RMIT School of Creative Media Review of Games and Multimedia Figure 1. Web 2.0 pedagogy with 127,000 Edublogs hosted by James Farmer in 2007 Prepared by Simon Pockley Ph.D. simonpockley@gmail.com 19th December 2007 Printing note. A colour printer with a scaling option is required. Pages 1-38 are A4. Pages 39-52 contain 14 coloured A3 Appendices. All pages may be printed to A4 if scaled but will not make much sense in black and white. [Word 12,260 KB] RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 1 of 52 Contents Acknowledgements.................................................................................................................................................... 3 Foreword .................................................................................................................................................................... 3 Executive Summary ................................................................................................................................................... 4 Recommendations (not in priority order) ................................................................................................................... 4 What is the industry and what does it want? ............................................................................................................. 5 SWOT analysis for the School’s games and multimedia programs .......................................................................... 7 Course/Program matrix............................................................................................................................................ 12 BP120 Bachelor of Arts (Multimedia) ...................................................................................................................... 12 Rationale for a Common Course Architecture ......................................................................................................... 15 Options for Program rationalisation ......................................................................................................................... 19 How do RMIT’s offerings compare with other Australian Universities? ................................................................... 20 Program Governance .............................................................................................................................................. 25 Marketing and web presence .................................................................................................................................. 27 Appendix 1. School of Creative Media: Games and Multimedia Programs – at a Glance ...................................... 31 Appendix 2: Swinburne - Bachelor of Multimedia .................................................................................................... 33 Appendix 3: Swinburne - Bachelor of Design (Multimedia Design) ......................................................................... 34 Appendix 4: Swinburne - Bachelor of Arts (Games & Interactivity) ........................................................................ 35 Appendix 5: Swinburne - Bachelor of Multimedia (Games & Interactivity) / BSc (C.S Soft Eng) ............................ 36 Appendix 6: QUT- Bachelor of Games and Interactive Entertainment .................................................................... 38 Appendix 7: Griffith - Bachelor of Animation........................................................................................................... 38 Appendix 8: Course/Program matrix table ............................................................................................................... 39 Appendix 9: EFTSU Distribution of Taught Loads for games and multimedia Courses ......................................... 40 Appendix 10: EFTSU values for games and multimedia Courses 2007 ................................................................. 41 Appendix 11: Program Structure BP120 BA (Multimedia) ....................................................................................... 42 Appendix 12: Program Structure BP203 BA (Animation and Interactive Media) .................................................... 43 Appendix 13: Program Structure BP213 BA (Digital Art) ........................................................................................ 44 Appendix 14: Program Structure BP214 BA (Games Graphic Design) .................................................................. 45 Appendix 15: Program Structure BP215 BA (Games Graphic Programming) ........................................................ 46 Appendix 16: Program Structure BP153 BDesign (Multimedia Systems) ............................................................... 47 Appendix 17: Program Structure ‘Straw man proposal’ .......................................................................................... 48 Appendix 18: Morphology of games and multimedia content at RMIT in 2007 ....................................................... 49 Appendix 19: Comparison of Victorian games and multimedia content to RMIT in 2007 ....................................... 50 Appendix 20: Morphology of games and multimedia content in Australian Universities 2007(by similarity) .......... 51 Appendix 21: Morphology of games and multimedia content in Australian Universities 2007 (by Degree type) .... 52 List of Figures Figure 1. Web 2.0 pedagogy with 127,000 Edublogs hosted by James Farmer in 2007 .......................................... 1 Figure 2: Creative Media lecturer explains the mix of art and technology to Chinese Delegation ............................ 6 Figure 3: Comparison of games/multimedia Degree offerings by State .................................................................. 20 Figure 4: Comparison of games specific Programs offered in Victoria ................................................................... 21 Figure 5: Comparison of games and multimedia Programs offered in Victoria ....................................................... 21 Figure 6: Swinburne Gamers at the eGames Expo Nov 2007 (photo Larissa Hjorth) ............................................ 23 Figure 7: Comparison of articulations into Degree Programs at Swinburne ........................................................... 23 Figure 8: Fields of study in Australian (games and multimedia) undergraduate Degrees ...................................... 27 Figure 9: Frequency of descriptors used in Australian undergraduate Degrees 2007 ............................................ 28 Figure 10: Terms used to classify http://www.rmit.edu.au/creativemedia ............................................................... 29 Figure 11: Reliability of top-level link destinations 2007 .......................................................................................... 30 Figure 12: Reliability of all web link destinations (School site) 2007 ....................................................................... 30 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 2 of 52 Acknowledgements For those within a work-place ecology it is never comfortable having an outsider looking-in. I am grateful to the members of staff of the School of Creative Media who have been so generous with their time at a time of year where there was little or no time. It has been a treat to sit in on classes, attend lectures and celebrations and to spend time with so many fine minds, generous spirits and unbridled enthusiasms. Staff in the Design and Social Context Portfolio, Deborah Warrender, Associate Professor Barbara de la Harpe, Monika Engelhard, John Benwell and Helen Mclean have provided valuable advice and guidance. Practical advice on implementing Common Course Architectures has come from Les Walkling, Professor Elizabeth Grierson, Professor Bill Cartwright, Matthew Watts and especially Professor Rob Watts. Many existing and potential students have been kind enough to share their experiences and aspirations. It is my hope that in some small way this review may ultimately assist the School of Creative Media to provide students with a richer, more rewarding educational experience. Foreword To remain relevant within the digital domain, the School's games and multimedia offerings will need to be in a state of constant reinvention. But there is no escaping the fact that there will always be tensions between the status quo and the prospect of change. Loss of status and loss of direction are concerns that can be addressed through clear assertions of values. The underlying values of this Review are threefold: 1. 2. 