Degree of MSc (Digital Media Technology)
Description
This programme, which leads to an M.Sc. in Digital
Media Technology, is designed for students who wish
to develop, design and implement projects in the fast
growing field of digital media. The program emphasizes
on the techniques and tools used in digital media.
Both theoretical and activity-based learning are provided
for graduates who wish to upgrade their competencies
and skills. Core courses focus on the basic areas of
computer graphics, multimedia, virtual reality and
animation. Students have the opportunity of extending
the breadth or depth of their pursuit through a wide
range of elective courses offered. Exposure to state-of-the-art
practice is given through seminars by experts from
industry. The comprehensive project component provides
practical experience towards developing a portfolio
of work.
ADMISSION
REQUIREMENTS
Candidates should possess a good Bachelor’s degree
in Engineering or Computer Science. Preference will
be given to those possessing an Honours degree. Experience
in digital media projects would be an added advantage. TOEFL
is required for graduates from universities with a
non-English medium of instruction.
ACADEMIC
YEAR
Semester dates for academic
year 2009/2010 can be found at here.
ASSESSMENT
All courses apart from the
project will be examinable. However in view of the
nature of some of the courses, there will be coursework
components for all core courses and many of the electives.
CURRICULUM
STRUCTURE
Full-time Option:
The full-time MSc programme has a normal duration
of one year. During this time, students must complete
30 academic units (AUs) to graduate. Lectures are
normally conducted in the evenings. Laboratory
or workshop sessions may also be conducted during
the weekdays, in the weekday evenings, or on Saturdays
during the day. The project will be undertaken
during normal working hours throughout the week
The full-time programme has only the single study
option available:
- Coursework & Dissertation: Students are
required to take eight (8) courses
(24 AUs) consisting of core courses,
elective courses
and a substantial project (6 AUs).
Each course is 3
AUs and has 39 contact hours consisting of lectures,
tutorials, laboratory and/or workshop sessions.
The project is an individual research or development
project. The project, which carries a weight of two
normal courses, must
be proposed/selected in the first 4 weeks of the
programme and undertaken full-time for the remainder
of the programme. The dissertation for the project
must be submitted within 2 years from the commencement
of the candidature.
Part-time Option:
In order to provide more flexibility to candidates,
particularly as the majority are working full time,
the following study options are available:
(a) Coursework & Dissertation:
Students are required to take eight (8) courses
(24 AUs) consisting of four (4) core courses,
four (4) elective courses
and a substantial project (6 AUs).
(b) Coursework only: Students
are required to take a total of ten (10) courses
(30 AUs) consisting of four (4) core courses
and six (6) elective courses,
one of which must be DM6129: Directed Reading.
Each course is
3 AUs and has 39 contact hours consisting of lectures,
tutorials, laboratory and/or workshop sessions. Students
will select the option most appropriate to their
needs towards the end of their first year.
If the student selects the project
option, an individual research or development project
in the area of digital media is undertaken as part
of their second year of study. The project, which
carries a weightage of two normal courses,
must start before the end of the first academic year
and usually end in the second semester of the second
academic year. Project selections must be made before
the students go for their Semester 2 examinations
so as to allow one full year to complete the work.
The dissertation for the project must be submitted
within 4 years from the commencement of the candidature.
Core
Courses
There
are four (4) core courses
and a project.
Elective Courses
Students
are required to select four (4) electives.
General
Elective Course
Subject Descriptions
Core Courses
DM6101
Advanced Computer Graphics
AUs: 3
Prerequisites: Basic C/C++ programming, linear algebra
and calculus
Semester 1
Description: This course
will survey recent rendering techniques in computer
graphics as well as fundamental and classical topics
that are not usually covered in an undergraduate
computer graphics course. Topics include the graphics
pipeline and scene graphs, analytical methods in
graphics and the implementation of robust geometric
algorithms, a survey of both photorealistic and
non-photorealistic rendering, as well as recent
texture synthesis methods and a survey of the different
morphing methods.
Topics: Geometric and graphical
computing - modelling polyhedra, scan-line rendering
and ray tracing, shading computations. Elements
of an OO scene graph & mapping to the graphics
pipeline. Non-photorealistic rendering - computer--generated
pen--and--ink illustration. Texture synthesis and
mapping - 2D textures, 3D textures. Photo-realistic
rendering-ray tracing, global illumination, shadow
computation. Morphing techniques - image morphing,
solid morphing.
DM6102
Multimedia Information Management
AUs: 3
Prerequisites: Linear algebra and image processing
(suggested)
Semester 1
Description: This course focuses on multimedia database
management. Student will learn how to represent images
and videos by using techniques in computer vision
and image processing. Based on the learned representations,
i.e., low-level and middle-level visual features,
conventional and modern retrieval techniques and
algorithms will be introduced. Because different
users may have different understandings to an identical
image/video, the course will also introduce students
the techniques of human computer interactions, which
have been acknowledged to be effective to bridge
the gap between the low-level/middle-level visual
features and high level semantics. Finally, the course
will brief the multimedia, hypertext, hypermedia
and their applications.
