Degree | Type | Year |
---|---|---|
Interactive Communication | OB | 2 |
You can view this information at the end of this document.
The student must have an acceptable command of the English language, enabling them to understand documents written in this language.
To know:
The technological evolution of animation creation techniques.
The theoretical principles of audiovisual animation.
The complexity of the production process of an animation piece.
The importance of the different phases that take place before the actual animation begins.
The practical applications and expressive possibilities of animation.
How to conceive and produce an audiovisual piece using various animation techniques.
Block 1: A Brief History of Animation: Is That What We’re Told?
Block 2: Materiality and Technology in Animation
Block 3: Formal and Technical Aspects of Animation
Block 4: Introduction to Stop Motion Production
Block 5: Animation Techniques and Types of Animation
Block 6: Pre-production, Production, and Post-production
Specific note on Blender
This course includes specific sessions and practical activities focused on learning Blender, aiming for all students to acquire minimum and practical knowledge of its basic operation, which is essential for coordination with the Advanced Animation course and to ensure coherence in the degree program’s learning pathway.
Title | Hours | ECTS | Learning Outcomes |
---|---|---|---|
Type: Directed | |||
Laboratory internships | 33 | 1.32 | 3, 4, 7, 8, 16, 11, 18, 9 |
seminaries | 0 | 0 | |
Theoretical sessions | 19.5 | 0.78 | 7, 8, 11, 9 |
Type: Supervised | |||
Tutorials | 7.5 | 0.3 | 7, 8, 11, 18, 9 |
Type: Autonomous | |||
Creation of an animation piece of at least one minute. | 60 | 2.4 | 3, 4, 7, 8, 16, 11, 18, 9 |
Preparation of presentation | 11 | 0.44 | 4, 7, 8, 11, 18 |
Viewing of recommended material | 11 | 0.44 | 7, 8, 9 |
The course combines theoretical sessions with practical activities, which complement each other to help achieve the learning objectives. The schedule for each session will be published from the first day of class on the Virtual Campus, where students will also find a detailed description of exercises, practical assignments, and assessment activities, as well as any other information necessary to ensure proper course progression.
Throughout the course, special emphasis will be placed on the creation of an animation piece of at least one minute in length, which must be developed in pairs or small groups, depending on the number of enrolled students. This final project will allow students to apply both the theoretical and practical knowledge acquired in an integrated way.
The development of the project will be supervised through mandatory tutorials, during which students must present the required materials and progress status as requested by the teaching staff. The main goal of these tutorials is to accompany students throughout the production process, resolve potential difficulties, and provide specific guidance to ensure a successful final result.
Use of Artificial Intelligence and Plagiarism Prevention
The use of generative artificial intelligence (AI) tools and large language models (LLMs), such as ChatGPT or similar, is permitted in this course, provided that it is clearly indicated which parts of the assignment or activity have been carried out with their support and the tool used is properly cited.
At the beginning of the course, students will be provided with a detailed rubric specifying in which activities and how AI can be used, as well as the corresponding citation and transparency guidelines.
Any use of AI that does not comply with these guidelines, or a lack of proper citation, may be considered a breach of academic integrity and, in the most serious cases, plagiarism.
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.
Title | Weighting | Hours | ECTS | Learning Outcomes |
---|---|---|---|---|
Active participation in class | 10% | 0 | 0 | 4, 5, 7, 8, 11, 15 |
Entrega del proyecto final | 35% | 2 | 0.08 | 1, 3, 4, 7, 16, 11, 18, 12, 17, 9 |
Partial deliveries (works) | 30% | 4 | 0.16 | 2, 3, 4, 5, 7, 8, 16, 10, 11, 18, 14, 15, 17, 9, 6 |
Presentation of a short film or animation scene based on the elements learned in class | 25% | 2 | 0.08 | 2, 3, 4, 5, 7, 8, 16, 11, 19, 18, 12, 13, 14, 15, 9, 6 |
The assessment of the course will be based on the submission of various audiovisual pieces that cover different stages of the production process and make use of different techniques.
Throughout the course, there will be ten partial submissions of practical assignments (animations and other materials related to the production process, such as storyboards, animatics, concept art, etc.). Some of these submissions will also need to be delivered at the end of the course, depending on whether they are essential components of the final project.
The final project, which will consist of a one-and-a-half-minute animated short film, will combine the knowledge acquired both in and outside the classroom, and will incorporate elements from the partial assignments completed during the course.
The final presentations, which will consist of analyses of animated short films or scenes, must demonstrate the students’ understanding of the theoretical content covered in class and will account for 25% of the final grade.
