教學大綱 Syllabus

科目名稱:沉浸式媒體與創意

Course Name: Immersive Media and Creativity

修別:群

Type of Credit: Partially Required

3.0

學分數

Credit(s)

30

預收人數

Number of Students

課程資料Course Details

課程簡介Course Description

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.

核心能力分析圖 Core Competence Analysis Chart

能力項目說明


    課程目標與學習成效Course Objectives & Learning Outcomes

    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:

    • Manipulate visual elements and apply compositional principles in immersive media
    • Infer meanings from visual representations
    • Apply creative design techniques to propose immersive media experiences that
    • engage and captivate audiences
    • Understand the principles of storytelling in immersive media and apply them to create compelling narratives
    • Understand the principles of user experience design and apply them to immersive media experiences

    每周課程進度與作業要求 Course Schedule & Requirements

    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

    授課方式Teaching Approach

    40%

    講述 Lecture

    30%

    討論 Discussion

    30%

    小組活動 Group activity

    0%

    數位學習 E-learning

    %

    其他: Others:

    評量工具與策略、評分標準成效Evaluation Criteria

    Group Presentation 30%

    Proposal 30%

    Group Member Evaluation 20%

    Class Participation 20%

    指定/參考書目Textbook & References

    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.

    已申請之圖書館指定參考書目 圖書館指定參考書查詢 |相關處理要點

    維護智慧財產權,務必使用正版書籍。 Respect Copyright.

    課程相關連結Course Related Links

    
                

    課程附件Course Attachments

    課程進行中,使用智慧型手機、平板等隨身設備 To Use Smart Devices During the Class

    需經教師同意始得使用 Approval

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