CONTENTS 1. Introduction 1.1 Course Outline 1 1.2 Introduction ...
CONTENTS 1. Introduction 1.1 Course Outline 1 1.2 Introduction ...
CONTENTS 1. Introduction 1.1 Course Outline 1 1.2 Introduction ...
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• The practical project will assess the students’ ability to interpret a creative brief, demonstrate<br />
technical skills, and develop and apply ideas in the final product. (Learning outcomes: 1,2,3<br />
and 4)<br />
• The critical review and written self evaluation will demonstrate the ability of the student to<br />
communicate and critically evaluate their work.(Learning outcomes: 3 and 5)<br />
Assessment criteria:<br />
The extent to which the student is able to demonstrate the ability to:<br />
• Demonstrate quality of content within the aims of the negotiated project.<br />
• Produce high quality practical work.<br />
• Demonstrate creativity of ideas in the production of practical work.<br />
• Complete all aspects of a brief.<br />
• Apply an appropriate method or approach in the creation of the work.<br />
• Originally respond to a set brief.<br />
Assessment Methods and Weightings:<br />
Practical work 60%<br />
Commentary & critical analysis on the effectiveness of the work 20%<br />
Project proposal 10%<br />
Performance in seminars and critical reviews 10%<br />
Sources:<br />
L. Allis et al: Inside Director 6, New Riders. (1997)<br />
B. Cotton & R. Oliver: The Cyberspace Lexicon, Phaidon. (1995)<br />
D. Donnelly,: In Your Face: the best of interactive interface design, Rockport. (1996)<br />
G. P. Lanlow: Hypertext. The Convergence of Contemporary Critical Theory & Technology. John<br />
Hopkins University Press (1992)<br />
S.W. Rimmer: Advanced Multimedia Programming, Windcrest / McGraw-Hill, New York (1995)<br />
N.M. Thalmann and D. Thalmann (editors): Virtual Worlds and Multimedia, Wiley, Chichester<br />
(1993)<br />
B. Wooley: Virtual Worlds: A journey in hype and hyperreality, Blackwell, Oxford (1992)<br />
DPI_Hbook 55 ©University of Westminster