Module 1: Introduction to creative computing.
→ When computers got creative.
→ Projection mapping, live cinema and new configurations for audiovisual experiences.
→ Movement technologies: dance and performance, robotic and kinetic art.
→ Art in science: physics and in the outer space.
→ Biological and genetic arts.
Module 2: Designing Generative Experiences.
→ Algorithms and natural phenomena: simulations.
→ Complexity through repetition: patterns.
→ Temporal processes: time series, video, distortions.
→ Review and final project: difference and repetition.
Module 3: Creative blockchain applications.
→ History of cryptoeconomics and blockchain space. Issues of concentration, decentralization, sustainability.
→ Non-fungible: artistic and social experiments in the blockchain.
→ How to mint and trade – some platforms for experimenting.
→ Practical tokenization.
Module 4: Data art.
→ Open tools for data visualization: Flourish, Datawrapper, SPSS.
→ Data sources: scraping, OSINT, open servers.
→ Open cartography: mapbox, cartodb, mapshaper, GIS, GPS data.
Module 5: Designing activated objects and environments.
→ Intro to Microcontrollers, Input Output.
→ Activating Objects.
→ Intro to Design Fiction.
→ Making things talk (remote interaction).
→ Creative Coding.
Module 6: Designing with AI.
→ How does AI work? Introducing neural networks and machine learning models.
→ Open models for image generation and manipulation.
→ Open models for music and text production.
Module 7: Creating immersive narratives
→ Extended reality.
→ Virtual reality.
→ 360 cinema.
→ Volumetric cinema.
Module 8: Internet equalities and decolonizing technologies.
→ Bias and discrimination in data.
→ Internet inequalities.
→ Threats to an open internet.
→ Web3: decentralized internet beyond the blockchain
Module 9: Final Master’s Project (TFM).