CS3342
INTERACTIVE MEDIA DEVELOPMENT PROJECT (2008/2009, Semester 1) 

 MODULE OUTLINE   Created: 26-Jul-2006, Updated: 06-Dec-2008
 
Module Code CS3342
Module Title INTERACTIVE MEDIA DEVELOPMENT PROJECT
Semester Semester 1, 2008/2009
Modular Credits 8
Faculty School of Computing
Department Computer Science
Teaching Staff
DR Golam, Ashraf Lecturer
Weblinks


Aims & Objectives | Prerequisites | Teaching Modes | Schedule | Syllabus | Practical Work | Assessment | Workload


 AIMS & OBJECTIVES Top

(For project details, refer to the Forum. You can discuss your ideas there now, without needing to register for the course)

Note: for CNM students who wish to take this module, please email Alex directly regarding enabling bidding for the module in CORS.

1)      To bring diverse disciplines and skill sets to complement each other and work constructively in a team
2)      To reiterate and build upon important concepts covered in the prerequisite modules of each stream
3)      To expose students to the full range of skill sets and production pipeline required to produce an interactive media system
4)      To explore new and creative forms of art, design and interaction
5)      To apply concepts and skills in a large project that reflects a strong symbiosis between technology and art

Informal Paraphrase:

1)      Excel or be very good at what you are specializing in (acquire deeper domain knowledge)
2)      Know about and appreciate the big picture (acquire breadth knowledge)
3)      Work well in teams comprising of people with different strengths (manage time, skills, goals, biases)
4)      Look beyond current tools, technology and practice

WHO should register for this Course?
If you are young at heart, enthusiastic, hard working and creative.... this course is tailormade to extract your talents and show them to the world. If you are looking to sleepwalk your way through yet another module with fat MCs, I assure you that passing this module will be really hard. So sleepwalkers, wake up or stay away 

WHAT is at stake?
Projects from this course not only build your portfolio, it helps shine a light on what SoC and FASS have been working hard to realize for the last 4 years... your portfolio could be used for live performances (e.g. NUS or Singapore Arts Fest), showcased at popular venues (e.g. Science Center, Sentosa), support scholarship bids for postgraduate degrees (e.g. Carnegie Mellon University) or even broadcast media (e.g. TCS).... and much more. Our global network of collaborators is expanding... and your projects have a high stake in proving our value. So start talking and working now!!!



 PREREQUISITES Top

Prerequisites: SoC Students: CS3248 and CS2103 and preferably has completed NM2217; For FASS students: NM2217 Preclusions: Nil

FASS stream

  1. Visual Design, Sketching , Storyboarding, 2D image editing
  2. Rapid prototyping
  3. User analysis and feedback
  4. Definition of interactivity
  5. Simple 2D interactive scripting

 

SoC stream

1.      Production Process with details on Visual Design 

2.      Storyboarding, Art and Animation Principles

3.      Editing and Level of Detail Concepts  

4.      2D interactive scripting (ActionScript)

5.      3D concepts and content development (Maya)

6.      Production Tools (Flash, Maya, Photoshop)

7.      Web programming (Perl CGI, HTML, Javascript)



 TEACHING MODES Top

There will be 2-hour tutorials and free access laboratory sessions every week. Tutorial hours are mainly for group discussion of project concepts, progress, and prototype presentation. There will be no new material taught during these sessions. Laboratory sessions are designated for hands-on group meetings, though you are encouraged to use free access hours to meet and work in the lab. You can approach the lecturer in advance for any guidance on a concept, design, implementation or software, and these will be addressed during the lab/tutorial hours based upon the appropriateness of the material. There will be 2 proptotype presentations during the semester, where every individual team member has to present for 15-20 mins.

 

The grand team project will have several submit-able milestones that will be lead towards the module C.A. The developing project design and technical implementation prototypes will be submitted twice before the final project assessment.

 

You are strongly encouraged to attend all sessions. Absentism from more than 1 tutorial and lab session without valid reason will result in automatic exclusion from the final project oral examination.



