Entertainment Computing Workshop
2
2025-2026
02056143
Entertainment Computing
English
Portuguese
Face-to-face
SEMESTRIAL
6.0
Compulsory
2nd Cycle Studies - Mestrado
Recommended Prerequisites
Assumes the conclusion of the branch mandatory units in the 1st yeat.
Teaching Methods
A series of specialized seminars demonstrate frontier topics in EC.
Review of literature relevant to the project with a summary of the state of the art and contributions.
Development of an isolated creative project, or in a team with defined responsibilities, from conception to completion.
The Project-Based Learning activity acts as a context that integrates skills, with mentoring from specialist teachers.
Projects can be proposed by students or by teachers, always selected based on providing challenging opportunities in Entertainment Computing applications.
Learning Outcomes
Students will integrate entertainment computing competences, namely through:
Design and development of experimental, artistic and interdisciplinary projects, in an environment of new interactive, performative or installation media;
Explorations of advanced interaction techniques: embodied and spatial interaction, projection mapping, sound spatialization;
Advanced explorations in playful media, live editing, mixed-media, locative, and multiplayer online games;
Advanced AI/ML explorations in experience co-creation, characterization, adaptability and generativity;
Characterization and experience evaluation tests, quality control, identity, closing and distribution.
Work Placement(s)
NoSyllabus
Creative Project Management, from concept to realization
Challenges in Performative and Installation Environments
NUI: Tracking and Sensing (Depth cams, Sensors, ML, etc)
Projection Mapping techniques
Sound Design and Spatialization techniques
Generative Techniques in Performance
Playful Expressive Media
Challenges in Multiplayer Systems
Design and evaluation of Serious Games
AI and Experience Design
Machine Learning for Games
Telemetrics and Predictive Analytics
Adaptive and Personalized Experiences
Emotion Detection and Response
Automated Testing and Quality Assurance
Identity, Packaging and Distribution.
Head Lecturer(s)
Professor A Definir - Departamento de Engenharia Informática
Assessment Methods
Assessment
Research work: 25.0%
Project: 75.0%
Bibliography
Seleção de publicações científicas por revisão de literatura relacionada com o projeto / Selection of scientific publications by reviewing literature related to the project.