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2023/2024

Digital Object Integration

Code: 104757 ECTS Credits: 6
Degree Type Year Semester
2503873 Interactive Communication OT 4 2

Contact

Name:
Hector Angulo Perez
Email:
hector.angulo@uab.cat

Teaching groups languages

You can check it through this link. To consult the language you will need to enter the CODE of the subject. Please note that this information is provisional until 30 November 2023.

Teachers

Marc Palenzuela Reyes

Prerequisites

It is recommended to study this subject together with the following subjects:
  • Art and Architecture of Maps and Virtual Environments
  • Creation of Digital Objects.

Objectives and Contextualisation

Learn how to integrate 3D models (scenarios, objects and characters) in interactive projects such as video games or applications. Learn to make rigging, skinning, animations and competitive interfaces.
										
											
										
											Learn how to use Unity and manage scripts and shaders to achieve a result.

Competences

  • Act with ethical responsibility and respect for fundamental rights and duties, diversity and democratic values.
  • Act within one's own area of knowledge, evaluating sex/gender-based inequalities.
  • Apply and integrate knowledge in the fields of social sciences, humanities and engineering to generate complex products and services tailored to citizens' needs.
  • Determine and plan the technological infrastructure necessary for the creation, storage, analysis and distribution of interactive multimedia and social-networking products.
  • Devise, create, activate and integrate virtual and augmented-reality spaces, characters and objects.
  • Display the ability to lead, negotiate and work in a team.
  • Introduce changes in the methods and processes of the field of knowledge to provide innovative responses to the needs and demands of society.
  • 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 be capable of applying their knowledge to their work or vocation in a professional way and they should have building arguments and problem resolution skills within their area of study.
  • Students must be capable of communicating information, ideas, problems and solutions to both specialised and non-specialised audiences.
  • Students must develop the necessary learning skills to undertake further training with a high degree of autonomy.
  • 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. Analyse a situation and identify its points for improvement.
  2. Communicate using language that is not sexist or discriminatory.
  3. Cross-check information to establish its veracity, using evaluation criteria.
  4. Design objects that combine aesthetic norms with perfect technical functionality.
  5. Distinguish the salient features in all types of documents within the subject.
  6. Form part of groups working on virtual-production projects.
  7. Identify the specific features of the design, creation, integration and animation of digital objects (2D and 3D) and specific tools from both a conceptual and a practical perspective.
  8. Interpret and discuss documents on the main theories on virtual environments.
  9. Plan and execute academic projects in the field of virtual environment theory.
  10. Present a summary of the studies made, orally and in writing.
  11. Propose new methods or well-founded alternative solutions.
  12. Propose projects and actions that are in accordance with the principles of ethical responsibility and respect for fundamental rights and obligations, diversity and democratic values.
  13. Propose projects and actions that incorporate the gender perspective.
  14. Show expertise in operating the relevant computer programmes.
  15. Submit course assignments on time, showing the individual and/or group planning involved.
  16. Use the virtual spaces created as narrative contexts.
  17. Weigh up the risks and opportunities of both one's own and other people's proposals for improvement.

Content

1. Modeling elements with rigging
										
											
										
											2. Fundamentals of Unity
										
											
										
											3. 3D animation
										
											
										
											4. Integration of animated elements
										
											
										
											5. Interface and finishes inside the engine

Methodology

This subject has more weight on the practical part and the project compared to the theoretical part.
The practical part I of the project will be carried out in work sessions tutored by the teacher,
work demonstration sessions and handouts of memory and documentation and independent work carried out by the student individually or in groups. THEORY:
Classes with material that will be provided beforehand in the virtual Campus where the theoretical and practical concepts of the subject are introduced.
Despite being theory classes, a good part of the session will be devoted to solving problems posed by the teacher individually or in groups.
It is recommended to have a laptop for these sessions. PRACTICES: Practical cases of different scenarios will be considered in groups of 3 people, where a statement will be provided and the students must implement and present a solution in Blender and Unity of the case.
In these practical cases they will require the application of the concepts explained in the theory classes. PROJECT: Halfway through the course in groups 3 or 4, the students will be provided with a project proposal consisting of creating the appropriate environment for an application or a video game that they will create for 6 weeks.
Students will also be able to make project proposals. In the class sessions, the students will do group work supervised by the teacher and will have to make periodic deliveries of documentation.
On the last day of class, each group will make an oral presentation of the project, having previously delivered a report on the work done. NOTE: 15 minutes of a class will be set aside, within the calendar established by the center/degree, for students to fill in surveys to evaluate the performance of the teaching staff and to evaluate the subject/module. COMPETENCES: Students are expected to acquire (in addition to those specified in section 5) the following skills: Develop independent learning strategies. Ability to organize and plan. Problem solving ability.
SOFTWARE: The same as in practices.

