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LinkMenų fabrikas Kūrėjams Mokymai ir kursai
Uždavinytė Ramunė nuotrauka.Uždavinytė Ramunė nuotrauka.Uždavinytė Ramunė nuotrauka.Mokymai ir kursai
Prof. Žilvinas Lilas, Cologne Media Art Academy
ACTIVE HERITAGE - CREATIVE SOLUTIONS USING DIGITAL SPACE SCANNING IN VILNIUS
The course objectives:
  1. To introduce students to contemporary large-format 3D scanning technologies, as well as to explain the optimal adaption of the collected digital database to computer games, 3D animation and other computer graphics environment. Architectural data recovery entertaining context-specific. Effective narrative solutions and engaging game strategies, their historical development and technical features. Virtual and augmented reality, what is it and how it is applied to the creation narratives content.
  2. To introduce students to the real productive environment for game development, practical design workflow organization (pipe line), their technical standarts, market characteristics. Bringing up mini teams and organizing the workflow appropriate for economic realities.
  3. To teach students to work in groups, as well as to visualize their organization and present their concepts (concept pich) in a concise and clear manner.
Credits: 5
Date: 2017-09-05 - 15
Load: 40 academic hours
Amount of students: max. 15
Student's selection criteria: student's grade point average and motivational letter (send motivational letter directly to prof. Ž. Lilas by e-mail: zil.lilas@googlemail.com). 
Location: VGTU "LinkMenų fabrikas", 2/09
Equipment and software: 3D scanner, Software for processing scanned material, Blender, Unity.
Program for each day:
  1. Theoretical seminar. The game as anthropological, historical and cultural phenomenon. Interactive gaming, articulation of desires and interactive add-on systems (4 hours).
  2. Theoretical seminar. Development of interactive systems and computer games, historical examples, analysis. The historical development of games, from the Paleolithic to the trends of contemporary gamification. Transmedia, Crossmedia, real examples of projects and their analysis (4 hours).
  3. Practical classes. 3D scanning, data acuisition, cleaning and adaption for computer games, 3D animation. Geometric features of scanned objects, as well as effective use of visual information (4 hours).
  4. Theoretical seminar. Mobile devices, their technical parameters and use characteristics of the development of interactive projects (4 hours).
  5. Workshop. Interpretation of practical tasks and the thematic circle, presentation of requitements and evaluation criteria for assessing the final project. Group formation. Scanning in real space (1st session, 4 hours).
  6. Workshop. Narrative structure analysis. Real-area scanning (2nd session). Work in groups. Individual coaching (4 hours).
  7. Theoretical seminar, practical classes. Optimization of technical resources. The scanned objects for games. Work in groups. Individual coaching (4 hours).
  8. Colloquium, seminar, practical classes. Work in groups. Individual coaching. Preliminary assesment of project progress. Criticism, discussion (4 hours).
  9. Theoretical seminar, practical classes. Work in groups. Individual coaching. project finalization (4 hours).
  10. Exam. Public presentation and evaluation of projects. Discution (4 hours).
Assessment strategy: participation in lectures 20%, generation of original ideas 20%, ability to operate in modern 3D and graphic technologies 20%, final presentation 40% of the total score.
    • Puslapio administratoriai:
    • Lina Pečiūrė
    • Mykolas Bistrickas
    • Eglė Girdzijauskaitė
    • Ramunė Uždavinytė
    • Justė Kareivaitė