3. Respect for the opinions of those who know what they are doing Proposed changes should make sense to those who may have responsibility for implementing them Simplicity is better than complexity Where practical, the arrangements of data derived from the analysis supporting this report has been displayed visually using colour. Consequently, there is less emphasis on descriptive text and more emphasis on how to interpret the visual information displayed in the graphs and charts. Terminology: The terms Program and Course are frequently confused. RMIT usage has been adopted where a Degree Program is made up of a sequence of Courses. RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 3 of 52 Executive Summary The School of Creative Media owns 4 of the 9 undergraduate games and multimedia Programs at RMIT. Collaboration with the School of Computer Science and the School of Business result in 2 additional Programs. Course and pre-requisite sequences have been mapped to show commonalities and similarities as well as structural flaws. Both justify the need for a review and suggest a way forward that could lead to a simpler offering. A simpler offering built on the existing common Courses could offer efficiencies and a scalable architecture suitable for re-developing existing Programs and developing new Programs. This would align with industry expectations of Graduate core competencies and the structure of similar Programs in other universities. A detailed resolution of this architecture will necessarily require the participation of teaching staff drawn from their respective communities of practice. These communities of practice are one of the School’s more obvious strengths. Such a resolution could be expected to remove any duplication of Courses and to serve as a catalyst for defining clearer, more marketable differences between the Programs. Programs and Courses need to be continuously updated if they are to remain relevant. Four potential areas of research and Program development have been identified: Web 2 and integrated media, digital conservation, digital forensic investigation, and geospatial - locative applications. A rationale is provided for why the current Program Governance arrangement is unsatisfactory and for employing a Program Manager with lines of responsibility that could be used to develop a Position Description. A detailed review of BP120 has revealed a tension between the School’s strategic directions and the need for resolving a more pedagogically sound architecture. BP153 and BP203 are both structurally sound but the former could rationalise some of its low EFTSU Courses and the latter needs to improve the quality of its interactive Courses. Most pressing is the need to adjust the games Programs (BP213, BP214 and BP215) by removing structural flaws where some of the Electives are actually pre-requisites for compulsory Courses. A Common Course Architecture could provide an opportunity for extending the reach of the games Programs through a Double Degree with Applied Science (Cartography). The content of the School’s games and multimedia offerings have been compared to >100 Programs offered in Australia. BP120 has 3 equivalent articulations (Swinburne, VUT and JMC Academy - Sydney). BP213 BA (Digital Art) stands-out as a rare combination of Art and Hard Coding (a good story for marketing). There are 8 Programs similar in content to BP214 and BP215 and 15 similar in composition to BP153, most notably Victoria University’s Double Degree: BA (Multimedia)/B Business (e-Commerce). Swinburne is RMIT’s main competitor. Other centres of vitality and content equivalence are Griffith, Wollongong, Ballarat and Murdoch. Victoria is the dominant State for games and multimedia with 48% of undergraduate Programs, followed by N.S.W. with 35%. In Australia, 68% of the games and multimedia undergraduate Degree Programs on offer are positioned within the domain of the Creative Arts. Information Technology accounts for 28%. It would be appropriate that an emphasis be placed on creativity - bringing ideas into existence. This includes the teaching of creativity as well as integrating innovative modes of delivery and leading edge Courses and Programs. As a marketing space, the School’s web presence is in urgent need of attention because it does not present the School favourably. After moving through 9 levels from the RMIT homepage potential students still cannot access Course content. For students accessing the Swinburne site access to Course content is 4 levels deep. Griffith 5. Recommendations (not in priority order) 1. Investigate new Program specialisation opportunities: 4 suggested areas – Pages 8-11; 2. Redevelop BP120 as a 1.5-year articulation: See rationale (depends on resolution of appropriate architecture) - Pages 12-14; 3. Conduct Course Integration workshop(s) to resolve structural flaws and a possible Common Architecture where some Courses could be integrated and archived – Pages 15-18; 4. Investigate the potential for a Double Degree Program by combining Bachelor of Applied Science (Cartography) with either BP213 or BP214 - Pages 18-19; 5. Simplify the Program offering by combining BP214 and BP215 while strengthening the art/hard programming combination of BP213. (include recommendation 3 above) - Pages 19-20; 6. Appoint a Program Manager - Pages 12, 25-27. 7. Redevelop the School’s web presence - Pages 27-30. RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 4 of 52 What is the industry and what does it want? “It’s simple, we have to change from making toys to making art if we are to become a medium as mainstream as a movie.” - Games developer eGamesExpo Melbourne November 2007 Talk of convergence and radical change in the digital domain has become so common place that it easy to overlook the many and various ways that digital technologies are now integral to the things we do. It is important for the School to cast wider for its industry advisers than broadcasters, web designers, and producers of interactive media and games. The production and consumption of multimedia has become so integrated with our communications technologies that the word has become a generic term to describe a basket of integrated skills. Just as there is no longer a Minister for Multimedia in Victoria, there is no clearly definable, accurately quantifiable multimedia industry. Geoscience Australia (Canberra) recently advertised 4 positions for 3D animators to work on its National mapping and geoscience program. Every industry (education, entertainment, medicine, banking, real estate, transport, engineering, advertising, etc) now employs the services of computer animation/games/multimedia specialists. Positions are available for skills that include computer animator, architectural simulation artist, broadcast graphics artist, animator for business applications, data visualiser, information designer, digital conservator, developer of corporate/industrial presentations, edutainment designer, titling design, special effects artist, and emerging titles we have yet to name. These skills are no longer contained within specific or identifiable industries. New channels, platforms and networks have evolved into new ways to reach consumers. Traditional media producers (including games developers) will adapt, or go out of business. Time shifting content, changing media consumption behaviours, growing consumer expectations of control and personalisation are making traditional distribution channels less profitable and conventional advertising less effective. Prescient media theorists and commentators have long understood the transformational power residing within the form of the medium. The revolution that began with the networking of digital media and the World Wide Web is still in its early stages. There are many opportunities for the School to develop new Programs and new modes of educational delivery. The difference between the content of the School of Creative Media Programs now and ten years ago is far less apparent than the cultural changes that have accompanied the technologies. Yet there is an uncomfortable similarity between the scant attention paid to the origins of the RMIT web site (Richard Muirden's idiosyncratic 1994 RMIT.edu.au) and John Benwell’s efforts to encourage activity on the three RMIT islands in Second Life. See: Wheeling in Second Life [http://www.youtube.com/watch?v=CBlaiBV_yJs] It would be timely for the School to reposition itself as an active leader in creating new industries as it did 15 years ago when it offered the first Degree Program in Multimedia. There are many fertile areas for research and teaching such as sonic communications, digital forensics, digital conservation, neighbourhood narratives, and an expanding field of visualisation and modelling applications using games engines to display real data. Some of these are included in the suggested areas for Program development, listed in the Opportunities section of this review (see page 8). Rather than looking backwards it is important to pay close attention to the new generation of students. This generation is often characterised as ‘digital native’ or ‘n-gen’ because they have a networked digital life (in the sense that their on-line and mobile communications are intertwined with their daily activities). There are now more than 3 billion mobile handsets. These handsets are becoming increasingly powerful media devices, capable of providing a rich media (and advertising) experience. As many developed countries approach 100% mobile subscriber penetration, average revenue per user is falling. Mobile