Topics: 1) Image and video representation: global
visual features, local visual features, biologically
inspired visual features, interest point detection,
and spatial-temporal data representation. 2) Image
and video retrieval: similarity and dissimilarity
measures, introduction to dimensionality reduction
algorithms, large-scale image/video database organization,
reranking, and retrieval representation. 3) Human
computer interactions: relevance feedback in content
based image retrieval, interactive reranking, and
active learning. 4) Hypermedia: multimedia, hypertext,
hypermedia and their applications.
Click here for more information.
DM6103: Virtual Reality
AUs: 3
Prerequisites: NIL
Semester 1
Description: This course
provides an introduction to the current state-of-the-art
in virtual reality, helps to set the foundations
for a common taxonomy of virtual reality technologies
and applications, and introduces the VR software
tools commonly available for building VR applications.
Topics: Virtual reality
and virtual environments, the historical development
of VR, 3D computer graphics for VR systems, geometric
modelling for VR systems, a generic VR system,
animating the virtual environment, physical simulation,
human factors, virtual reality hardware, virtual
reality software, virtual reality applications.
DM6104: 2D and 3D Animation
AUs: 3
Prerequisites: NIL
Semester 2
Description: This is an
intermediate level course in animation and the
focus is on fundamental techniques used in computer
animation systems.
The approaches, strengths and drawbacks of the classical
animation systems based on kinematic and dynamic
simulation are explained. Effective animation
systems based on advanced approaches such as optimization
theory, control theory and machine intelligent paradigms
are presented. Prominent commercial animation systems
and research tools are discussed. Potential applications
of computer animation in entertainment, education,
automation and manufacturing for the coming century
are discussed and illustrated. At the end of
the course, it is expected that the student will
be able to produce realistic and fascinating animation
sequences using methodologies and implementation
skill learned in the course.
Topics: Kinematic and dynamic
simulation, rigid multi-body motion, Euler-Newton
formulation, lagrange formulation, optimization
theory, space-time constraints, simulated annealing,
stimulus-response approaches, autonomous agents,
behavioural and intelligent models, commercial
animation systems and related tools. Movie production:
recording techniques - RGB v. NTSC and recording
techniques: digital disks, single video frame recording,
personal animation recorder, film.
Project
AUs: 6
Prerequisites: NIL
Semester 1 and 2
Each student is to carry out an individual research
or development project in the area of digital media.
The project carries a weight equal to two normal
courses.
Elective Courses
DM6121
Human Computer Interaction
AUs: 3
Prerequisites: NIL
Semester 2
Description: The course
focuses on both theoretical issues and practical
techniques in Human Computer Interaction. The emphasis
is to develop good systems designs—systems with
interfaces the typical user can understand, predict,
and control. The coverage includes development
methodologies, evaluation techniques, and user-interface
building styles.
Topics: Human factors of
interactive software: goals of user-interface design,
motivations for human factors in design. Managing
design processes: organizational design to support
usability, development methodologies, ethnographic
observation. Participatory design, direct manipulation
and virtual environments. Examples of direct-manipulation
systems, visual thinking and icons. Direct-manipulation
programming, remote direct manipulation. Menu selection,
form fill-In, and dialog boxes. Interaction devices.
Keyboards and function keys, pointing devices,
speech recognition, digitization and generation,
image and video displays. Presentation styles:
balancing function and fashion. Error messages,
non-anthropomorphic design, colour. Response time
and display rate. Expectations and attitudes, user
productivity, variability. Expert reviews, usability
testing, surveys and continuing assessments. Usability
testing and laboratories, surveys, acceptance tests,
evaluation during active use. Multiple-window strategies.
Computer-supported cooperative work. Asynchronous
interactions: different time, different place.
Synchronous distributed: different place, same
time. Face to face: same place, same time. Hypermedia
and the world wide web. Hypertext and hypermedia,
information abundant web sites, object-action interface
model for web site design.
DM6122
3D Modelling and Reconstruction
AUs: 3
Prerequisites: Basic Engineering Math, computer graphics
and programming is helpful
Semester 1
Description: Recent advances
in real-time 3D technologies are allowing fully
interactive virtual environments to be created
and displayed on common desktop and home gaming
computers, instead of the expensive research machines
of years past. As it becomes feasible for artists
and designers to create these rich virtual environments,
they need to be aware of both practical and aesthetic
issues unique to interactive 3D worlds. It is this
course's aim to present the modelling and reconstruction
techniques, experiences, and implications of VE
development.
