Type of Credit: Partially Required
Credit(s)
Number of Students
This course explores the intersection of immersive media and creativity in communication design. Students will examine the principles of immersive media, including virtual and augmented reality, and explore the creative possibilities that these technologies offer.
能力項目說明
Through projects focusing on ideation and visualization, students will learn how to design and propose immersive media experiences that engage and captivate audiences.
By the end of the course, students will be able to:
教學週次Course Week | 彈性補充教學週次Flexible Supplemental Instruction Week | 彈性補充教學類別Flexible Supplemental Instruction Type |
---|---|---|
週次 |
課程內容與指定閱讀 |
教學活動與課前、課後作業 |
學生學習投入時間 (含課堂教學時數) |
1 |
Introduction to “Immersive Media” |
Lecture, Case Studies Group Discussion |
3 |
2 |
A Brief History of Immersive Media |
Lecture, Case Studies Group Discussion |
6 |
3 |
Immersive Media and Technology |
Lecture, Case Studies Group Ideation |
6 |
4 |
Immersive Media and Storytelling |
Lecture, Case Studies Group Ideation |
6 |
5 |
Immersive Media and Persuasion, Gamification |
Lecture, Case Studies Group Ideation |
6 |
6 |
Immersive Media and Experience |
Lecture, Case Studies Group Discussion |
6 |
7 |
Imagination and Creativity |
Lecture, Case Studies Group Discussion |
6 |
8 |
Interim Presentation |
Group Presentation |
6 |
9 |
Interim Critique |
Group Discussion |
3 |
10 |
Basics of UX Design |
Lecture, Case Studies Group Discussion |
6 |
11 |
Basic Plot Structure |
Lecture, Case Studies Group Discussion |
6 |
12 |
Group Tutorial |
Group Discussion |
6 |
13 |
Group Tutorial |
Group Discussion |
6 |
14 |
Group Tutorial |
Group Discussion |
6 |
15 |
Final Presentation |
Group Presentation |
6 |
16 |
Final Critique |
Group Discussion |
3 |
17 |
安排學生自主多元學習 |
|
3 |
18 |
安排學生自主多元學習 |
|
3 |
Group Presentation 30%
Proposal 30%
Group Member Evaluation 20%
Class Participation 20%
Grau, O. (2003). Virtual art : from illusion to immersion. MIT Press.
Lanier, J. (2017). Dawn of the new everything : encounters with reality and virtual reality. Henry Holt and Company.
Ball, M. (2022). The metaverse : and how it will revolutionize everything (First edition. ed.). Liveright Publishing Corporation, a division of W.W. Norton & Company.
Wardrip-Fruin, N., & Harrigan, P. (Eds.). (2004). First person : new media as story, performance, and game. MIT Press.
Fogg, B. J. (2009). A Behavior Model for Persuasive Design. Persuasive’09, Claremont, California, USA.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning future media environments.
Bailenson, J. (2018). Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. W. W. Norton & Company.
Boden, M. A. (2009). Computer Models of Creativity. AI Magazine. Fall 2009.
Lupton, E. (2017). Design is Storytelling Cooper Hewitt, Smithsonian Design Museum.
Booker, C. (2004). The seven basic plots : why we tell stories. Continuum.