operators are looking towards an increasingly rich array of data services to sustain growth. In the Nordic countries - along with Korea and Japan, media rich devices are also being described as mobile wallets, but there is not enough consumable and adaptable content. The demand for artists, designers, animators, video production personnel and multimedia authors who can create, design and produce content currently exceeds supply. RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 5 of 52 Old media (TV programs, movies, arcade games etc) is being re-presented as adaptable, high-end/low-end consumable chunks or modules. More significantly, the users of mobile devices themselves are the content creators. User generated content can be as simple as sending a friend a photograph or a video. Any time spent in social environments such as YouTube and Facebook will demonstrate how these spaces are developing into distribution channels for more complex applications and productions. The computer animation/games/multimedia specialist is actually a highly skilled and specialised artist. When digitally literate leaders discuss the kinds of graduates that might fit future needs there is a general consensus that graduates need to be able to work closely within a team of specialists and be prepared to apply their skills in areas in which they may be unfamiliar. For example, Professor Simon Penny, contributing to the AHDS Guide to Good Practice in New Media Tools Creation writes, While we might confidently assert that these new forms are likely to be interactive, networked and virtual, they are still developing. This is precisely why it is important to train creative thinkers capable of openended envisioning and interdisciplinary problem solving with diverse skills in media art practice. Above all, future industries require trained, creative individuals who also demonstrate a passion and enthusiasm for working in interactive environments. Passion and enthusiasm breeds the discipline required to apply and develop skills. Many of these required skills are actually traditional skills. They can be described as follows: Fundamentals of art and design such as sketching and life drawing Characterisation Modelling, painting, rendering Graphic design Storyboarding Colour and light Aesthetic judgement Competency with cameras and sound Technical literacy (writing mark-up and code) Original ideas Education sector: There is an opportunity for the School of Creative Media not only to introduce Courses and Programs fitted to these new information spaces but also to experiment with new modes of delivery. For example, the pedagogy of reflection is integral to the use of the blog as a learning tool (see cover page); students at Goldsmith’s College in the UK have created their end of year show in Second Life. During the course of this review, a visiting Chinese delegation expressed a greater interest in the teaching of creativity than in the teaching of software skills. Creativity needs be taught and also embodied in the delivery modes of the Programs. Figure 2: Creative Media lecturer explains the mix of art and technology to Chinese Delegation RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 6 of 52 SWOT analysis for the School’s games and multimedia programs Strengths 3D animation and visualisation. Notably facial and crime scene reconstruction research, and multi-user environments; Cross-discipline research leadership; Innovative online Course developments; Dedication of teaching staff along with the vigorous and emerging communities of practice that are prepared to cross the borders between Programs, Schools and even Universities; International reputation of AIM as a centre of an Animation excellence and its extensive network of Alumni; The archive of past student works as a significant marketing resource for attracting students to the School’s Programs; The cross-disciplinary strength of the games and multimedia Programs. Namely, BP203, the grounded Bachelor of Arts (Animation and Interactive Media), The unusual BP213, Bachelor of Arts (Digital Art), and the 3 cross-School Collaborations (BP153, BP214, BP215). Weaknesses Program Governance: includes the quality and consistency of Course Guides, culture of separation, and mistrust of senior management (see Recommendation 6); Marketing of the School’s games and multimedia Programs: includes the School’s web presence, lack of differentiation of graduate attributes, lack of clear pathways for potential students (see Recommendations 1, 5 and 7); Course quality: Structural flaws in BP 213, BP214, BP 215, lack of emphasis on Sound, duplication of Design and Concept Development content, BP120 in need of restructure. Interactive Media 1 and 2 (BP203) (see Recommendations 2, 3, 4 and 5); Creativity: Program level focus on concept development rather than on concept generation (how to have ideas) (see Recommendations 3 and 5); Educational Innovation: little integration of new technologies into modes of delivery such as shared learning environments, online delivery, virtual labs, pod and vod casting etc. (see Recommendation 1). Threats 1. The proliferation of multimedia (and more recently games Programs) has meant that more students who would not have been accepted in the past, are now enrolled. Teaching staff are concerned that demand for places will fall to the extent that in order to fill places, some Programs will be forced to enrol students who have little or no chance of successful completion. It can be argued that a good teacher can turn the poorest student into a successful student at an appropriate level. However, the ability to attract high-calibre students usually results in a high standard of Major Projects and raises the standards for all students. Staff have observed that when the proportion of high-calibre students falls, the overall standard of projects declines. Notwithstanding the annual fluctuations in cohort quality, there are RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 7 of 52 concerns arising from an observable decline in overall student calibre. If this proves to be true, then there is a risk that the Programs will attract fewer students, and the decline will accelerate (see Recommendation 1). 2. The digital domain has been characterised by significant shifts in technological loci and rapid migrations to nascent media environments. There is a risk that without the regular reinvention of Programs and Courses as well as effective modes of delivery, the games and/or multimedia Programs could be perceived by potential students as out-of-date or lagging too far behind the technical and cultural advances that support them. A decade ago many of the academic staff were pushing at the innovative edge of their fields. Some have now settled into a more comfortable academic niche and are less inclined to experiment. An innovative school will attract innovative staff so that a balance might be set between teachers with deep industry and research experience, and up-andcoming academics with a fresh outlook, new skills and disruptive ideas. High-level research will not only feed into the teaching of specific Programs and Courses but serve to keep them fresh and relevant to potential students (see Recommendation 1). 3. There is a well documented and persistent risk that the quality of the School’s web presence will act to turn students away from its games and multimedia Programs (see Recommendation 7). Opportunities As the digital domain begins to mature, there is a discernable shift from a technical agenda (hardware, software, mobile and wearable computing) towards a cultural agenda. As the integration of the domains of art, entertainment, education, computing, business and communication create cultural networks, these domains can be combined to create new opportunities for Program development attended by new modes of expression and investigation. From a pedagogical perspective it is equally important that the technologies are effectively integrated into their respective modes of teaching. Recommendation 1: Consider the following as directions, research areas and new Program specialisation opportunities. 