 AND NETWORKED ART In this block, students are required to give presentations on one of the week's topics in that allocated week. Students should tailor their research into a case study on a particular artist, movement or phenomenon fitting that week's topic. For example in week 6, the theme is virtual communities so a student may wish to do a case study on Gaia online or an online massively multiplayer game such as WOW. Students are expected to conduct research that might include both theoretical and empirical analysis. Students must confirm their topic and presentation date by week #3. No double-ups on topics. Assignment #2 Brief |
#7 |
PRESENTATIONS Web 2.0 is Soylent Green RESOURCES URL :: Internet is for Porn PDF : Larissa Hjorth 'Gifts of Presence: A Case Study of a South Korean Virtual Community, Cyworld’s Mini-hompy' |
#8 |
The Incredible Shrinking Screen URL :: The Broad Band - Internet Killed The Video Star ALSO: PRESENTATIONS Video killed the family guy |
#9 |
PRESENTATIONS Networked and Net art/Game Art RESOURCES
|
BLOCK 3 |
GAMES IRL |
#10 |
The Theory of Fun campaign Assignment 3: Making Games -- Collaborative project RESOURCES |
#11 |
Game Elements URL :: What's my Motivation |
#12 |
Game Testing |
This course builds on knowledge and skills gained in Media Cultures 1. It will enable students to develop an understanding of the theory and practice of time-based and digital media.
The course will explore the interrelation of art and technology by investigating the evolution of digital media from early base concepts and the parallel histories of other media forms. Historical and theoretical perspectives of digital and time-based media will be presented and, in particular, their relationship to games will be explored.
As a means of applying these theoretical and historical perspectives, this course will also explore the theory and practices of writing and conceptual development techniques to suit a range of media. Students will engage in both research and practical tasks intended to give them a range of investigative, analytical, conceptual and creative skills.
Throughout the course, students will develop methodologies of storytelling and narrative structures for media. The students will build a solid foundation of ideas, methods and techniques as well as professional formats for presentation, which will have a deep and broad impact on the way they approach, work on and develop future multimedia projects.
The learning approach in this course is student-centred and practically-based.
Feedback will be ongoing during classes, and will be given in response to in-class exercises, presentations and other class activities.
You will be expected to use lateral, analytical and critical thinking processes, both at an individual and group level, through exercises, critiques, reviews and discussions. The exploration of existing models, theories and paradigms will be essential, allowing you to develop your knowledge base of creative strategies.
Upon completion of this course, the student should be able to:
Assessment is based on progressive assessment briefs, and class exercises. A full detailed breakdown of weekly class exercises and objectives will be supplied on a week by week basis.
Assessment is ongoing and part of students’ participation in group and individual class exercises and class critique (formal and informal) sessions. Assignments may include script writing, storyboarding, visual/ textual narration, writing short and succinct film and game synopsis, analysis of plot and character development, development of game mechanics, investigation of historical media technologies and contemporary networked media potentials.
All assessment tasks will be provided in writing via briefs and verbal reinforcement.
Criteria include:
Students will need to complete the assignment and exercise tasks on time and to brief to receive an average (Credit) grade. Additional time, effort, and enthusiasm in and out of class are necessary for an above average grade. Students who listen, ask questions, work hard, take risks, explore concepts & media, and actively engage in constructive criticism and an exchange of ideas will benefit most from this class and earn an above average grade.
1. Assignment/presentation 1 >: Movie to Game (Trailer) – 30sec-3min video, Due week 3: concept doc, Due week 6: Game Total value: 30%
2. Assignment/presentation 2: Network media presentations (presentation and written work) Due: weeks 7-9 Total value: 25%
3. Assignment/presentation 3: Location-based game (group assignment) Total value: 25%
4. Class participation and exercises Total value: 20%
Critical Commons provides information about current copyright law and its alternatives in order to facilitate the writing and dissemination of best practices and fair use guidelines for scholarly and creative communities. Critical Commons also functions as a showcase for innovative forms of electronic scholarship and creative production
Shiralee's Delicious links
k.i.s.s. of the panopticon introduction to cultural/critical theory and its relationship with communications and new media
Second Nature: International Journal of Creative Media
Kotaku, the Gamer’s Guide
BACKGROUND: Jared Tarbell www.levitated.net/