Topics: Overview, simple
modelling and texturing - VE representation overview,
VRML modelling, hierarchical scene graphs, representing
geometry, representing material properties, low-poly
modelling - common polygonal tools (Maya), optimization,
texturing - UV map construction, advanced mapping
tools, environments, navigation, lighting - examples
from videogames, hiding artefacts. Navigation theory:
collision, depth cues, interface design, backgrounds
and lighting, animation, sound, interactivity -
animation: event model, routing, triggers, timers,
engines, key frame animation. Sound: ambient vs.
spatialised. Avatars: multi-user, real-time human
figure design and uses, virtual community challenges,
implications and approaches. Case studies: NTU
virtual campus, Singapore urban modelling, high-end
military, multi-user VE game environment.
DM6123
Scientific Visualization
AUs: 3
Prerequisites: Basic Engineering Math is helpful
Semester 2
Description: The course
will be organized around designing interactive
visual solutions for exploring large datasets.
The students will learn about techniques that help
in designing visualization solutions for specific
scientific needs. Each student, sometimes alone
and sometimes in a small group, will design and/or
realize several visualization approaches during
the semester culminating in a final project.
Topics: Visualization overview,
coordinate systems, sample theory, navigation,
interaction. Perception: light, brightness, contrast,
constancy, color theory, components of an effective
visualization, 2D scalar visualization methods.
Surface extraction: isosurface, convex hull. VolVis:
direct volume rendering, MIP, ray casting, texture-based
rendering, splatting, transfer functions, methods
for time-varying data. FlowVis: design & traditional
techniques, texture-based techniques. Information
visualization: goals &
problems, web-based tools. Case studies: algorithm
and program visualization, geographical and weather
visualization, financial data visualization, bio
visualization, etc.
DM6125
Mobile Game Development
AUs: 3
Prerequisites: Basic familiarity with either C/C++
programming or Java programming language is helpful
Semester 1
Description:
This course is an extensive overview of the latest
in mobile gaming. Students will learn how to develop
interactive games for a variety of mobile devices
including cell phones, PDAs and Pocket PCs. The
course culminates with the completion of an interactive
game on a chosen platform. Knowing how to develop
quality games for mobile platforms is becoming increasingly
important, as the mobile gaming market continues
to explode. Mobile games run on less powerful devices
than their PC counterparts with smaller screens and
controls designed for telephony – but they are also
running on devices that are portable, ubiquitous,
and networked. They offer the potential for a whole
new style of game. Though communication rich, the
environment is media poor in comparison to PC or
console games.
Topics: Processor-limited environments,
dynamic memory and limited environments, static storage
limitations, network and online gaming, the mobile
market.
DM6127
Introduction to Games Design
AUs: 3
Prerequisites: Basic C/C++ programming, undergraduate-level
Math
Semester 2
Description: This course covers
fundamental issues related to design and development
of game engines, the programming of games and the
application of HCI, game play and design to the development
of a successful game. The course includes a survey
of existing commercial game engines and other “production
code,” code that is designed to merely work.
Students will use a engine that is flexible, extensible,
stable, and well-documented, written to be easy to
understand and modify, especially to relatively inexperienced
students. Students will use SAGE: A Simple Academic
Game Engine that provides a series of demos and exercises
to develop a functional and working game engine.
Using Incremental development students will proceed
step by step to develop a game engine.
Topics: Lecture topics will include a survey of
game engines, a survey design issues in games development,
human computer interaction and it’s impact
on game playability and entertainment, incremental
development, plugins for 3d animation software such
as Maya and 3DS Max, model importation, Terrain input
and rendering, Game engine architecture and Collision
detection using axially aligned bounding boxes.
Textbook: Introduction to Computer Game Programming
with DirectX 8.0 Dr Ian Parberry
DM6128
Computer Animation and Simulation
AUs: 3
Prerequisites: Basic vector algebra and programming
skills
Semester 1
Description: This is an
advanced animation subject, designed to teach students
the advanced techniques of computer animation and
simulation. Topics covered will include advanced
animation techniques for keyframing, simulation
and dynamics, free-form animation, behavioral and
procedural animation, and production scheduling
and post-production. Students will be expected
to work in teams to complete a large-scale animation
project. The animation project must be of
"reasonable" size (on the order of implementing
a SIGGRAPH paper).
Topics: Software and hardware
for animation projects, key frame systems, interpolation,
animation languages. Motion control: keyframing
and kinematics, motion processing, higher level
motion control, particle systems, rigid body dynamics,
rigid body. Kinematics - forward and inverse kinematics,
physically based, deformable body simulation and
animation, shape modification - 2D morphing, 3D
shape change; human figure modeling and animation
- reaching, walking, facial animation, virtual
humans, clothes, hair, artistic anatomy; natural
phenomena - modeling plants with L-systems, water,
gas, fire. Video review - SIGGRAPH video reviews,
demo tapes of commercial computer animation houses,
computer animation in the entertainment industry.