1. Web 2.0 and integrated media Several of the recommendations contained within this review depend on an understanding of what is often perceived as a second generation Web due to the proliferation of social software. Web 2.0 (as it is known) is actually the realisation of components of the original web prototype proposed by Tim Berners-Lee in 1980. The importance of Web 2.0 is that it is inextricably intertwined with the growth of cultural connectivity. Social software includes: authoring services such as blogs and wikis, social bookmarking such as del.icio.us, media sharing services such as YouTube and Flickr, social presence services such as MySpace, Facebook and Second Life, and shared learning environments such as Moodle and Elgg. The University of Brighton (UK) is moving some of its Courses from Blackboard into Elgg where it has 36,000 registered users. Web 2.0 helps users join together (mashup), personalise and configure systems according to their own needs. During this review all the students that spoke about their digital lives mentioned Facebook as a space that was not only becoming one of their primary modes of communication (over mobile phones) but also was rapidly evolving into an application delivery environment. The full impact of Web 2.0 on learning and teaching needs to be viewed in the light of the integration of media and technology, particularly with respect to the following: The growth of Web 2.0 is concurrent with increased media convergence, particularly in respect of broadband communications, telephony and the broadcast media; While professionally produced and edited media are likely to persist, broadcast media is increasingly adopting Web 2.0 technologies with greater audience participation and audience created content; The increased bandwidth offered by 3G telephony will encourage a move away from the desktop and the desktop browser to mobile devices and browsers. Content will be created, shared and consumed on mobile devices; RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 8 of 52 Ubiquitous computing, that is real time, and always on, will change our everyday digital and media environments; Social presence and geo-spatial location are converging, and will be integral to temporal, spatial and intellectual environments; Long-term access strategies, the management and forensic investigation of digital material rely on an understanding that a digital object is actually a stream of socially connected data over time. The following areas could be candidates for specialised Courses: PHP programming Design for participation Multi-user environments Metadata and Tagging Syndication and aggregation Locative and mobile media RDF and the Semantic web 2. Digital Conservation Digital conservation describes the technical and social infrastructure and associated tools for fine-grained management, discovery and conservation of digital materials. This infrastructure supports the most commonly used data types: texts, images, audio, and video, but can also include animation, three-dimensional modelling, games and data sets. Conversion and transcoding services change any document, image, audio, or video file from its original format to whatever format best suits a particular use. Services built on such an infrastructure can also facilitate the fluid discovery, use and exchange of digital materials. Analysis services can peer into the fabric of these formats and extract text, image and sound, to be used as metadata for search and retrieval. Full text can easily be extracted from documents and advanced tools can be used to derive metadata from media. These analyses include voice-to-text, optical character recognition, facial recognition, sound recognition, and scene change detection. At a University level, these infrastructures foster productivity, allow academics to focus on academic goals, and ultimately produce additional content for the ever-expanding repositories of scholarly works. The policy of the recently elected ALP is not to proceed with the Research Quality Framework. It is likely to be replaced by a cheaper, discipline-dependent metrics-based assessment. Any university that fails to implement an ID/OA mandate (Immediate Deposit, Open Access when possible) in its institutional repository will be opting out of research competition. Metadata added across the community becomes the collective interpretation of that content. It lends it intelligence. As an asset, metadata can be used to build relationships between content and its creators. Semantic relationships can be defined and exploited. Material can be used and reused by redefining the relationships between granular pieces of content from the perspective of a particular discipline. These capabilities provide new opportunities for transforming research methods, pedagogy, and learning, and lead to exciting possibilities for developing new knowledge. The following areas could be candidates for specialised Courses: Machine understanding and markup languages Metadata and Tagging Identification strategies Digital collections, granularity and repositories Rights management and access control Accessibility and adaptability HCI and usability testing RDF and the Semantic web RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 9 of 52 Dead media and digital archaeology 3. Digital forensic investigation Pranksters, criminals, and other nefarious members of society have not overlooked our increasingly dependence on digital sources of information and the systems and networks involved in data storage, processing, and transmission. Words like cybercrime, cyberwar, and cyberterror have started to become more commonplace, and organisations are being formed to stop the activity these terms define. Current computer forensic analysis is focused on assisting the law enforcement community. Forensic analysis in the civilian and military areas is moving quickly to find ways to identify anomalous activity on networks and hosts. In these circles, you will more often hear terms like network forensics, virtual crime lab, remote forensics, or cyberforensics to describe a range of types of digital analysis. The same core technologies are present for all computer and network users. These have technical, procedural, social and legal dimensions. Analysis of media, code or network traffic is conducted either in real time or after the fact. Core competencies at a Degree level would come from fields like Computer Science, Engineering Sciences, Material Sciences, Physics, Mathematics, Criminal Justice, Psychology, Sociology, and any of the existing Forensic Sciences. The following areas could be candidates for specialised Courses: Data mining Linguistics Forensic Science and biometics – fingerprints, blood, DNA Security, encryption, cryptography and data recovery Statistics and probability Image, audio and signal processing Image analysis Law and evidence Handling 3D Graphics and evidence Network engineering Steganography (a technique whereby messages of many types may be embedded within still images and video with little or no visible effect) Note: The School already has a leader in the field on its staff. See Murdoch University: Bachelor of Science (BSc) in Cyber Forensics, Information Security and Management Program Description: Increasingly, government and corporate organisations need to identify information security risks and interdependencies between business functions. Escalating security threats to organisations' information assets and increasing needs for organisations to comply with governance of information management have resulted in organisations requiring well-trained ICT professionals capable of addressing three key issues: managing information; protecting information; and forensic investigation of information security incidents. Graduates of this major will be well suited to meet these important industry demands. Core Units: Introduction to Data Communications Principles of Information Systems and Data Management Introduction to 3-D Graphics and Animation Introduction to Computer Science Introduction to Information Technology Introduction to Multimedia and the Internet Principles of Commercial Law Databases Systems Analysis and Design Knowledge Management Techniques RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 10 of 52 Knowledge and Information Security Information Security Management Cyber Forensics Forensic Data Analysis 4. Geospatial and locative media There are four convergent preconditions necessary to support a locative approach to the development of games and a new range of spatially connected digital services. Each is generally understood and uncontested in its own domain. 1. Adequate storage: Although Moore's Law may have been pushed far beyond its original scope and available evidence, we can reasonably expect the trends that show ever increasing capacity and lower costs in data storage to continue. The trend towards larger, cheaper and more publicly accessible storage capacity shows little or no sign of abating. 2. Ubiquitous computing networks: Ubiquitous or pervasive computing relates to the development of a form of computing that has been described as mobile or wireless computing and sometimes as wearable computing. This is part of a so-called 'third wave of computing' when technology recedes into the background of our activities. It also relates to the development of technologies such as RSS and Atom that allow digital information to be selfdescribing and consequently self-aware. 3. Global digital mapping: Locative technologies are built on an architecture that is structurally latent in the new schema for Internet Protocol addressing, IPv6. This 128-bit address space provides some 6.5 x 1023 addresses for every square metre on the surface of the earth. Current trends in this field are increasingly dynamic, interactive maps (such as Google Earth) that can access data sets and live feeds from satellites and even traffic cameras. 