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2020/2021

Mathematics and Physics for Digital Animated Objects

Code: 104729 ECTS Credits: 6
Degree Type Year Semester
2503873 Interactive Communication OB 2 2
The proposed teaching and assessment methodology that appear in the guide may be subject to changes as a result of the restrictions to face-to-face class attendance imposed by the health authorities.

Contact

Name:
F. Xavier Alvarez Calafell
Email:
Xavier.Alvarez@uab.cat

Use of Languages

Principal working language:
catalan (cat)
Some groups entirely in English:
No
Some groups entirely in Catalan:
Yes
Some groups entirely in Spanish:
No

Prerequisites

The subject starts from very basic levels of mathematics and physics, but it would be helpful that the student had taken the subjects of Mathematics and Physics at the secondary grade.

Objectives and Contextualisation

The subject, based on physics and mathematics, presents the scientific logics of movement, design of objects, characters, landscapes and architecture. It begins with an introduction to the model of digital objects, and the physics and mathematics of movements / forces of animated objects.

It will also address the usual models for animated objects, the parameters and the simulation and continuity analysis of animated objects (movements, forces, among others). In the course it will be also studied the parameter adjustment for the simulations and its validation.

Competences

  • Apply and integrate knowledge in the fields of social sciences, humanities and engineering to generate complex products and services tailored to citizens' needs.
  • Associate mathematical and physical processes and theories, and their application to the world of databases, with the creation of interfaces and with augmented virtual reality.
  • Manage time efficiently and plan for short-, medium- and long-term tasks.
  • Search for, select and rank any type of source and document that is useful for creating messages, academic papers, presentations, etc.
  • Students must have and understand knowledge of an area of study built on the basis of general secondary education, and while it relies on some advanced textbooks it also includes some aspects coming from the forefront of its field of study.

Learning Outcomes

  1. Assimilate the fundamental principles of mathematics and physics and apply them to the creation of communication products.
  2. Construct the usual models for creating the animated objects, the parameters and the simulation.
  3. Cross-check information to establish its veracity, using evaluation criteria.
  4. Distinguish the salient features in all types of documents within the subject.
  5. Explain the key concepts of this subject area, on the basis of the knowledge of physics and mathematics acquired in secondary school.
  6. Interpret and analyse continuity in animated objects.
  7. Interpret and analyse the relationship between mathematical concepts and the creation of databases.
  8. Interpret and discuss documents and theories on physics and mathematics of animated digital objects.
  9. Relate physical and mathematical concepts and apply them to the movement/force of animated objects.
  10. Submit course assignments on time, showing the individual and/or group planning involved.

Content

In the first part of the course will be studied the mathematical concepts needed to draw, position and orient polygonal objects in computer simulations. These tools will allow us to draw simple objects and position them in 2D and 3D spaces. In the second part we will study the essential physical laws that allow moving those objects in the space.

1. Basics of mathematics.

Vectors: Basic properties and operations. Scalar product and vector product. Angles between vectors.

Points and lines: Distances

Conics: Circles, ellipses, parabolas and hyperboles.

Matrices: Basic operations with matrices. Multiplication of an array by a vector.

Transformations: Rotations, translations and changes of scale

3. Fundamentals of Physics

Kinematics: Rectilinear motion. Circular motion.

Newton's laws. Weight, Normal, Frictional Forces.

Collisions between objects.

Methodology

The classes will alternate different methodologies:

- Theory classes where the general concepts of the different topics will be introduced

- Self-corrected questionnaires using the Moodle platform

- Practices writting short programs applying the concepts introduced in theory classes.

- Reading of didactic material where the physical and mathematical concepts are used to draw and move objects in virtual environments.

The calendar will be available on the first day of class. Students will find all information on the Virtual Campus: the description of the activities, teaching materials, and any necessary information for the proper follow-up of the subject. In case of a change of teaching modality for health reasons, teachers will make readjustments in the schedule and methodologies

Activities

Title Hours ECTS Learning Outcomes
Type: Directed      
Computer practices 15 0.6 2, 3, 4, 6
Theory classes 33 1.32 2, 5, 6, 7, 8, 9
Type: Supervised      
Tutorials 8 0.32 3, 4
Type: Autonomous      
Programming 20 0.8 1, 2, 4, 6, 10, 9
Reading of educational material 12 0.48 1, 3, 8
Resolution of computer assisted questionaries 16 0.64 2, 6, 9
Workhome 26 1.04 3, 8, 10

Assessment

 
The final grade is divided into two midterm exams (with a weight of 30% each one) and moodle and geogebra / python practices with the remaining 40% weight.

In order to pass , the grade for each of the four items (2 midterm exams - moodle - geogebra / python) must be higher than 3

The proposed teaching methodology and evaluation activities may undergo some modifications depending on the health authorities' attendance restrictions.

 

Assessment Activities

Title Weighting Hours ECTS Learning Outcomes
1st Mid-term exam 30% 2 0.08 1, 2, 5, 9
2nd Mid-term exam 30% 2 0.08 1, 2, 5, 9
Geogebra/Python practice 20% 8 0.32 1, 6, 7, 10
Moodle questionaries 20% 8 0.32 3, 4, 8, 10, 9

Bibliography

1. Lengyel, Eric, and Flynt, John. Mathematics for 3D Game Programming and Computer Graphics (3rd Edition). Boston: Course Technology, 2011. ProQuest Ebook Central. (Accessible com a recurs electrònic a https://ebookcentral-proquest-com.are.uab.cat/lib/uab/detail.action?docID=3136454#)

2. Bourg, David M. and Bywalec, B. Physics for game developers (2nd edition). , 2013. O'Reilly.