ISLA IPGT 24110
Interaction Technologies
Multimedia
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ApresentaçãoPresentationThe Interaction Technologies curricular unit provides a comprehensive overview of interaction technologies beyond the WIMP paradigm (screen, mouse and keyboard). It covers physical computing, gestural and body-based interaction, haptic systems, wearables and biofeedback, virtual, augmented and mixed reality (XR), and distributed interactive systems. These technologies are framed within real-world application contexts - digital art, museology, health, education, public space and commercial experiences. Its relevance within the study cycle lies in equipping students with the conceptual and technical foundations to design interactive solutions centred on the user as an active agent.
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ProgramaProgrammeInteraction fundamentals: WIMP and post-WIMP paradigms; input-processing-output model; feedback. Application areas: interactive art, performance, museology, public space, education, health, commercial experiences. Physical computing and tangible interaction: Arduino, Raspberry Pi, ESP32; sensors and actuators. Gestural and body-based interaction: hand and body tracking; Leap Motion, Kinect; applied machine learning (Wekinator). Haptic and multisensory interaction: tactile and vibrotactile feedback. Wearables and biofeedback: physiological sensors (heart rate, GSR, EEG); bioart. Virtual, augmented and mixed reality (XR): 6DoF tracking; spatial narratives. Distributed systems: MIDI, OSC, DMX, MQTT, WebSockets protocols. Integration and prototyping: system architecture; interaction flows; generative AI as dynamic output.
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ObjectivosObjectivesStudents are expected to develop knowledge of the current landscape of post-WIMP interaction technologies and their applications in real-world contexts. Competences to be developed: identify and distinguish different interaction paradigms (tangible, gestural, haptic, immersive and distributed); understand how sensors, actuators and communication protocols work; critically analyse existing interactive projects; design and substantiate a proposal for an interactive experience, articulating concept, technical architecture and interaction flow; autonomously research and evaluate emerging technologies for creating multimedia solutions centred on the user experience.
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BibliografiaBibliographyFilimowicz, M., & Tzankova, V. (2018). New directions in third wave human-computer interaction: Volume 1 - Technologies. Springer International Publishing. Jerald, J. (2015). The VR book: Human-centered design for virtual reality. ACM Books. Margolis, M. (2017). Arduino cookbook (3rd ed.). O'Reilly Media. Noble, J. (2012). Programming interactivity: A designer's guide to Processing, Arduino, and openFrameworks (2nd ed.). O'Reilly Media. Stern, N. (2013). Interactive art and embodiment: The implicit body as performance. Gylphi Limited.
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MetodologiaMethodologyThe pedagogical approach is based on active, student-centred methodologies. Classes follow a dialogic and conversational format, promoting collective knowledge building. Flipped classroom techniques are applied, with students exploring materials and references beforehand, dedicating class time to debate, critical analysis and experimentation. Direct manipulation of technologies - Arduino, sensors, actuators - during sessions articulates doing with thinking, consolidating theoretical foundations through practice. The academic essay develops critical thinking through a literature review on interaction pioneers. The final project follows a project-based learning (PBL) logic, with autonomous research and public presentation. Real case study analysis contextualises contents within contemporary artistic and professional practices.
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LínguaLanguagePortuguês
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TipoTypeSemestral
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ECTS6
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NaturezaNatureMandatory
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EstágioInternshipNão
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AvaliaçãoEvaluation
A avaliação contempla duas modalidades:
Avaliação Contínua:
- Participação ativa e pertinente nas aulas (20%) - avaliada ao longo do semestre, considerando a qualidade das intervenções, a capacidade crítica nos debates e o envolvimento nas atividades práticas.
- Ensaio académico fundamentado: Perspetivas sobre Interação (25%) - revisão crítica da literatura sobre pioneiros da media art e HCI, avaliando rigor da revisão (20%), profundidade analítica (30%), pensamento crítico (25%), qualidade da escrita (15%) e rigor académico (10%). Entrega e apresentação oral a 21 de abril.
- Projetos Thinkercad (10%) - exercícios práticos de simulação de circuitos com sensores e atuadores, realizados ao longo do semestre.
- Projeto final (45%) - proposta conceptual e técnica de uma instalação interativa pós-WIMP, avaliando originalidade conceptual (20%), estado da arte (15%), coerência da proposta (20%), qualidade técnica (25%), desenho de experiência (15%) e comunicação (5%). Apresentação pública e entrega a 19 de maio.
Avaliação por Exame:
- Exame final com componente escrita e componente oral (100%).
- Todos os estudantes que não tenham concluído com sucesso a avaliação contínua podem realizar exame final na época de avaliação definida pela instituição.
RESUMO DOS INSTRUMENTOS DE AVALIAÇÃO
CONTÍNUA
PONDERAÇÃO
DATAS
Participação ativa e pertinente nas aulas
20%
(ao longo do semestre)
Ensaio Académico Fundamentado: Perspetivas sobre Interação
25%
21 abril 2026
Projetos Thinkercad
10%
(ao longo do semestre
Projeto final: proposta conceptual e técnica de uma instalação interativa num domínio e campo à
escolha
45%
19 maio 2026
POR EXAME
Exame final com componente escrita e componente oral - 100%


