Module Coordinator: Justin Magee
Module Content
Module Description
Academic Year 2010-2011 Project Brief Timetable Reading List
Academic Year 2009-2010 Project Brief Timetable Reading List
Academic Year 2008-2009 Visiting Lecturer (J Magee on Research Leave)
Academic Year 2007-2008 Project Brief Timetable Reading List
Academic Year 2006-2007 Project Brief Timetable Reading List
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MODULE TITLE:
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Innovation: 3D design |
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MODULE CODE:
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DES514
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DATE OF REVISION:
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Academic Year 2009/2010
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MODULE LEVEL:
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6
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CREDIT POINTS:
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20
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MODULE STATUS:
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Optional
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SEMESTER:
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1
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LOCATION:
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Magee Campus.
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PREREQUISITE(S)
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DES307, DES311
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CO-REQUISITE(S)
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DES515, DES507 or DES511 |
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MODULE CO-ORDINATOR(S):
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Magee J.D.M.(Dr) (Magee Campus, School for Creative Arts) |
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TEACHING STAFF RESPONSIBLE FOR MODULE DELIVERY
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Magee J.D.M. (Dr) & Demonstrator |
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HOURS:
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200
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Lectures
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06 hrs
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Tutorials / Seminars |
18 hrs
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Practicals
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36 hrs
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Independent study (including assessment) |
140 hrs
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TOTAL EFFORT HOURS:
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200 hrs
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ACADEMIC SUBJECT:
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DESIGN
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RATIONALE
This module builds specifically upon the skills attained through DES307 (3D Design)/DES311 Product and Character simulation. Innovation in the subject areas of merging 3D Design using virtual environments is the focus
This module attempts to expand the creativity of the student by encouraging self directed study in different 3D Design applications such as games design and product virtual prototyping. It encourages an experimental approach and may echo current research activity within the University, as appropriate.
AIMS
· To establish a level of technical skills proficient for professional integration, in turn preparing students for employment, postgraduate study and research.
· To encourage self directed disciplinary study, within the 3D pathway
· To develop a mind set to support the creative industries through engagement in cutting edge approaches to 3D content and virtual environments.
· To encourage visionary and futuristic innovation approaches
The assessment is in the form of a series of practical tasks, a portfolio of design work and a presentation.
LEARNING OUTCOMES
A successful student will be able to show that he/she can:
KNOWLEDGE AND UNDERSTANDING
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K1
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Explore current 3D Computer Graphics trends and applied these technical skills in an appropriate manor. |
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K2
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Demonstrate a structured approach to the problem solving design process associated with the 3D discipline |
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K3
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Demonstrate an acute awareness of 3D design issues associated with aesthetics, user space and function. |
INTELLECTUAL QUALITIES
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I1
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Demonstrated an ability to be innovative within a restrained brief |
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I2
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Be aware of current design developments and technological trends and illustrate a capacity for predictive design proposals within a critical context. |
PROFESSIONAL/PRACTICAL SKILLS
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P1
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Demonstrate an acute awareness of 3D visualisation and virtual manipulation |
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P2
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Show a capacity to resolve design problems with a personality in their approach and reflection of their specific 3D discipline sector (e.g. Games, Visualisation, product, automotive, virtual prototyping, character development). |
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P3
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To illustrate ability to direct visual activity across time integrating sound as appropriate. |
TRANSFERABLE/KEY SKILLS
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T1
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Defend final outcomes, through visual and oral presentation in a clear and concise manner. |
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T2
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Demonstrate effective project management through time sheet records/ blogs as a means of quality control, and be accountable for deadlines. |
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T3
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Accept criticism and respond with action. |
CONTENT
The content for the module will be updated annually to keep current with the developing industries. Topics will be diverse, yet offer specific brief choices to satisfy and challenge each design discipline. The opportunity for University research activity will exist in this module.
LEARNING AND TEACHING METHODS
Lecturers will provide students with formal teaching on 3D Design innovation methodology and will showcase state of the art developments and current trends within the wider 3D design sector.
