Module Details
Module Code: |
MMED7009 |
Title: |
Media Business Project
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Long Title:
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Media Business Project
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NFQ Level: |
Intermediate |
Valid From: |
Semester 1 - 2017/18 ( September 2017 ) |
Field of Study: |
2130 - Multimedia
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Module Description: |
Media Business project is based on a business type brief. The aim of the project is to develop, produce and implement an innovative media product from conception through to finished design. This project should promote exploration of the experimental approaches associated with innovative media products in the area of interactive media, animation, game, video or sound. There is an emphasis on experimental design, methods, techniques and workflows. The topic should be broadly interpretable to leave latitude for different markets, target groups and their demands. The product has to be revisable in terms of its economic efficiency, and marketing opportunities. Parallel ethical, social and legal aspect should be taken into consideration.
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Learning Outcomes |
On successful completion of this module the learner will be able to: |
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Learning Outcome Description |
LO1 |
Manage a self-initiated project from brief through to presentation; |
LO2 |
Develop and implement a project applying creativity, independence and inventiveness |
LO3 |
Implement and develop ideas through a critical approach |
LO4 |
Effectively use quality control techniques and methods to ensure a high quality finish to their product; |
LO5 |
Present a project in a coherent and clear fashion using a range of appropriate documentation and
communication skills. |
Dependencies |
Module Recommendations
This is prior learning (or a practical skill) that is strongly recommended before enrolment in this module. You may enrol in this module if you have not acquired the recommended learning but you will have considerable difficulty in passing (i.e. achieving the learning outcomes of) the module. While the prior learning is expressed as named MTU module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).
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Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module. You may not earn additional credit for the same learning and therefore you may not enrol in this module if you have successfully completed any modules in the incompatible list.
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No incompatible modules listed |
Co-requisite Modules
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No Co-requisite modules listed |
Requirements
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed. You may not enrol on this module if you have not acquired the learning specified in this section.
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No requirements listed |
Indicative Content |
Sample projects:
As Follows:
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Project “Ubiquitous Media Systems”
The students learn how to apply methodical and practical knowledge of media design, media
technology, media informatics and media management and to transfer it into the field of conceptualising,
designing and developing ubiquitous media systems. The new aspect for the students in this project is
the confrontation with the physical interface and the designing of haptic interfaces and/or sensory
installations. By applying scientific methods to analysing media, user needs, socio-cultural contexts and
media markets they develop their ability of critical examine the use of innovative forms of information
technology including physical interfaces in a social-cultural-context. They investigate, apply and combine
complex technologies from software development, programming and network technologies to explore
the potential of innovative or alternative interface approaches.
The project might, for example develop a ubiquitous application which responds to a defined target
group, taking cognisance of user needs and market potential. The product could be conceived in its
entirety and be developed as a prototype, mock up or simulation. Topics might include: ubiquitous
education systems, products for the elderly, wearable media, smart objects, tangible media.
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Project “Experimental Game”
Students design a fully functioning interactive product in the field of interactive entertainment separate
from the constraints of the mainstream game industry.. This product should possess a strong
experimental character, investigating solutions for innovative design, content, format or genre. At the
same time the students will develop ideas, concepts and conditions for an environment and conditions
where their project might be used or applied successfully. They will be required to apply self-reflection at
all stages and to evaluate decisions made in the production process to optimize the results.
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Project “Experimental feature/documentary”
This project focuses on pre-production of a short film or a short documentary film either individual or in
groups up to 3 students.
AV-Production of a linear AV-production (feature film):
The students develop their idea to a script. The items of pre-production are break-Down, schedule,
budget, storyboard, teambuilding, casting, pitch and presentation and financing.
Production of a short documentary film:
The items are catalyst (motivation, wound, encounter, assignment…), research, “choice of weapons”,
fund raising, spine, perspective/, tone, common editing strategies in documentary film making and new
documentary formats.
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Project “Advanced Sound”
This project focuses on the development and realisation of an audio-based media product, including
time schedule, resources and technical considerations. The students learn to deal with advanced issues
in planning and organizing a professional realization of a audio-based media product and to verify the
technical and methodological concept. They realize the sound product with all its components.
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Module Content & Assessment
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Assessment Breakdown | % |
Coursework | 100.00% |
Assessments
No End of Module Formal Examination |
Reassessment Requirement |
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.
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The University reserves the right to alter the nature and timings of assessment
Module Workload
Workload: Full Time |
Workload Type |
Contact Type |
Workload Description |
Frequency |
Average Weekly Learner Workload |
Hours |
Lab |
Contact |
Project development and review |
Every Week |
4.00 |
4 |
Independent & Directed Learning (Non-contact) |
Non Contact |
Project research and development of specified brief |
Every Week |
3.00 |
3 |
Total Hours |
7.00 |
Total Weekly Learner Workload |
7.00 |
Total Weekly Contact Hours |
4.00 |
This module has no Part Time workload. |
Module Resources
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Recommended Book Resources |
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(2016), The Design Studio Method, Focal Press, [ISBN: 9781138022560].
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Garton, Colleen, and McCulloch, Erika. (2005), Fundamentals of Technology Project Management, MC Press, LLC, [ISBN: 1583470530].
| Supplementary Book Resources |
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(2015), Multimedia Storytelling for Digital Communicators in a Multiplatform World, Routledge, p.406, [ISBN: 9780765641328].
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Alistair Sutcliffe. (2012), Multimedia and Virtual Reality, Psychology Press, p.352, [ISBN: 9780415650311].
| This module does not have any article/paper resources |
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Other Resources |
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Online resource, Creative thinking hub. Creative thinking hub,
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Website, Wired. (2016), Wired.com,
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Website, T3. (2016), T3.com,
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Website, Tech central. (2016), Tech Central,
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Website, Technology review. (2016), Technology review,
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Website, Geek. (2016), Geek,
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Website, Silicon Republic. (2016), Silicon Republic,
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Website, PC Mag. (2016), PC mag,
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Website, Computerworld. (2016), Computer world,
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Website, New scientist. (2016), New Scientist,
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Website, Web Summit. (2016), Web Summit,
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