4. Communal communications: The development and growth of social software has dramatically altered the way in which individuals interact with the network. Although the World Wide Web has always been a social space, prior to the widespread adoption and use of blogs, wikis and other participatory tools, effective 'write' access was limited. With these tools in place we are already able to digitally annotate sectors of our intellectual environment as if it were part of a collective intelligence. The following areas could be candidates for specialised Courses: Locative media Modding 3D mapping Visualisation with games engines Neighbourhood narratives Remote sensing The School of Applied Science was keen to discuss collaborations with the School. The Bachelor of Applied Science (Multimedia Cartography) has been renamed Applied Science (Cartography and Geospatial visualisation). The use of games engines in geographic visualisation is commonplace. A project called ‘Affective Atlas’ has been put to the Design Institute and needs games expertise. The University of Melbourne hosts a Geomatics CRC with Curtin, UNSW and UQ and includes links to a games engine for visualisation. There are a host of Military Applications, Flight Simulators and 3D risk management projects relating to flooding and salinity. In February 2008 there is an Art and Cartography conference in Vienna. [http://www.cartogis.org/news/art-and-cartography-symposium] See also, Adrian Miles, Affective Atlas Symposium 24/10/2007 [http://vogmae.net.au/vlog/?p=1089] RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 11 of 52 Course/Program matrix The Course Program matrix plots the Courses offered against the range of games and multimedia Programs [see Appendix 8, page 39]. The horizontal colours very roughly represent communities of practice. Common Courses are shown in green. The process of mapping revealed several strengths: Commonality of certain Courses across the Programs (if not in name, then in content); Sense of teamwork and mutual respect that resides within the diverse ‘communities of practice’ who teach and practice the digital arts;1 Staff enthusiasm for improving both the content and conduct of the Programs. and weaknesses Structural flaws in several Programs; Duplication of certain Courses; Inconsistent form and content of many of the ‘published’ Course Guides. 2 Notes: 1. During the process of discussing Course content with staff, (artificial) divisions were apparent between Programs. These could be due to a combination of physical separation, history and competition for scarce resources. Such divisions were not apparent amongst the communities of practice. It is worth noting that communities of practice are not only being encouraged by the Research Institutes but also organically emerging across the borders of Schools; for example, the community of practice developing in the film and TV production group (see Recommendation 6). 2. A number of Course Guides (Part B) are maintained (off system) by individual lecturers. Consequently, the Guides available (on system) do not always accurately reflect what is taught. While a significant proportion of the published Course Guides could be improved by attention to pedagogical consistency, a potential indicator of the authority of a Guide (on system) might be the required number of Learner Guided Hours (LGH) in the published Guide. At the time of this review, 46% or 26 of the 57 Courses owned by the School of Creative Media and taught in the games and multimedia Programs required no LGH (i.e. zero). This is potentially misleading for students. (see Recommendation 6). BP120 Bachelor of Arts (Multimedia) Recommendation 2. Restructure BP120 into a 1.5 year articulation with a mid 2nd year (Semester 4) intake. This would enable the students not only to find their path at an appropriate level but also have time to make cultural adjustments and consequently be more completely assimilated into the Program. However, this option depends on the successful resolution of a supporting Common Course Architecture (see page 15 following). The structure of BP120 is described in Appendix 11 - page 42. BP120 is a one-year Degree program open to entry from graduates of the Advanced Diploma of Multimedia or Advanced Diploma of Screen (Film and TV Production). An understanding the origin of this structure and the current status of BP120 is inseparable from its history. Much of its early history parallels the development of the School. 1992: The first multimedia course (VET Diploma) in Australia created at RMIT. It was called Computer Aided Design (CAD). This was conceived as a reverse articulation pathway - Advanced Diploma of Electronic Design and Interactive Media (EDIM). The Department of Creative Media was formed as a TAFE only school following the absorption (by RMIT) of a few small TAFEs during a state government reorganisation of education and a restructure of some of its Faculties. 1995-6: Training agreement with Lim Kok Wing (now the University of Creative Technology). The BA Multimedia was later formed as a 2 + 1 year Program in order to take graduates from Lim Kok Wing and in response to RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 12 of 52 pressure from RMIT to create a Degree Program. The School of Creative Media was formed as a dual sector School with BA (Multimedia) and BA (Photography). Those of the School’s current staff who came through the TAFE sector and completed the BA Multimedia program believed that BP120 would be discontinued following the development of the three-year Degree Program BP203. At the end of 2005, the BP120 and BP203 Co-ordinator successfully argued for a reduction in the prior education standing of students from 2 years to 1.5 years for BP203. This allowed for a mid-year intake and a 1.5 year Articulation Agreement for TAFE students. The rationale was not carried over into BP120. BP120 was then restructured. The restructure involved the addition of Professional Practice COMM2186 and the dropping of the following 5 Elective Courses: Advanced Animation COSC1018 Advanced Multimedia Authoring COC1019 Digital Compositing COSC1021 Time Based Media COSC1022 Digital Imaging with Photoshop GRAP2217 The rationale behind this restructure was that this would allow the focus to be taken off production skills and replaced with more academic content. In practice, the focus has shifted towards completing a major project. Student responses Post restructure, there is consensus amongst previous co-ordinators of BP120 that the Program (in its current form) is structurally flawed for both local and International students. For the former, it is reported that the Program does not seriously advance their practical or theoretical skills other than giving them the space to make a project. For the latter, one year is not considered sufficient time to make the cultural adjustments needed for students to flourish. There are always exceptions. Staff report that some of the best student achievements come through BP120 - as well as the worst. There is a consistent observation that International students are characterised by poor literacy, language difficulties, and a range of culturally related challenges. Specific examples of cultural values associated with behaviours are: imitation over originality quiet obedience over challenging teacher authority misconceptions (even anger) about the conduct of the course intellectual criticism seen as personal criticism Teaching staff asserted that having the right mix of students was critical to the success of a Course in BP120. A 70%:30% split between local and International students was regarded as optimal for a productive group dynamic. It was reported that if the ratio of International students exceeded 50% then there was a tendency to isolate the local students and it was difficult to encourage collaborative behaviours. The small sample of 5 students that I spoke to at the final student exhibition said that they had enjoyed BP120 but they all said that they needed more time. Teaching staff responses Sessional teachers of BP120 Courses were not in a position to comment on its overall educational value. However, full time teaching staff generally regarded the Program as having what they referred to as an overdue use-by-date. They described the (new) structure, having students join in with BP203 3rd year students, as being ‘non-collaborative’ where the students did not mix and had quite different skill sets. Teaching Staff expressed concern that the pragmatic realities of meeting cultural challenges (poor literacy, lack of originality etc) were leading to a lowering of expectations associated with the standard of scholarship associated with completing a Degree Program. RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 13 of 52 School responses The 2 + 1 model associated with BP120 is considered as strategically important for the School of Creative Media because it is being recognised across the University as a model for pathways into programs that have very strong TAFE level focus. The 2+1 model gives recognition for past learning in an environment that is regarded as attractive to students and supportable pedagogically. The School has a contract