Module Details

Module Code: MMED8026
Title: Tangible Computing
Long Title: Tangible Computing
NFQ Level: Advanced
Valid From: Semester 1 - 2017/18 ( September 2017 )
Duration: 1 Semester
Credits: 5
Field of Study: 2130 - Multimedia
Module Delivered in: 1 programme(s)
Module Description: This module explores computation beyond the screen and into the physical world. It offers an introduction to computing and programming through prototyping, exhibiting, and critiquing interactive artefacts and responsive environments.
Physical computing is of increasing interest to artists, designers, architects and other creative practitioners alike. Current key focus areas include interactive architecture, kinetic sculpture, responsive environments and intelligent devices.
Using a variety of input devices, students will learn how to connect sensors, actuators and indicators to create devices, installations and environments that move computational interaction into a physical space. The Student will also be encouraged to consider and explore the inter-media potential of these tools and techniques.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Evaluate the importance of prototyping in interactive art and design.
LO2 Critically analyse the fundamental concepts and principles involved in the creation of physical responsive environments.
LO3 Assess the practical and technical issues to be considered when implementing physical responsive environments with current hardware and software technology.
LO4 Identify and evaluate the area of embodied interaction in current media research and practice.
LO5 Create an interactive artefact which responds to the surrounding environment.
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is strongly recommended before enrolment in this module. You may enrol in this module if you have not acquired the recommended learning but you will have considerable difficulty in passing (i.e. achieving the learning outcomes of) the module. While the prior learning is expressed as named MTU module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).

Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module. You may not earn additional credit for the same learning and therefore you may not enrol in this module if you have successfully completed any modules in the incompatible list.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
Requirements

This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed. You may not enrol on this module if you have not acquired the learning specified in this section.

No requirements listed
 
Indicative Content
Practical
Students will learn technical skills in electronics, programming and serial communication. They will gain a deeper understanding of how physical interactions and collaboration can enrich information in devices and enhance creativity in people. Assigned projects will explore digital and analog inputs and outputs, sensors, actuators, motors, serial communication and the creation of engaging interactions from the practical to the whimsical. Students will learn to program their own micro-controller board, with an emphasis on techniques and approaches for the generation of temporal and spatial processes, while gaining new software and hardware skills.
Technology
Microcontrollers: , microcontrollers, breadboarding, Arduino, programming, digital input, digital output. Electricity and Programming: concepts, circuit diagrams, soldering, switchmaking variables, organization, conditionals, binary. Analog Input: transducers, resistors, variable resistors, types of variables Programming: intro to Processing and Arduino IDE Analog Output: variable output using pwm, using servos and servo libraries
Interaction
Through discussions of interactivity, students will design and create computing applications and environments that utilise these forms of physical expression. Possibilities include the control of kinetic sculptures, custom performance interfaces, installations, the presence of sound of light and reactive/interactive/responsive works.
Module Content & Assessment
Assessment Breakdown%
Coursework100.00%

Assessments

Coursework
Assessment Type Reflective Journal % of Total Mark 30
Timing Week 6 Learning Outcomes 2,4
Assessment Description
Online Blog; Review of practicing artists and designers who utilise physical comuting in their work
Assessment Type Presentation % of Total Mark 30
Timing Week 8 Learning Outcomes 1,3,5
Assessment Description
Present a prototype of an interactive digital artefact.
Assessment Type Project % of Total Mark 40
Timing Sem End Learning Outcomes 2,3,5
Assessment Description
Create and exhibit an interactive digital piece which responses to human interaction.
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.

The University reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lab Contact Practical and theoretical exercises and labs concerning physical computing aspects outlined in the indicative content Every Week 3.50 3.5
Independent & Directed Learning (Non-contact) Non Contact Indepentdent learning on aspects of physical computing covered in the weekly lab and lecture Every Week 3.50 3.5
Total Hours 7.00
Total Weekly Learner Workload 7.00
Total Weekly Contact Hours 3.50
This module has no Part Time workload.
 
Module Resources
Recommended Book Resources
  • Dan O'Sullivan, Tom Igoe,. (2011), Physical Computing, [ISBN: 9781592003464].
  • Paul Dourish. (2001), Where the action is, MIT Press, Cambridge, Mass., [ISBN: 0262541785].
  • Tom Igoe,. (2011), Making Things Talk, 2nd. [ISBN: 978-1449392437].
Supplementary Book Resources
  • Nicolas Collins; illustrated by Simon Lonergan. (2009), Handmade electronic music, Routledge, New York, [ISBN: 0415998735].
  • Byron Francis. (2016), Arduino : The Complete Beginner's Guide, CreateSpace Independent Publishing Platform, p.102, [ISBN: 1540670163].
  • Forrest M. Mims III. (2006), Getting Started in Electronics, [ISBN: 0945053282].
  • Chris Crawford. (2003), The art of interactive design, No Starch Press, San Francisco, [ISBN: 1886411840].
  • Donald A. Norman. (2005), Emotional design, BasicBooks, New York, [ISBN: 0465051367].
Recommended Article/Paper Resources
  • Bildaa, Z., L. Candya, et al.. (2007), An embodied cognition framework for interactive experience., CoDesign, p.123 - 137.
  • Ishii, H. and B. Ullmer. (1997), Tangible bits: Towards seamless interfaces between people, Conference on Human Factors in Computing Systems (CHI'97), p.234-241..
Supplementary Article/Paper Resources
  • Antle, A. N., G. Corness, et al. (2009), Designing to Support Reasoned Imagination through Embodied Metaphor.
  • Redström, J., T. Skog, et al.. (2000), Informative art: Using amplified artworks as information displays, Designing Augmented Reality Environments (DARE 2000), p.103-114.
  • Shanken, E. A.. (2002), Art in the Information Age: Technology and Conceptual Art, LEONARDO 35(4), p.433–438.
  • Tripathi, A. K.. (2006), Culture of Embodiment and Technology Reflection, Dresden University of Technology.
Other Resources
 
Module Delivered in
Programme Code Programme Semester Delivery
CR_HMMED_8 Bachelor of Arts (Honours) in Creative Digital Media 7 Elective