Bachelor in Digital Arts: New Media and Concept Art

Boost your inner artist with the most advanced technology

Creativity

Description: 

Today, our environment is a complex and ever-changing generator of countless data. The elements that produce this information interacts and relate to one another, creating a large number of numerical patterns.

Capturing this information with tools such as sensors can help us perceive things that escape our senses and allow us to interpret reality from viewpoints very different from traditional ones.

The ability to process these data with digital tools opens doors to different interpretations of reality; through programming techniques and actuation elements we can express ourselves through a wide variety of media.

Integrating electronic prototyping tools —both software and hardware— into the creative processes of artistic expression enables the emergence of innovative proposals positioned at the intersection of art and digital technology.

Understanding, from a critical perspective, the influence, and impact of digital technology on today’s society allows us to adopt these new tools responsibly and respectfully, considering the social fabric and its various stakeholders.

During this course the objectives are to acquire the knowledge needed to read sensors and interpret and manipulate the information they provide through our own programs.

In addition, we will explore different forms of expression through physical actuators such as motors, LEDs, speakers, buzzers, and other techniques that let us express ourselves and build our own language.

Type Subject
Tercer - Obligatoria
Semester
Annual
Course
2
Credits
6.00

Titular Professors

Previous Knowledge: 

Not required

Objectives: 

During this course the objectives are to acquire the knowledge needed to read sensors and interpret and manipulate the information they provide through our own programs.

In addition, we will explore different forms of expression through physical actuators such as motors, LEDs, speakers, buzzers, and other techniques that let us express ourselves and build our own language.

During the learning process, the following specific objectives are established:

  • Work collaboratively in teams.
  • Generate new ideas.
  • Develop projects iteratively.
  • Design circuits incorporating sensors and actuators.
  • Conduct autonomous research and find practical solutions to technical problems.
  • Structure the development of systems integrating hardware and software.
  • Design functional human-machine interfaces.
  • Master testing and continuous development techniques.
  • Explain and present a project.

Contents: 

Basic Concepts of Digital Electronics

The analog and digital worlds.

Input/Output (I/O): Seeing the invisible: Sensors, Modifying the environment: Actuators.

Microcontrollers: Arduino, ESP32.

Sensors: Light, sound, position and motion, mechanical and capacitive switches.

Actuators: LEDs, buzzers, servomotors.

Communication: Protocols, physical medium, error control, communicating microcontrollers with computers. 

Intellectual Property: What free/open-source software is, patents, licenses. 

Introduction to Programming: Algorithms, programming concepts in Arduino, programming languages (JavaScript, Python, C++). Variables and types, control structures, lists, tuples, general data handling, libraries. 

2D Graphics and 3D Models: Manipulating bitmaps, vectors, vertices, edges, faces. 

Data: Data acquisition, databases, basic machine learning concepts, introduction to Node-RED. 

Blender I/O: Blender Python interface, using Blender as input/output. 

Methodology: 

Theoretical Classes
During the first part of each session, the necessary content will be presented to help students get started with the various technologies that may be used throughout the course. The aim of these classes is to provide an introduction to the topic so that students can deepen their knowledge according to their interests and the later requirements of their projects.

Practical Exercises
The second part of the sessions will be devoted to hands-on exercises that allow exploration and deeper understanding of the concepts and techniques introduced earlier.

Readings and Discussion
Throughout the course, readings will be assigned to critically contextualize the different themes covered in class and their societal impact. In-class debates will explore various points of view, fostering a discussion that encourages a more profound and complex approach to the technical topics.

Project Based Learning
Two progressively more complex projects will be carried out during the term, promoting the application and integration of the covered knowledge.

Tutoring Sessions
During the project work, periodic meetings with the instructors will be held to review progress, assess how learning is proceeding, and supervise the proper development of the work.

Evaluation: 

For the assessment of this course the following elements will be taken into account:

  • Attendance and participation 10%
  • Class exercises and labs 15%
  • First semester project 30%
  • Final project 40%
  • Peer to peer evaluation 5%

Evaluation Criteria: 

For group projects, the evaluation criteria encompass:

  • Effectiveness in collaborative work and clarity in oral and written communication, with special emphasis on the justification of design decisions.
  • Quality and originality of the proposals, as well as the documentation of an iterative development process.
  • Capacity for critical reflection on the impact, feasibility, and socio-technical context in which the project is situated.

AI tools: If AI tools are used for any activity, a paragraph must be included explaining the reasons for their use and the prompts given to the language model. Failure to do so violates academic honesty policies.

Basic Bibliography: 

Banzi, M. (2016). Introducción a Arduino. Ed. Anaya Multimedia. Madrid.

Arduino project documentation. (s/f). Arduino.cc. Recuperado 2025, de https://docs.arduino.cc


Halfacree, G. (2025). The Official Raspberry Pi Beginner’s Guide: How to use your new computer (6a ed.). Raspberry Pi Press.

Himanen, P. (2002). La etica del hacker. Destino Ediciones.

Han, B.-C. (2022). Infocracia: La digitalización y la crisis de la democracia / Infocracy: Digitalization and the Crisis of Democracy. Penguin Random House Grupo Editorial.

Additional Material: 

Huxley, A. (2016). Un Mundo Feliz (Hollybook, Ed.). Createspace Independent Publishing Platform.
Crawford, K. (2023). Atlas de la IA: Poder, política y costes planetarios de la inteligencia artificial. Ned Ediciones.


Klein, N. (2021). No logo (10a ed.). Fourth Estate.