with Lim Kok Wing (LUCCT) and this generates significant income. Several recently developed programs also use the 2 + 1 model. For example, the B Applied Science (Fashion & Textile Merchandising) BP 212 and a B Applied Science (Fashion & Textiles) BP 211 in the School of Fashion & Textiles. In addition, the model aligns with the concept of the Associate Degree. After 2 years of TAFE, Associate Degree, students are guaranteed a pathway into the third year of a HE degree. New associate degrees currently available include: AD002 Associate Degree in Engineering Technology (Design & Development) AD005 Associate Degree in Engineering Technology (Electrical/ Electronics) AD008 Associate Degree in Engineering Technology (Network Engineering) AD006 Associate Degree in Applied Science (Information Technology) AD007 Associate Degree in Design (Furniture) Other Australian 1-year Degree articulations Swinburne offers several 1-year articulations from TAFE (see Figure 7, page 23). Bachelor of Multimedia and Bachelor of Design (Multimedia Design). Generally students must obtain a minimum of a credit average in their final year of TAFE study, and pass all units of study in order to qualify for a 1year minimum completion period. In some instances students may be required to gain a distinction average in final year. Victoria University of Technology offer a Bachelor of Multimedia Systems that is only available to international students and is conducted in conjunction with Sunway University College (SUC) in Kuala Lumpur. The degree commences with studies at 2nd year and entry to the course is via successful completion of 1st year of the Sunway University College Bachelor of Multimedia Systems degree or equivalent. In 2nd year students study at Sunway University College and undertake VU units as well as receiving credit for a number of SUC units. In 3rd year students have the option of studying at either VU in Melbourne (Footscray Park or St Albans campus), or at Sunway University College. JMC Academy (UNE) offers a Bachelor of Communication Studies (Digital Animation). This program is articulated with the Advanced Diploma in Digital Animation awarded by the JMC Academy, which is equivalent to 96 credit points of a 144 credit point Degree Program. The Program is Film and TV centric and theoretical in content. Further options for BP120 1. Archive the Program 2. Restructure into a 1.5 year articulation into a Common Course Architecture 3. Restructure as a 1 year articulation into a Common Course Architecture but without Semester 6 i.e. Semester 4 and 5 4. Restructure as a 1 year articulation into a Common Course Architecture but as a ‘Master Class’ within Semester 5 and 6 5. Restructure as a series of Electives (96 credit points) from Program offering 6. Restructure as a separate Program or an Associate Degree with its own Courses 7. Do nothing RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 14 of 52 Rationale for a Common Course Architecture Recommendation 3. Conduct Course Integration workshop(s) with teaching staff to resolve structural flaws and explore the usefulness of a Common Course Architecture as a framework for integrating or archiving low enrolment Courses. The workshop(s) should be a collaborative staff effort acknowledging the expertise within the discernable communities of practice. A straw man proposal for a Common Course Architecture is offered as a useful starting point for this workshop (or series of workshops). The structure of the straw man proposal is shown in Appendix 17, page 48. The straw man proposal is conceptual. It is intended to be refined until a final model is obtained that resolves all issues. In essence, it proposes a Common Course Architecture that would allow students to begin their Degree Program by sharing a common set of Foundation Courses for either 2 or 3 Semesters. From that point they begin to specialise. Whether it is considered as a 1-year, or a 1.5-year core, will depend on the priorities of the School executive and the workshop outcomes. The proposal provides a flexible range of options for Program rationalisation (see page19). There are several important factors: 1. A Common Course Architecture extends the Courses already shared; 2. Structural flaws in BP213, BP214, and BP215 need to be addressed but BP203 is structurally sound; 3. BP120 needs to be redesigned and accommodated within the resulting architecture; 4. Current Program offerings have very similar graduate attributes and need to be more clearly differentiated; 5. The distribution of EFTSU taught loads suggest that some Courses (particularly those with low EFTSU in BP153) could be integrated with similar Courses and archived; 6. The combination of art and hard coding makes BP213 a distinctive offering; 7. It would be wise to ensure that there is a distinctive games Program regardless of School ownership. Appendix 17, page 48 proposes a common first year with the potential to extend this into Semester 3. Specialisation begins in Semester 3 or 4. Each specialisation can be seen as a horizontal path. Each path could combine two areas of specialisation from the following existing specialties: Advanced digital imaging 2D animation 3D animation Games Digital Art Interactive and networked media Linear and non-linear narrative Graphic design Sound design Programming A Work Integrated Learning (WIL) project could also be undertaken in Semesters 4 and 5. In Semester 6 students would choose between professional or exhibition practice depending on their aspirations towards a career in art or industry - or both. Existing Common Courses The Common Architecture builds on the fact that there are already shared Courses (across the Programs owned by the School). There are strong communities of practice in most of specialist areas. In addition to the notion of a Major Project in Semester 6, shared Courses currently include: Media Cultures 1 Media Cultures 2 Design Studio 2 Imaging 1 (COMM2301) (COMM2302) (GRAP2359) (GRAP2355) RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 15 of 52 Imaging 2 Sound design (COMM2305) is also shared by BP203 BA (Animation and Interactive Media), BP213 (Games Digital Art), BP214 (Games Graphic Design). Narrative and Communication Digital Painting 3D Character FX Digital Curation & Ex Practice Major Project A Major Project B Design for Interactive 1 Design for Interactive 2 Imaging and Animation (GRAP2358) (COMM2244) is common to BP213, BP214, BP215 (GRAP2359) is common to BP213, BP214, BP215 (GRAP2326) is common to BP213, BP214, BP215 (VART2963) is common to BP213, BP214, BP215 (COSC2350) is common to BP213, BP214, BP215 (COSC2351) is common to BP213, BP214, BP215 (COSC1009) is common to BP213, BP214, BP215, BP153 (COSC1011) is common to BP213, BP214, BP215, BP153 (GRAP2169) is common to BP213, BP214, BP215, BP153 As the Tertiary sector expands to accommodate over 1 million students, there is widespread discussion (and agreement) about the need for core competencies prior to specialisation. A Common Course Architecture would allow students to sample a range of specialisations (Animation, 3D, Interactive etc) before committing to a particular specialist pathway. While the digital media domain has been characterised by increasing specialisation, employers are looking for flexible and creative graduates with a range of core competencies. At an introductory level, the range of core competencies relating to combining sound, still image, moving image, 2D and 3D graphics and text, along with interactivity, has widened to accommodate the forces of convergence. There is an obvious need to balance the number of core or foundational knowledge Courses that might fit into a single year or a framework of 4 x 12 credit Courses with the need to leave time for a major projects arising from specialist majors. If the Common Semesters were extended to 2 years (as with the 4-year BP153) then this would not leave enough time for adequate specialisation and a Major Project. The constructivist learning approach inherent in the Major Project is firmly entrenched within all the Programs. Major Project not only provides the kind of experience students might expect to find in the workplace but functions as an assessment tool, show reel and a measure of the success of the Program. The core competencies across the current Programs include: Concept development (narrative, writing, scripting, story boarding, animatics) Imaging (theory, design, lighting, printing) Art (theory, practice, original ideas) Design (theory, typography, digital design) Studio practice (production techniques, time management, professional practice, writing) Sound design (history, theory, production techniques) Animation (2D, 3D, character, FX) Media cultures (theory, writing, communication, research, media history) Hard Coding (codec, programming, systems engineering) Soft Coding (mark-up, GUI manipulation, authoring) In addition to the Courses that are already shared (listed above), the following 17 Courses appear to be integral to this model. Some may require minor changes. 