 SCHEDULE Top

Week

Topic

Submission Deadlines

1

Project idea brainstorming and team formation

 

2

Individual idea pitches by students

 

3

Group discussion

 

4

Group discussion

 

5

Prototype 1 presentations (20-25 min per member) and feedback 

 

6

Prototype 1 presentations (20-25 min per member) and feedback

Prototype1 (20%)

7

Group discussion 

 

8

Group discussion

 

9

Prototype 2 presentations (20-25 min per member) and user testing

 

10

Prototype 2 presentations (20-25 min per member) and user testing 

Prototype 2 (20%)

11

Consultation and refinement

 

12

Consultation and refinement

 

13

 

Project viva + report + demo (50%)



 SYLLABUS Top

Topics will be explained on demand. Some past topics can be found in the Workbin. If you need any guidance on specific topics listed below or otherwise, you should email the lecturer (a week in advance).

1.      User Centric Design (Alex Mitchell): interactivity concepts, rapid prototyping, user feedback
2.      3D content management (Golam Ashraf): 3D concepts, content creation pipeline, data export, delivery, manipulation via Lingo scripting
3.      Novel Interaction (Alex Mitchell): input devices, input processing concepts, gesture interaction via webcam input in Lingo
4.      Seamless integration of media (Golam Ashraf): Art and animation principles, production pipeline and data integration (2D vector and raster graphics, 2D and 3D interactivity, pre-rendered 3D CGI, video, generated and recorded audio)

 



 PRACTICAL WORK Top
   Labs are free and easy meant for you to meet as groups and also to clear doubts with tools and software with the lecturer (with at least a week's notice). Amongst readily availaible tools/software are Maya, Flash, Director, Photoshop, high resolution web cam, Premiere, Frontpage, cgi-scripting facilities (unix account and zone accounts required... apply through SoC Helpdesk). There are a couple of XBOX consoles available for those who are keen to try out XNA (freely downloadable C# with Visual Studio Express 2005).

 

The Forum is now open for access by everybody, even if you haven't formally registered for this module. You should post your project ideas on it and your skills, strengths and interests. After a while, you should be able to identify your groups and take your ideas into your private discussion forums/blogs. You are encouraged to maintain group project blogs as this will be documentary proof of your group dynamics and the history of your ideas and implementation.

 

The grand project is not restricted to any platform, device, or programming language. The grand project should consist of the following components:

1) Novel interaction... think larger than mouse, monitor, keyboard for example
2) Thinking backend... one that responds in a timely, customized or intelligent manner for example
3) Useful, entertaining, or attention-grabbing application.

 

Singapore Science Center is interested in featuring one or two science display projects which use IDM. If you can present a scientific concept (think high school stuff) in an interactive manner, with maybe cool modalities (think water containers, light bulbs, electric sparks, hysterical avatars... you get the idea). This is a call out to the BComp-MET scholars especially... Science Center could be one of your sponsors to CMU... so you should really explore this option very eagerly. Your project just might be the next star attraction in Science Center.

 



 ASSESSMENT Top

 

Assessment

Timing

% Weightage

Prototype 1

week 6

20

Prototype 2

week 10

20

Class participation

 

10 (individual)

Final Project

week 13

50 (individual + team)

 
Arts students will be assessed on knowledge and application of prototyping, user analysis, design principles and content production. Computing students will be assessed on knowledge and application of computation management, content production, interactive scripting and web programming. Students will form a team of 3 or 4 (depending on the ratio of CNM : SoC students). Each team will have to develop a technical and design concept interpretation of the project theme, and will be actively developing their ideas during tutorial and laboratory sessions. They will present these prototypes in class and refine them based on peer feedback. Laboratory exercises will help teams to fulfill project milestones. These exercises will be submitted twice in the semester for assessment along with the prototypes. The net marking scheme is as shown below, with separate assessment for Arts and Computing students by their respective faculty.


 WORKLOAD Top
0 lecture hours per week.
1 tutorial hours per week.
3 lab hours per week.
12 hours for projects, assignments, fieldwork etc per week.
4 hours for preparatory work by a student per week.