教學大綱 Syllabus

科目名稱:互動科技基礎

Course Name: Fundamentals of Interactive Technology

修別:選

Type of Credit: Elective

3.0

學分數

Credit(s)

40

預收人數

Number of Students

課程資料Course Details

課程簡介Course Description

This course is designed to introduce students to the fundamentals of interactive technology and its role in communication. Students will gain an understanding of the principles and techniques of interactive technology, its historical development, and its applications in various fields.

Throughout the course, students will be assigned individual and/or group projects that will allow them to apply the concepts learned in class. Additionally, there will be in-class discussions and presentations on current interactive technology topics.

中英文雙語授課

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

    By the end of the course, students will be able to:

    • Understand the principles and techniques of interactive technology and its applications in various fields
    • Outline the basics of user experience design and apply them to propose effective and engaging interactive technology solutions
    • Elaborate on the ethical considerations involved in interactive technology
    • Stay up-to-date with emerging trends in interactive technology

    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

     

    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 “Interactive Technology”

     

    3

     

     

    2

    A Brief History of Human-Technology Interaction

    Lecture, Case Studies

    Group Discussion

    6

     

     

    3

    Interactive Technology and Storytelling: Interactive Digital Narrative

    Lecture, Case Studies

    Group Discussion

    6

     

     

    4

    Interactive Technology and Experience

    Lecture, Case Studies Group Discussion

    6

     

     

    5

    Interactive Technology and Behaviour

    Lecture, Case Studies Group Discussion

    6

     

     

    6

    Interactive Technology and Design: Basics of UX Design

    Lecture, Case Studies Group Discussion

    6

     

     

    7

    Imagination and Innovation

    Lecture, Case Studies

    Group Discussion

    6

     

     

    8

    Ethics in Interactive Technology

    Lecture, Case Studies

    Group Discussion

    6

     

     

    9

    Interim Presentation

    Group Presentation

    6

     

     

    10

    Interim Critique

    Group Discussion

    3

     

     

    11

    Emergent Topics in Interactive Technology

    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

    Wardrip-Fruin, N., & Montfort, N. (Eds.). (2003). The new media reader. MIT Press.

    Norman, D. A. (2013) The Design of Everyday Things. Chapter 1. Basic Books.

    Murray, J. (1997). Hamlet on the Holodeck. MIT Press.

    Bolter, J. D., & Gromala, D. (2003). Windows and mirrors : interaction design, digital art, and the myth of transparency. MIT Press.

    Bailenson, J. (2018). Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. W. W. Norton & Company.

    Fogg, B. J. (2003). Persuasive technology : using computers to change what we think and do. Morgan Kaufmann Publishers.

    Zuboff, S. (2015). Big other: surveillance capitalism and the prospects of an information civilization. Journal of Information Technology, 30, 75–89.

    Tanenbaum, J. (2014). Design Fictional Interactions: Why HCI Should Care About Stories. Interactions, ACM Press: 22-23.

    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

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    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

    No

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