2D Animation 1 2D Animation 2 3D Animation 1 3D Animation 2 Design for Interactive 1 Design for Interactive 2 Design for Interactive 3 Design Studio 1 Design Studio 2 VART2987 VART2989 VART2988 VART2990 COSC1009 COSC1011 COSC1013 GRAP2358 GRAP2359 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 16 of 52 Design Studio 3 Digital Curation Digital Painting Narrative and Communication Professional Practice Sound Design Video 1 Video 2 GRAP2360 VART2963 VART2964 COMM2244 COMM2186 COMM2305 COMM2303 COMM2304 Structural flaws: BP213, BP214 and BP215 are in need of structural attention. The sequence of Courses is such that the choice of Electives is incompatible with Core subjects. Structural flaws in Digital Art BP213 [see Appendix 13, page 44]: Elective, Media Cultures 1 (COMM2301) is a prerequisite to the Core subjects Media Cultures 2 (COMM2302) and consequently: Design Studio 2 (GRAP2359), and Narrative and Communication (COMM2244), and Digital Curation & Exhibition Practice (VART2963) Elective, Imaging and Animation (GRAP2169) is a prerequisite to the Core subject, Advanced Imaging in 2D & 3D (GRAP2324) Elective, Imaging and Animation is a prerequisite to the Core subject, Design for Interactive Media 2 (COSC1011) Structural flaw in Games Graphic Design BP214 [see Appendix 14, page 45]: Elective, Media Cultures 1 (COMM2301) is a prerequisite to the Core subjects Media Cultures 2 (COMM2302), and consequently: Design Studio 2 (GRAP2359), and Narrative and Communication (COMM2244) Structural flaw in Games Graphics Programming BP215 [see Appendix 15, page 46]: Elective, Web Programming (COSC2413) is a prerequisite to the Core subject, Digital Media Computing (COSC2271). The standard of projects of the first graduates of these Programs has prompted staff to reconsider some of the assumptions that were made when the Program was designed. EFTSU taught loads Where there was enrolment in 2007, Appendix 9, page 40 shows the distribution of taught loads for the 58 Courses owned by Creative Media. In some cases, these taught loads are spread over 2 Semesters. Appendix 10, page 41 shows the distribution of these loads over 1st and 2nd Semesters. The graph suggests that the following Courses with fewer than 20 enrolments could be considered as candidates for possible integration with similar Courses or archiving: Program BP153 BP203 BP153 BP153 BP203 BP203 BP153 BP203 BP203 BP203 BP203 BP153 Code COSC2138 OART1016 GRAP2318 COSC1014 COMM2224 COMM2306 COSC2192 OART1014 COMM2213 COMM2225 VART2992 COSC2191 Course Advanced Electronic Imaging Interactive Studio Multimedia Design Project Concept Development Design Lab Sound for Image Time Based Media Interactive Media 2 Alternate Animation Experimental Video Advanced 3D Advanced Multimedia Authoring Taught Load 0.125 1.375 1.5 1.75 1.75 1.875 1.875 2 2 2.25 2.375 2.5 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 17 of 52 No enrolment details could be found for the following: BP153 BP203 BP203 BP203 COSC2178 COMM2226 COMM2228 COMM2227 2D Design Experimental Sound e-Learning Advanced Scriptwriting Similarity of Graduate attributes One of the advantages of considering a Common Course Architecture is that it draws attention to the similarities and differences between Programs. While the differences between Programs may be clearly apparent to some of the teaching staff, neither the available documentation nor an inspection of the Program structures reveals any clear difference except in degree of specialisation (see Appendix 1, page 31). Except for the mention of Programming in BP213 and BP214, the table shows little difference between the general descriptions and the graduate attributes (some are identical). From a marketing perspective it is important to be able to explain to prospective students clearly and simply the difference between Programs. Common Architecture Pros: Enhanced student experience Simpler offering with clearer pathways Structural consistency Optimisation of class sizes More open to experiment with alternative delivery modes Less reliance on Sessional teaching Better Program Governance Collaborative teamwork Scaleable and flexible framework for including new specialisations Aligned with 1.5 year articulation agreements Course rationalisation Program rationalisation Common Architecture Cons: Misaligned with current 2 + 1 model Possible loss of profile Need for change management Possible timetable constraints Double Degree Programs Recommendation 4. Investigate the potential for a Double Degree Program by combining Bachelor of Applied Science (Cartography) with either BP213 or BP214. The Double Degree could be a useful approach to Program redesign because there is more scope for comprehensive sequences of study. For example, Bachelor of Arts (Digital Art)/Bachelor of Information Technology Games Graphics Programming) may prove an attractive proposition for high-calibre students. Double Degrees might also be attractive options for say, the Bachelor of Applied Science (Multimedia Cartography) and Games. Games engines are frequently used in geographic visualisation. Professor Bill Cartwright (School of Applied Science) would welcome such an approach. There are 9 Double Degree Programs in Australia that combine a domain specific focus with similar core competencies and specialisations to those listed above: RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 18 of 52 Bachelor of Arts (Multimedia)/ Bachelor of Business (ECommerce) - Victoria U Bachelor of Arts (Graphic Design)/Bachelor of Arts (Multimedia Arts) - Charles Sturt Bachelor of Arts (Photography)/Bachelor of Arts (Multimedia Arts) - Charles Sturt Bachelor of Arts (Multimedia Arts)/Bachelor of Arts (TV Prod) - Charles Sturt Bachelor of Multimedia (Games and Interactivity)/BSc (Computer Science Software Engineering) - Swinburne Bachelor of Creative Arts/Bachelor of Computer Science - Wollongong Bachelor of Information Technology /Bachelor of Communication in Media/Multimedia Production - UCanberra Bachelor of Information Technology /Bachelor of Multimedia – Griffith Bachelor of Science/Bachelor of Digital Media – UNSW Options for Program rationalisation Recommendation 5. Simplify the Program offering by combining BP214 and BP215 while strengthening the art/hard programming combination of BP213. The options available for Program rationalisation depend on the outcomes of the Course Integration workshop. Notwithstanding the constraints of School ownership, BP214 and BP215 are so similar in structure that it would appear logical to combine them. However, the rare combination of art and hard coding that characterises BP213 would suggest that this point of difference should be strengthened (Option 1). A more radical approach would be to use the foundations of a Common Course Architecture to combine BP203, BP213 and BP214 into a single Program with a specialist Major (Option 2). A less attractive option would be to combine BP213 and BP203 (Option 3). 1. Integrate BP214 with BP215 and redesign BP213 to strengthen its combination of Art and Programming. Perhaps as 2 Double Degrees combined with the Bachelor of Information Technology. Pros: Enhanced student experience Clearer, simpler offering with clearer pathways for marketing Structural consistency Program rationalisation Cons: Potential for loss of Profile 2. Combine BP203, BP213 and BP214 into a single and/or Double Degree with a specialist Major Pros: Enhanced student experience Simpler offering with clearer pathways Structural consistency Optimisation of class sizes More open to experiment with alternative delivery modes Less reliance on Sessional teaching Collaborative teamwork Scaleable and flexible framework for including new specialisations Potential for Course rationalisation Program rationalisation Cons: Perception of less choice for potential students Complex reporting and administrative difficulties Potential for loss of Profile RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 19 of 52 Difficult to give the Degree a title or descriptive brand Potential for loss of skilled and experienced staff 3. Integrate BP203 with BP213 Pros: Potential for a stronger clearer offering with clearer pathways for marketing Program rationalisation Cons: Hard Coding beyond capacity of current students Not wanted by staff Potential for loss of Profile Potential to damage a successful Program 4. Continue to offer the same Programs but restructure the sequence Courses to remove structural flaws, provide clearer Program descriptions and more distinctive graduate attributes for prospective students Pros: Removes structural flaws Clearer, simpler offerings with clearer pathways for marketing Cons: Potential for loss of Profile Potential to maintain Course duplication 5. Do nothing How do RMIT’s offerings compare with other Australian Universities? The origins of the School of Creative Media can be traced back to the first multimedia Degree Program to be offered in Australia. Today, there are over 100 games and multimedia undergraduate Degree Programs available in most Universities. State with the most games and multimedia undergraduate Degrees 2007 48 Vic NSW 35 20 QLD 4 WA SA 2 