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Statements

Subject Item
n2:RIV%2F00216208%3A11240%2F12%3A10126930%21RIV13-MSM-11240___
rdf:type
n8:Vysledek skos:Concept
rdfs:seeAlso
https://dl.dropbox.com/u/4360015/Proceedings_ARTECH2012.pdf
dcterms:description
Machinima (machine cinema - animation genre), as a popular amateur filmmaking technique where user-created content is authored with the help of video game engines, has gained an increasing amount of attention from video game developers, but has been successfully implemented into the creative arts curriculum as well over the past few years. Although many video games include machinimation modules or some form of support for amateur machinima productions, these vary significantly in terms of usability in the frames of higher education. This paper explores the assumptions for the utilization of Machinima authoring software in the frames of creative arts courses and in the context of creativity. This paper analyses how the design features of machinima platforms influence creativity and preferences in terms of platform selection by students of a machinima design course. Machinima (machine cinema - animation genre), as a popular amateur filmmaking technique where user-created content is authored with the help of video game engines, has gained an increasing amount of attention from video game developers, but has been successfully implemented into the creative arts curriculum as well over the past few years. Although many video games include machinimation modules or some form of support for amateur machinima productions, these vary significantly in terms of usability in the frames of higher education. This paper explores the assumptions for the utilization of Machinima authoring software in the frames of creative arts courses and in the context of creativity. This paper analyses how the design features of machinima platforms influence creativity and preferences in terms of platform selection by students of a machinima design course.
dcterms:title
Creative Uses of Machinima Platforms in Higher Education Creative Uses of Machinima Platforms in Higher Education
skos:prefLabel
Creative Uses of Machinima Platforms in Higher Education Creative Uses of Machinima Platforms in Higher Education
skos:notation
RIV/00216208:11240/12:10126930!RIV13-MSM-11240___
n8:predkladatel
n11:orjk%3A11240
n3:aktivita
n17:I
n3:aktivity
I
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n4:2013
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n9:8569746 n9:7475470
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n13:D
n3:duvernostUdaju
n5:S
n3:entitaPredkladatele
n21:predkladatel
n3:idSjednocenehoVysledku
129005
n3:idVysledku
RIV/00216208:11240/12:10126930
n3:jazykVysledku
n16:eng
n3:klicovaSlova
Moviestorm; multimedia; higher education; visual communication; semiotics; digital filmmaking; creativity theory; Machinima
n3:klicoveSlovo
n6:creativity%20theory n6:Moviestorm n6:Machinima n6:digital%20filmmaking n6:multimedia n6:semiotics n6:higher%20education n6:visual%20communication
n3:kontrolniKodProRIV
[48C8F4FA99DF]
n3:mistoKonaniAkce
Faro, Portugalsko
n3:mistoVydani
Faro Portugalsko
n3:nazevZdroje
Proceedings of 6th International Conference on Digital Arts
n3:obor
n14:AL
n3:pocetDomacichTvurcuVysledku
2
n3:pocetTvurcuVysledku
2
n3:rokUplatneniVysledku
n4:2012
n3:tvurceVysledku
Říha, Daniel Vančát, Jaroslav
n3:typAkce
n10:WRD
n3:zahajeniAkce
2012-11-07+01:00
s:numberOfPages
4
n19:hasPublisher
Grupo Português de Computação Gráfica and ARTECH International
n15:isbn
978-972-98464-7-2
n20:organizacniJednotka
11240