Undergraduate Programme and Module Handbook 2019-2020 (archived)
Module VISU2001: Digital Skills for Visual Culture Research
Department: Modern Languages and Cultures
VISU2001:
Digital Skills for Visual Culture Research
Type |
Open |
Level |
2 |
Credits |
20 |
Availability |
Not available in 2019/20 |
Module Cap |
None. |
Location |
Durham
|
Prerequisites
Corequisites
Excluded Combination of Modules
Aims
- To develop students’ understanding of digital methods for visual culture research
- To develop their technical skills in deploying digital methods
- To develop their ability to design research projects that can be addressed by digital methods
Content
- The module will typically cover three of the following areas:
- Filmmaking on a shoestring The use of smartphones and free-to-access editing software in order to produce a high-quality film.
- 3-D scanning and printing This may include: Structure from Motion (SFM) Photogrammetry, 3D editing software, and 3D printing. Students will learn to create, manipulate, and print 3D digital scans of small and medium sized objects. By the end of the course, students will be able to create high-resolution photorealistic 3D models of objects, edit and format the resulting file for in depth analysis, develop highly engaging 3D digital media, and print in 3D using two common platforms (full colour sandstone and PLA/ABS).
- Eye-tracking Using eye-tracking software to answer questions relating to viewers’ interactions with art-work.
- Web-based picture research
- Throughout, development of technical and practical skills in these areas will go hand in hand with an awareness of the potential of digital methods to address research questions that cannot be answered without them.
Learning Outcomes
- On completion of this module students should:
- Have practical knowledge of three of the following: filmmaking; scanning, printing, and eye-tracking applications; web-based picture research.
- Understand the ways in which these applications can be used to address questions or problems in visual culture research.
- Understand the potential for digital methods to open up new avenues of research and dissemination opportunities for visual culture researchers.
- On completion of this module students will develop:
- Practical skills in three of the following: the use of filmmaking; scanning, printing, and eye-tracking applications; and appropriate web interfaces.
- The ability to formulate visual culture-related research projects that require effective use of digital methods.
- The ability to apply digital methods to address specific problems or questions in visual culture research.
- The ability to articulate the benefits of digital methods for visual culture research.
- Research project design
- independent research
- organisation
- time management
- team work
Modes of Teaching, Learning and Assessment and how these contribute to
the learning outcomes of the module
- The blended learning will develop both theoretical and practical knowledge of the relevant hardware and software, and allow discussion and development of research projects.
- Assessment will be by means of three research projects, one for each technology covered in the course, to ensure that students can demonstrate competence in all three fields. This will also ensure that the research focus of the programme as a whole is fully addressed: technical skills are deployed in the service of answering specific research questions. The critical commentary will invite students to reflect on the process of project development and teamwork.
Teaching Methods and Learning Hours
Activity |
Number |
Frequency |
Duration |
Total/Hours |
|
Lecture / Seminar / Practical |
20 |
Weekly |
1.5 hours |
30 |
|
Preparation and Reasing |
|
|
|
170 |
|
Total |
|
|
|
200 |
|
Summative Assessment
Component: Research project (individual): 3-D scanning and printing/ film-making/ picture research |
Component Weighting: 34% |
Element |
Length / duration |
Element Weighting |
Resit Opportunity |
Research project (individual) |
5 minutes (film) / 1500 words (project) |
100% |
|
Component: Research project (individual): 3-D scanning and printing/ film-making/ picture research |
Component Weighting: 33% |
Element |
Length / duration |
Element Weighting |
Resit Opportunity |
Research project (individual) |
5 minutes (film) / 1500 words (project) |
100% |
|
Component: Research project (collective): eye-tracking |
Component Weighting: 33% |
Element |
Length / duration |
Element Weighting |
Resit Opportunity |
Research project (eye-tracking) |
1500 words |
60% |
|
Commentary (individual) on the eye-tracking project |
500 words |
40% |
|
The skills-based and interactive nature of the module means that there will be a constant process of feedback, both at the level of skills development and at the level of research project design.
■ Attendance at all activities marked with this symbol will be monitored. Students who fail to attend these activities, or to complete the summative or formative assessment specified above, will be subject to the procedures defined in the University's General Regulation V, and may be required to leave the University