DM6129
Directed Reading
AUs: 3
Prerequisites: NIL
Semester 1 and 2
The course aims to impart detailed
knowledge of a highly specialised topic within the
field of study of the MSc. The directed reading and
independent research will involve an in-depth study
of an advanced technology/methodology/technique and
its application to the area of study, under the guidance
of a faculty member. The directed reading course will
be chosen in consultation with a supervisor. Admission
into the course requires agreement by a proposed supervisor
and submission of a proposal to the School (via the
programme director) during the first 2 weeks of the
semester in which the course will be taken.
DM6199
Special Topics in Digital Media Technology
AUs: 3
Prerequisites: NIL
Semester 1 and/or 2
This course aims to provide
a mechanism for providing specialist topics in
digital media technology offered by invited visiting
professors and practitioners. This course may run
in either or both semesters.
General Elective
Course
AUs: 3
Prerequisites: To refer to the course chosen
Semester 1 and/or 2
Students may take a single general engineering elective
course from within the College of Engineering at
NTU. It is the students’ responsibility to
ensure that any prerequisites are met and that timetabling
issues are resolved. Approval must be obtained from
the programme director for these general elective
courses.
RECOMMENDED
TIME-TABLE (Full-Time)
Note: For a full-time candidate,
it is possible to register for a maximum of 5 courses
in any semester.
Semester
1
Two core courses:
DM6101 Advanced Computing Graphics
DM6102 Multimedia Information Management
Three electives (preferably
to include BI6129):
DM6122 3D Modelling & Reconstruction
DM6127 Introduction to Game Design
DM6128 Computer Animation & Simulation
BI6129 Directed Reading
Semester 2
Two core courses:
DM6103 Virtual Reality
DM6104 2D and 3D Animation
One elective:
DM6121 Human Computer Interaction
DM6123 Scientific Visualization
DM6125 Mobile Game Development
Full Year
Undertake the project
and complete the project dissertation.
|
RECOMMENDED TIME-TABLE
(Part-Time)
Year
1
Semester 1
- To complete core courses
DM6101 Advanced Computer Graphics and DM6102
Multimedia Information Management
Semester
2
- To complete core courses
DM6103 Virtual Reality and DM6104 2D and
3D Animation
- To select dissertation
topic before the start of Year 2
|
Year
2
To undertake selected project
and complete dissertation
Semester 1
Semester 2
|
TIMETABLE
(Academic Year 2009-2010 Semester 1, August to
December 2009)
Course |
Day |
Time |
Venue |
Lecturers |
DM6101
– Advanced Computing Graphics |
Friday |
1830
– 2130 |
LT
10 |
He
Ying |
DM6102
– Multimedia Information Management |
Wednesday |
1830
– 2130 |
LT
10 |
Tao
Dacheng |
DM6122
– 3D Modelling & Reconstruction |
Tuesday |
1830
– 2130 |
LT
10 |
Zheng
Jianmin |
DM6127
– Introduction to Games Design |
Monday |
1830
– 2130 |
LT
10 |
Seah
Hock Soon |
DM6128
– Computer Animation & Simulation |
Thursday |
1830
– 2130 |
LT
10 |
Henry
Johan |
TIMETABLE
(Academic Year 2008/2009 Semester 2, Jan to May
2009)
Course |
Day |
Time |
Venue |
Lecturers |
DM6103
- Virtual Reality |
Tuesday |
1830
– 2130 |
LT
18 |
Wolfgang
Mueller-Wittig |
DM6104
- 2D and 3D Animation |
Thursday |
1830
– 2130 |
LT
18 |
Qian
Kemao |
DM6121
- Human Computer Interaction |
Friday |
1830
– 2130 |
LT
10 |
Tian
Feng |
DM6123
- Scientific Visualization |
Wednesday |
1830
– 2130 |
LT
19 |
Lin
Feng |
+ Course Co-ordinator
CONTACT
INFORMATION
-
For further information on
admission requirements, class timetable and programme
curriculum, please contact the Programme's Office
at :
Programme Director M.Sc. (Digital Media Technology)
School of Computer Engineering, NTU
E-mail: pd-mscdmt@ntu.edu.sg
Tel: 6316 8774 or 6790 6168
-
For enquiries pertaining
to application procedures, leave of absence,
candidature extension, withdrawal, examination
etc., please refer to the Frequently Asked Questions here or
e-mail to:
gradstudies{at}ntu.edu.sg
- SCE Graduate Office
Blk N4, #02A-32
Nanyang Avenue
Singapore 639798