Support will also be given in the form of tutorials and demonstrations for subject specific topics. Tutorials and seminars will guide project direction through tutor and peer review. Students will be expected to take part in peer learning within group seminars and workshops, in both real and virtual environments. Student will have to defend design decisions, as critiques will be core for presentation - the ability to communicate your ideas visually and verbally will be assessed.
Practical exercises will allow software proficiency to be nurtured. There will be software demonstration classes to accelerate and expand established or new skill sets, which will follow practical classes that deal with theory and logic as well as technical and artistic tuition.
Students will be directed to read literature for software application and to utilise various 3D software communities online. The will also read relevant journal articles and reviews of 3D Design to gain an awareness of the scope and nature of Innovation within this sector design.
Students are expected to be industrious. To encourage professionalism, time keeping and record logbooks / blogs will be included as part of the assessment (a sub criteria of Understanding of professional practice). Self-management reflection will be encouraged as a method of industry preparation.
ASSESSMENT
There are components of assessment. The first is the completion of tutorials towards technical proficiency. The second is the assessment of the design content. and multimedia presentation. 100% Coursework 0% Examination.
Coursework 1:
Software tutorials
There are three components of assessment. The first is the completion of Technical Practicals. The second is the assessment of the design content multimedia presentation. The third is a multimedia presentation.
Coursework 1 : 10%
Tasks that assess technical proficiency. This assessment will measure the students achievement of the following module earning outcomes:P1
Coursework 1 : 65%
This submission will encompass the design process in its entirety. Students will have to present a conclusive presentation in terms of concept and the innovations associated should be clearly illustrated. They will have to create a substantial body of supportive problem solving based development work for submission. This assessment will measure the following module learning outcomes:K1, K2, K3, I1, I2, P2
Coursework 1 : 25%
This submission will address presentation and debate. Presentations should be professionally conducted. Management documents to support time planning should accompany presentations. This assessment will measure the following module earning outcomes:P3, T1, T2, T3
REQUIRED READING
DEMERS, O; [Digital] texturing & painting / contributing author & edited by Christine U. -Indianapolis, Ind. : New Riders (2001)
FLETCHER, A., The Art of Looking Sideways, Phaidon Press Ltd (2001)
GRINYER C; Smart Design: Driving Technology to Suit Our Needs (2001)
IDEO, IDEO Memory cards, 51 ways to inspire design, IDEO (2003)
KELLEY T., The Ten Faces of Innovation: Ideo's Strategies for Beating the Devil's Advocate & Driving Creativity Throughout Your Organization (2005)
KELLEY T., The Art of Innovation: Success Through Innovation the IDEO Way (2002)
KAUFMANN M., Better Game Characters by Design: A Psychological Approach (Interactive 3d Technology series) (2006)
STERLING B; Shaping things (2005)
RECOMMENDED READING
BOAZ, L., Mental ray for Maya, 3ds Max and XSI : a 3D artist's guide to rendering, Wiley (2008).
BROWN T.H., The art of Maya : an introduction to 3D computer graphics
HARTAS, Leo, The art of game characters, Ilex, (2005)
GERMAN DESIGN COUNCIL, German design award 2010, Books at Manic (2010).
NEUHAHN, C., Professional short films with 3ds max, Charles River Media, (2006).
SARRIS N., STRISZIS M.G., 3D modeling and animation : synthesis and analysis techniques for the human body, Hershey (2005).
STRONG B., Creating game art for 3D engines, Charles River Media, (2008).
WIEDERMA J., Digital beauties : 2D & 3D computer generated models, virtual idols and characters, Taschen, (2001)
YANCEY C., Game character modeling and animation with 3ds Max, Focal, (2008).
ZEC P., Red Dot design yearbook 2007/2008, Red Dot (2007).
Academic Journals
Electronic resources
An exploration of 3D/Interactive Design presentation. Example Design Briefs will be used to guide students to develop more innovatively. Students will gain a further insight into the commercial world of design, exploring Design within a 3D/Interactive context, using appropriate multi-media to present their ideas dynamically.