Annotation: Within the schedule set by the centre or degree programme, 15 minutes of one class will be reserved for students to evaluate their lecturers and their courses or modules through questionnaires.


Activities

Title Hours ECTS Learning Outcomes
Type: Directed      
Theory Classes 15 0.6 1, 2, 3, 5, 14, 7, 8, 11
Type: Supervised      
Practicum 12 0.48 3, 5, 4, 14, 7, 8, 9, 15, 11, 12, 13, 16
Project 21 0.84 1, 5, 4, 14, 10, 6, 9, 17, 15, 11, 12, 13, 16
Type: Autonomous      
Autonomous work practicum 12 0.48 4, 14, 6, 7, 8, 9, 15, 16
Theory Study 15 0.6 3, 5, 14, 7
Work in the Project 37 1.48 3, 5, 4, 14, 10, 6, 7, 9, 17, 15, 11, 12, 16

Assessment

The evaluation activities that can be scored out of 10 are the following:
										
											
										
											a) Theory test (20% of the final mark)
										
											
										
											b) Delivery of practical work (20% of the final mark)
										
											
										
											c) Practical work (project) (50% of the final grade)
										
											
										
											d) Attendance and participation in the project sessions (10% of the final grade)
										
											
										
											For the calculation of the final grade, each of the assessment activities must have a grade greater than 5.
										
											
										
											The mark for remedial activities will be graded with a maximum of 8. Students who have passed an assessment activity can present themselves for remedial work and in this case the mark will be assessed with a maximum of 10. The maximum will be taken into account note of the two assessments.
										
											
										
											In the event that the student commits any irregularity that could lead to a significant variation in the grade of an assessment act, this assessment act will be graded with 0, regardless of the disciplinary process that may be instituted. In the event that several irregularities occur in the evaluation acts of the same subject, the final grade for this subject will be 0.
										
											
										
											Groups may not be dissolved or receive substantial modifications past three project sessions. If these modifications are made before and always subject to the teacher's approval, an alternative method of assessment will be imposed with guidelines at the tutor's discretion.


a) THEORETICAL TEST: Examination
b) DELIVERY OF PRACTICAL WORKS: Activities related to the learning process Delivery of functional models Animation pack delivery
c) PROJECT: The following INSTRUMENTS and ACTIVITIES will be used to evaluate the project: An assessment made by the teachers based on the presentation of the project carried out by the group (quality of work, presentation, report submitted). Group Note (10). From:
STUDENT'S PORTFOLIO: Document explaining the development of the work done: project approach, minutes of meetings, information sought, explanation of the application implemented with a small user manual and tests and tests carried out.
PRESENTATION: Oral presentation in 10-14 transparencies about the project developed and results obtained.
APPLICATION: Source and executable version of the developed application.
ACTS and CONTROLS: Presentation of the delivered documentation.
QUALIFICATION INDICATORS FOR THE PROJECT: The final mark of the subject is calculated in a weighted and global way taking into account the previous activities and the degree of involvement of each member of the group. Project grade = group grade (70% out of 10) + individual grade (30% out of 10). Each evaluation element, in order for it to count towards the final grade, must have a grade equal to or higher than 5.
EVALUATION CRITERIA: To consider the subject approved, a minimum of 5 must be obtained in the final grade.
IMPORTANT FOR ALL STUDENTS: The UAB Virtual Campus will be the means of communication for the delivery of assignments and documentation for the subject. There will also be practical and project groups and it will be the urgent means of communication, in case there is any incident or absence in face-to-face classes.
EVALUATION CALENDAR: Monitoring of groups and controls: during the course. Delivery of the portfolio,oral presentation and application by the students: The last week of class.

This subject doesn't provide for the single assessment system.

Assessment Activities

Title Weighting Hours ECTS Learning Outcomes
Assistance and participation in project sessions 0.1 21 0.84 1, 2, 5, 4, 14, 10, 6, 7, 8, 9, 17, 15, 11, 12, 13, 16
Individual Continuous evaluation on theory 0.2 3 0.12 3, 5, 10, 7, 8
Practicum evaluation 0.2 3 0.12 1, 2, 3, 5, 4, 14, 10, 6, 7, 8, 9, 17, 15, 11, 12, 13, 16
Project 0.5 11 0.44 1, 2, 3, 5, 4, 14, 10, 6, 7, 8, 9, 17, 15, 11, 12, 13, 16

Bibliography


Software

  • Unity, graphics engine for developing interactive and immersive video games and applications.
  • Blender, 3D content creator software for making models and animations of them.
  • Cascadeur, software creator of animations and 3D skeletons with artificial intelligence.
  • Quixel Mixer, 3D model texturing software standardized in the industry.
  • Krita, image editing software with layers.
  • GitHub, repository.