Competencies and objectives

 

Course context for academic year 2023-24

To enrol in this course, it is necessary to have previously completed the courses PROGRAMMING I, PROGRAMMING II, and DIGITAL IMAGE PROCESSING.

In today's information society, the use of computer-generated images and animations is becoming increasingly necessary in various fields, particularly in the entertainment industry. The number of professionals working in this field is growing, and it is expected that in the coming years, there will be a significant demand for qualified individuals who can cover the various areas of work required to produce digital content related to advertising, television, film, and entertainment.

 

 

Course content (verified by ANECA in official undergraduate and Master’s degrees)

UA Basic Transversal Competences

  • CT10 : Capacity to confront, plan and solve real problems demanded by society in the field of engineering.
  • CT12 : Capacity to assimilate and adapt to the permanent evolution of technology when developing one's professional career.
  • CT14 : Capacity for self-criticism needed to analyse and improve the quality of projects.
  • CT7 : Capacity for oral and written exposition.
  • CT8 : Capacity to plan tasks and commit oneself to satisfying goals and deadlines.
  • CT9 : Capacity for group work.

 

Specific Competences:>>Basic

  • B1 : Capacity to solve any mathematical problems that may arise in engineering. Ability to apply knowledge of: linear algebra, geometry, differential geometry, differential and integral calculus, differential equations and partial derivatives, numerical methods, numerical algorithms, statistics and optimisation.
  • B2 : Basic understanding of using and programming computers, operating systems, databases and computer programs for use in engineering.

 

Specific Competences: >> Competences Common to the Telecommunications Branch

  • C2 : Capacity to use computer and information applications, office systems, databases, advanced calculation, project management, visualisation, etc.) to support the development and exploitation of telecommunications and electronics networks, services and applications.
  • C3 : Capacity to use computer tools to find bibliographic resources and information related to telecommunications and electronics.

 

Specific Competences: >> Competences Specific to Sound and Image

  • E5 : Capacity to create, code, manage, broadcast and distribute multimedia content, taking into account criteria of usability and accessibility to audiovisual, broadcasting and interactive services.

 

 

 

Learning outcomes (Training objectives)

No data

 

 

Specific objectives stated by the academic staff for academic year 2023-24

The course aims to cover the following learning objectives:

O1. Understand the concept of Infographics: This objective focuses on providing a clear understanding of what infographics are, their purpose, and their role in visual communication. Students will learn how to effectively convey information through visual representations.

O2. Familiarize with the methodology and basic issues associated with computer graphics creation: This objective introduces students to the process of creating computer graphics. They will learn about the various steps involved, such as concept development, design, modeling, rendering, and animation. Additionally, they will explore common challenges and issues encountered in computer graphics production.

O3. Learn the main techniques of realistic visualization in graphics: This objective focuses on teaching students the fundamental techniques used to achieve realistic visualizations in computer graphics. They will learn about shading, lighting, texturing, and other techniques that contribute to creating visually appealing and realistic graphics.

O4. Acquire skills in using a modeling tool for animation production and the creation of 3D objects and virtual environments: This objective involves hands-on experience with a specific modeling tool used in the industry. Students will learn how to use the software to create 3D objects, design virtual environments, and produce animations. They will gain practical skills in manipulating and transforming objects, applying materials and textures, setting up scenes, and animating objects within the software.

By the end of the course, students should have a solid understanding of infographics, the process of creating computer graphics, techniques for realistic visualization, and practical skills in using a modeling tool for animation production and 3D object creation.

 

 

General

Code: 20035
Lecturer responsible:
ARAUJO DA SILVA COSTA, ANGELO GONÇALO
Credits ECTS: 6,00
Theoretical credits: 0,60
Practical credits: 1,80
Distance-base hours: 3,60

Departments involved

  • Dept: SCIENCE OF COMPUTING AND ARTIFICIAL INTELLIGENCE
    Area: SCIENCE OF COMPUTING AND ARTIFICIAL INTELLIGENCE
    Theoretical credits: 0,6
    Practical credits: 1,8
    This Dept. is responsible for the course.
    This Dept. is responsible for the final mark record.

Study programmes where this course is taught