Business, technological, social, legal and ethical issues and the many forms of digital entertainment are introduced and framed. The emergence and ongoing development of the digital entertainment industry is discussed through a historical exploration and critical analysis of the economics, technical innovations, social demands and ethical constraints that define it. There is a focus on the range of careers and professional opportunities in this rapidly expanding sector. Outcomes are exploration and a critical perspective on digital entertainment and other fields of digital media such as health, education, advertising, and social media. This exploration will act as a common basis for all subsequent discussion and collaboration between students with artistic, technical or interdisciplinary backgrounds. 1 Credit
This production-oriented course provides an introduction to the landscape of digital media environments, the audiences they serve, and the platforms through which they are typically delivered. The course then introduces regulations and standards, interaction design and production skills, an exploration of the project development cycle, project management, project evaluation and user testing. Concept design of websites, computer games, and other networked, ambient screen-based and non-screen-based displays, and or mobile applications or appliances, including the general concept of “the internet of things”, are explored through a series of brief, hands-on projects. 1 Credit
This course will introduce students to the fundamental frameworks for the design of popular digital media environments. Specifically, the course will analyze formative elements and strategies adopted in game design, social networking and interactive digital media systems, including interaction design with a variety of devices, platforms and media. Key components explored include user engagement, immersion, visual narrative, interactive storytelling, performance, user cognition and perception. Students will develop a solid understanding of how these environments work, inclusive of alternative design strategies, how users interact, and what is required to create such environments. Students will perform project work in small teams. 1 Credit
This course will help students better understand digital media industry sectors, basic competitive strategies and business models, and the process of considering, planning for and gathering resources to launch an entrepreneurial start-up company in the digital media sector. Students will develop an understanding of activities involved in developing, producing and marketing digital media to consumers, components of a company’s market and competitive strategic positioning and business model, elements of a viable business plan for a startup company, and how to communicate elements of the business plan to outside parties for support or for provisioning of resources. Students will perform project work in small teams. 1 Credit
Digital media professionals need to communicate their ideas clearly and persuasively and work with teams of creative, technical, and business people. Building effective interdisciplinary teams requires skills in improvisation, listening effectively, engaging diverse audiences, and inviting and resolving conflicts. This interactive, workshop-based course focuses on interpersonal communication skills and public speaking. For greater self-awareness and improvement, course speeches are digitally recorded. 1 Credit
Please note: not all elective courses listed below will be available each term. Students will be notified of all available courses before the course add/drop deadline during their first semester.
This eight-week long series will introduce students to fundamental concepts and skills required to successfully manage projects in dynamic, agile, multidisciplinary team environments relevant to digital media. Classes involve guest lectures, design thinking exercises, hands-on experiences, industry exploration, and applied research methodologies. Course work consists of a mixture of classroom instruction and team projects.
This course gives students an overview of the interrelated factors making up the business environment including ethics, operations, marketing, management, leadership, accounting, human resources, finances and information technology management. In addition, the student learns about past, present and future trends in business. The student develops decision-making and problem-solving skills through case studies, group exercises and presentations. Topics covered also include production, delivery and management of digital media and how games, film and music businesses differ from traditional businesses.
This course is available to graduate students who wish to gain knowledge in a specific area for which no graduate-level courses are available. The course is taken under the guidance of a faculty member, and students are required to present a formal report, or take a formal examination, at the end of the course. The program of study must be approved by the supervising faculty member and the program director at the beginning of the term of study.
An in-depth analysis of recent developments and topics of current interest in Digital Media. The topic is selected every year in accordance with industry trends, the interest of students, and availability of faculty expertise. Selected topics:
- New Frontiers: AR/VR in Practice
- User Experience Design
- Data Visualization and Analytics
- Pyhton for Machine Learning
- Blockchain: Embedding Digital Trust
This course will focus on strategic and novel topics and concepts in Digital Media which may include, but are not limited to: Ambient and Artificial Intelligence, Social Networking Analysis and Design, Social Media and its Frameworks, Advanced Concepts in 3D Graphics and Visual Effects, Multimedia Syndication and Segmentation and Unified Communications in Multimedia Systems, and Information Security and Privacy.
- Also referred to as ML8910 Digital Publishing
- Antirequisite LM8910
- 1 Credit
Using the human body and our senses (vision, acoustic, touch, taste, smell, proprioception – physical sense of self movement) as an organizing model, this course introduces students to Physical Computing practices. Students will learn about digital and analog sensor systems, be introduced to micro-controllers, computer sensor systems and ubiquitous computing.
- Antirequisite MP8987
- 1 Credit
This course offers a unique opportunity to build a digital project with a full interdisciplinary team. Students from multiple disciplines/programs form teams to develop functional digital prototypes. Projects will be cutting-edge Mixed Reality work including wearable technology, location- and context-aware computing, socially-connected apps, and novel interaction paradigms. Teams work closely with professors and mentors to learn new production-skills in digital creativity, collaborative work, programming, demo videos, documentation, and presentation skills.
- Antirequisite MP8986
- 1 Credit
Field Placements provide opportunities for full time, non-practitioner students to earn academic credit for relevant work experience (paid or unpaid), normally outside the university. They must be related to Digital Media and to the student’s learning objectives in the program. Field Placements offer students the opportunity to link theory with practice, to conduct research, to learn about professional practices in organizations in the field of digital media and to gain work experience. 1 Credit.
From the first moment a human picked up a stick and attempted to knock down some food from an unreachable location we have attempted to use technology to extend our influence in the world. This course will examine physical systems designed to extend the notion of human presence to remote locations. Topics may include Presence, Telepresence, Tele-robotics and Agency. The course is designed to provide students with a practical introduction to HRI that will involve the design and construction of working robotic systems designed to interact with remote environments. Prerequisite: CPS607 or permission of the instructor. 1 Credit
This course provides an intensive overview including the history and evolution of themed environments and attractions, design objectives and approaches, industry structure and professional spectrum, and innovation framework. Lectures, seminars, readings, tours, guests, and field trip options will be adapted to student interests. Students will explore, develop, and present or demonstrate a topic of interest related to ride, show, or guest experience. 1 Credit
Major research paper
This 4 month long paper/project will provide students with the opportunity to focus on a major paper or project over the course of one full term.
Students following the Industrial Focus stream will pursue industry relevant projects.
Students following the Entrepreneurial Focus stream will work on a project that has the potential to become a commercial product or a service, and that could lead to the development of a standalone company.
Students following the Art/Design Focus stream will work on projects with that particular focus. A written project document will also be a required outcome of this course.
Students will plan and execute as a group a public Industry Showcase Day where they will present their research and projects to distinguished industry professionals in the digital media space.