Course Title: Interactive Digital Media Project A

Part A: Course Overview

Course Title: Interactive Digital Media Project A

Credit Points: 12.00

Terms

Course Code

Campus

Career

School

Learning Mode

Teaching Period(s)

COSC2350

City Campus

Undergraduate

140H Computer Science & Information Technology

Face-to-Face

Sem 1 2007,
Sem 1 2008,
Sem 1 2009,
Sem 1 2010,
Sem 1 2011,
Sem 1 2012,
Sem 1 2013,
Sem 1 2014,
Sem 1 2015,
Sem 2 2016

COSC2350

City Campus

Undergraduate

171H School of Science

Face-to-Face

Sem 1 2017,
Sem 1 2018,
Sem 1 2019,
Sem 1 2020,
Sem 1 2021

COSC2350

City Campus

Undergraduate

175H Computing Technologies

Face-to-Face

Sem 1 2022

Course Coordinator: Julie Porteous

Course Coordinator Phone: +61 3 9925 3575

Course Coordinator Email: julie.porteous@rmit.edu.au

Course Coordinator Availability: by appointment


Pre-requisite Courses and Assumed Knowledge and Capabilities

Enforced Prerequisite: Games Studio 2

This course is for final-year students in BP215 Bachelor of IT (Games and Graphics Programming). Before attempting this course, you are expected to have largely completed second year.

Interactive Digital Media Project A and B are linked final year core courses intended to draw upon the knowledge and skills learnt throughout the preceding two years.

Note it is a condition of enrolment at RMIT that you accept responsibility for ensuring that you have completed the prerequisite/s and agree to concurrently enrol in co-requisite courses before enrolling in a course.

For your information the RMIT Course Requisites policy can be found at Course requisites – 7.29.1.6: http://www.rmit.edu.au/browse;ID=twx09y07zi1c


Course Description

Interactive Digital Media Project Part A and Part B are final year project courses for students in the Bachelor of IT (Games and Graphics Programming) degree. They provide an opportunity to pursue in-depth creation of an interactive digital media work, potentially working in cross-disciplinary groups, drawing on material learnt in the previous two years and applying it in an integrated manner.
A range of projects are possible - naturally including games but also including broader topics such as virtual worlds, tech demos, library, engine and middleware development, and interactive digital media works. The project is expected to be undertaken in groups. Projects may be year-long, spanning both Part A and Part B, or semester long.
Upon completion of both courses (Part A and Part B), you will have built at least one flagship work in which you will have improved project management skills, programming and development skills and generic problem solving skills.


Objectives/Learning Outcomes/Capability Development

Program Learning Outcomes

This course contributes to the following program learning outcomes:

PLO1: Knowledge - Apply a broad and coherent set of knowledge and skills for developing user-centric computing solutions for contemporary societal challenges.

PLO2: Problem Solving - Apply systematic problem solving and decision-making methodologies to identify, design and implement computing solutions to real world problems, demonstrating the ability to work independently to self-manage processes and projects.

PLO4: Communication - Communicate effectively with diverse audiences, employing a range of communication methods in interactions to both computing and non-computing personnel.

PLO5: Collaboration and Teamwork - Demonstrate effective teamwork and collaboration by using tools and practices to manage and meet project deliverables.

PLO6: Responsibility and Accountability - Demonstrate integrity, ethical conduct, sustainable and culturally inclusive professional standards, including First Nations knowledges and input in designing and implementing computing solutions.


Upon successful completion of this course you should be able to:

  1. Analyse the requirements and constraints of an interactive application, or a game proposal
  2. Apply the key principles of project management, project methodologies and lifecycles, industry standard project document deliverables, industry standard software development deliverables, best practices processes, and key success factors
  3. Create or build a major interactive digital media application, for example, a game
  4. Evaluate the alternative approaches, identify and evaluate the appropriate development and project tools, and identity the key success factors for the project’s completion
  5. Analyse required resources and locate and assess project specific resources
  6. Work in a professional manner in teams and groups
  7. Report regularly and formally to your client/supervisor via oral and written reports and registers and charts.
     


Overview of Learning Activities

The primary learning activity is creating or building an interactive digital media work (often in the form of a game) and reviewing others who are doing likewise. The project will primarily be self-directed (i.e. self- and team-directed), with guidance by advisors, and will involve processes of critical analysis, problem-solving and teamwork at a pre- or near professional level. Projects are to be showcased and presented to the advisor team, external guests, and other students who provide input, feedback and criticism. You are expected to use project management techniques, including time estimation, milestones, revision control systems, digital asset management and work-in-progress reviews. Lectures and guidance may be given on these topics, although they are usually covered in other courses.

Responsible negotiation will be required within your team, and with you project advisor, to determine specific project deliverables across the course, and into the next course (Interactive Digital Media Project Part B). You will need to negotiate key project start-up decisions, such as completing one large project over two semesters, or two complete project cycles, one per semester.


Overview of Learning Resources

You will make extensive use of computer laboratories and relevant software provided by the School.

Lists of relevant textbooks, reference texts, resources in the Library and relevant internet sites will be provided.


Overview of Assessment

The assessment for this course is wholly based on project work with one overall project per group being required. The project work is to be negotiated in relationship to this course, Interactive Digital Media Project Part A, but should also consider the following course, Interactive Digital Media Project Part B.

The project is normally undertaken in groups, although individual projects may be allowed in special circumstances. Groups are expected to manage their own project, design and analyse requirements and constraints, solve problems and work effectively to a level that demonstrates readiness for professional application in industry. A staff advisor is appointed to each group, whose role is to help guide the project and group with weekly progress meetings, however responsibility for design and progress rests with the group. Multiple presentations through the semester are required, including a final showcase presentation at the end of semester. The final presentation is to an assessment panel consisting of advisors, external guests, and other students undertaking the course so that there is an appreciation and understanding of the broader set of activities being undertaken, goals being pursued and achievements being reached by all.

Negotiated milestones for deliverables, encompassing the course learning outcomes, must be successfully achieved to succeed in this course.

For standard assessment details, including deadlines, weightings, and requirements relating to Computer Science and IT courses see: http://www.rmit.edu.au/compsci/cgi