10% of the final grade will be based on attendance and active participation in class sessions.
Depending on the results obtained in the exercises/practical assignments and the group project, a new assignment may be required to reassess any unmet criteria. This reassessment will take place on the dates established in the academic calendar.
If a student engages in any form of misconduct that may lead to a significant alteration of the grade in an assessment activity, that activity will receive a grade of 0, regardless of any disciplinary action that may be initiated. If multiple irregularities occur in the assessment activities of the same course, the final grade for the course will be 0.
This course does not include the option for single assessment.
Use of Artificial Intelligence and Plagiarism Prevention
The use of generative artificial intelligence (AI) tools and large language models (LLMs), such as ChatGPT or similar, is permitted in this course, provided that it is clearly indicated which parts of the assignment or activity have been carried out with their support and the tool used is properly cited.
At the beginning of the course, students will be provided with a detailed rubric specifying in which activities and how AI can be used, as well as the corresponding citation and transparency guidelines.
Any use of AI that does not comply with these guidelines, or a lack of proper citation, may be considered a breach of academic integrity and, in the most serious cases, plagiarism.
Alsina, Pau, Rodríguez, Ana, & Hofman, Vanina Y. (2018). Lʼesdevenir de lʼarqueologia dels mitjans: camins, sabers i metodologies. A Arqueologia dels mitjans [node en línia]. Artnodes, 21, 1-10. UOC.
Çalik, Selen. (2020). (Re) (Re)Playing Anime: Building a Medium-specific Approach to Gamelike Narratives. Mecadèmia, 12(2), 45-61.
Eisenstein, Sergei. (2017/1986). A Disney. Londres: Seagull Books
Alzines Salamanca, Adrián. (2017). Animando lo imposible. Los orígenes de la animación stop-motion. Barcelona: Diabolo Edicions.
Hiroki, Azuma (2007).Gemuteki riarizumu no tanjô: Dôbutsuka suru postomodan 2. Tòquio: Kodansha.
Lamarre, Tomàs. (2009). The Anime Machine: A Media Theory of Animation. Minneapolis: University of Minnesota Press.
Lamarre, Tomàs. (2018). The Anime Ecology: A Genealogy of Television, Animation, and Game Media. Premsa de la Universitat de Minnesota.
Lorenzo Hernández, Maria. (2021). La imagen animada. Una historia imprescindible. Barcelona: Diabolo Edicions.
Senyor, Pere; Sibley, Brian. (1998). Cracking Animation: The Aardman Book of 3-D Animation. Londres: Thames & Hudson.
MacLean, Fraser. (2011). Setting the Scene: The Art & Development of Animation Layout. San Francisco: Chronicle Books.
Minori, Ishida. (2024). Voice acting for anime. A Berndt, Jaqueline (ed.) The Cambridge Companion to Manga and Anime. Londres. Cambridge University Press.
Montero Plata, Laura (2012). El mundo invisible de Hayao Miyazaki. Palmell de Mallorca: Editorial Dolmen.
Montero Plata, Laura (2018). Biblioteca de Studio Ghibli: Princesa Mononoke. Palmell de Mallorca: Editorial Dolmen.
Montero Plata, Laura, & Pruvost-Delaspre, M. (2022). Shaping the Anime Industry: Second Generation Pioneers and the Emergence of the Studio System. A D. Desser (Ed.), A A Companion to Japanese Cinema (pàgs. 215-246). Wiley-Blackwell.
Otsuka, Eji i Steinberg, Mark. (2010). World and variation: a reproduction and and consumption in narrative. Mecademia, 5(1), 99-116.
Parikka, Jussi. (2012). Què és l'arqueologia dels mitjans? Cambridge: Polity Press.
Santiago Iglesias, José, & Baena, Ana. (Eds.). (2023). Neon Genesis Evangelion des de una perspectiva de medios. Barcelona: Satori Editorial.
Steinberg, Mark. (2012). Anime's Media Mix: Franchising Toys and Characters in Japan. Premsa de la Universitat de Minnesota.
Suan, Stevie (2021). Anime's Identity: Performativity and Form beyond Japan: University of Minnesota Press.
- Da Vinci Resolve
- Blender.
- Open Toonz
Please note that this information is provisional until 30 November 2025. You can check it through this link. To consult the language you will need to enter the CODE of the subject.
Name | Group | Language | Semester | Turn |
---|---|---|---|---|
(PLAB) Practical laboratories | 61 | Catalan | second semester | afternoon |
(PLAB) Practical laboratories | 62 | Catalan | second semester | afternoon |
(TE) Theory | 6 | Catalan | second semester | afternoon |