NT ACT 2 2 Figure 3: Comparison of games/multimedia Degree offerings by State RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 20 of 52 Number of games specific Programs offered in Victoria 2007 RMIT 4 Ballarat 3 Swinburne 2 Deakin 1 La Trobe 1 Figure 4: Comparison of games specific Programs offered in Victoria Number of games and/or multimedia undergraduate Degree Programs offered in Victoria 2007 Swinburne 11 RMIT 10 Monash 9 VU 5 Deakin 5 Ballarat 5 La Trobe 2 Melbourne 2 UCQ 2 JMC Qantm 2 1 Figure 5: Comparison of games and multimedia Programs offered in Victoria The quality of a Degree Program is determined by the interplay of many factors: a carefully constructed curriculum, high quality course materials, consistent pedagogy, inspirational teaching, and a clear path for the graduating student to follow. Such a path can come from a sense connectedness either to the workplace or the community practice into which graduating students are welcomed. It is difficult to evaluate the quality of games and multimedia offerings from afar. But it is possible to compare Program content and note evidence of similar approaches. In order to compare the content of Programs, the range of Courses offered in each Program has been classified into key 6 areas. These are loosely defined as follows: Hard Code: Command-line computer programming with little on no forgiveness Soft Code: Mark-up, style sheets or image and sound manipulation using a GUI or a pre-programmed application Business: Industry focus, internship, professional development, business planning Theory: Contextual, historical and practice based ideas pertinent to the domain Design: Rational, logical, and sequential process of fitting materials to their purpose Art: (for this purpose) Courses combining imagination and skill in the creation of aesthetic objects Caveat. This is a blunt tool. Where available, the recommended or typical program of study was used to assess the morphological values. However, it is acknowledged that it would be possible for individual students to skew these values through their choice of electives. In addition, Course names may not accurately reflect their content. RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 21 of 52 Course Guides were sometimes not available and those that were, may not be taught as published. Nevertheless, from a pragmatic perspective the methodology does provide a useful method of comparing one Program with another. The morphology also provides a form of chromosomal signature that facilitates visual comparison. Potential students embarking on cross-university searches face an alarming lack of consistency in terminology and search and browse parameters. As mentioned on the cover of this report, the key terms Program, Course and Unit lack precision. This is addressed in the section of this report dealing with Marketing and the School of Creative Media’s web presence (page 27). The content of the 10 Games and Multimedia Courses offered by RMIT is compared in Appendix 18, page 49. Example: Reference to the Program structure [Appendix 11, page 42] shows that the Bachelor of Arts (Multimedia) BP120 is characterised by having a fairly equal distribution between Soft Code, Theory and Business. The relative values are derived from the distribution of Program content as follows: Theory: Theory and Soft Code: Business and Soft Code: Business: Business, Theory and Soft Code: Concept Development COMM2183 Production Management and Methods COSC1015 Collaborative Project COSC1016 Professional Practice COMM2166 Major Project Production COMM2187 Note the presence of Design in the Bachelor (Animation and Interactive Media) BP203 [Appendix 12, page 43] and the Hard Code content of the various Programs owned by Computer Science. BP215 has been repeated because to students completing this Program it would appear that they could graduate with either a Bachelor of Design (Games Graphics Programming) or a Bachelor of IT (Games and Graphics Programming). However, the apparent offering of both Programs may be an anomaly due to a name change. The Program is similar in content to BP214 Bachelor of Arts (Games Graphics Design) - (compare Program Structures Appendix 14 page 45 and Appendix 15 page 46). Two views of the Victorian data are provided. The first shows RMIT Programs beside the diversity of other Victorian offerings arranged by Degree title [see Appendix 18, page 49]. The second shows Programs with similar content signatures [see Appendix 19, page 50]. Swinburne The Victorian table of comparison [see Appendix 19, page 50] shows that Swinburne is a clear competitor for several of the games and multimedia Programs owned by the School of Creative Media. There are 3 Programs from Swinburne with a content signature approaching Multimedia Bachelor of Arts (BP120) and 4 resembling that of Bachelor of Arts (Animation and Interactive Media) (BP203). Similarly, RMIT’s Games Programs are closely challenged by Swinburne’s double Degree Bachelor of Multimedia (Games and Interactivity) / BSc (Computer Science (Software Engineering) Of interest to the School of Creative Media should be Swinburne’s 1. 2. 3. 4. Bachelor of Multimedia CRICOS:060351B Bachelor of Design (Multimedia Design) CRICOS: 043841C Bachelor of Arts (Games & Interactivity) CRICOS: 055213K Bachelor of Multimedia (Games and Interactivity) / BSc (Computer Science (Software Engineering) CRICOS: 051280J Swinburne’s web advantage is discussed on page 28 and is indicative of Swinburne’s attention to what has described as front of house. At the recent eGames Expo students wore special games T-shirts and there was an overall sense of vibrancy and commitment to the Program. This was attractive to potential students. RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 22 of 52 Figure 6: Swinburne Gamers at the eGames Expo Nov 2007 (photo Larissa Hjorth) There is anecdotal evidence that Swinburne’s Courses are less demanding and more theoretical than RMIT. Swinburne offers a range of articulations from TAFE. Generally students must obtain a minimum of a credit average in their final year of TAFE study, and pass all units of study. In some instances students may be required to gain a distinction average in final year. TAFE Degree Advanced Diploma of Computer Science (Multimedia+) Bachelor of Multimedia Diploma of Information Bachelor of Multimedia Technology (Multimedia) Hawthorn, Lilydale, Wantirna Advanced Diploma of Multimedia (Design) Prahran Advanced Diploma of Multimedia (Design) Wantirna Advanced Diploma of Multimedia (Design) Wantirna Bachelor of Multimedia (Business Marketing) Bachelor of Arts (Games and Interactivity) Bachelor of Multimedia (Media Studies) Bachelor of Computing Bachelor of Design (Multimedia Design) min years to complete Hawthorn 1 campus Hawthorn 1 Hawthorn Hawthorn Hawthorn Hawthorn Prahran 2 2 2 1.5 1 Bachelor of Design (Multimedia Design) with Distinctions Prahran 1 Bachelor of Design (Multimedia Design) with Credits 2 Prahran Bachelor of Multimedia (Games and Interactivity)/Bachelor Hawthorn of Science (Computer Science and Software Engineering) 3 Figure 7: Comparison of articulations into Degree Programs at Swinburne RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 23 of 52 Centres of Vitality For obvious reasons here is a strong correlation between available Bandwidth and the vitality of integrated media centres. Korea, Japan and the Nordic countries have many centres of excellence. The recent visit to RMIT by Dr. Patrik Svensson, HUMlab, Umea University Sweden, illustrates several important aspects of this review. See HUMlab [http://blog.humlab.umu.se] the powerful impact of having an effective web presence using social (blog) software. integration of the technologies with the activities of the School emphasis placed on people range of research activities related to the School’s Programs From an Australian perspective, there appear to be vital signs attended by strong Programs and research initiatives at Griffith, Murdoch, Wollongong and Ballarat. Ballarat is also notable for its strong work integrated learning initiatives with IBM. Students are offered a year of paid work placement in the middle of their Degree. Much of the evidence for vital signs comes from discussions with staff, with contacts made at the recent eGames Expo, web presence and research experiences on a range of specialised lists. List of Australian programs with a content footprint comparable to RMIT BP120 Bachelor of Arts (Multimedia) - RMIT Bachelor of Communication Studies (Digital Animation) - JMC Academy (UNE) (Sydney. 1 year Diploma articulation) BP203 Bachelor of Arts (Animation & Interactive Media) - RMIT Bachelor of Applied Multimedia – Qantm (Brisbane. 2 years full-time strong focus on practical skill development based on theoretical foundations of design, media and production) Bachelor of Design (Multimedia Design) – Swinburne (Prahran. 3 years (see description above and Appendix 3, page 34) BP213 Bachelor of Arts (Digital Art) - RMIT Bachelor of Games and Interactive Entertainment - QUT (Brisbane. 3 years (see Appendix 6, page 38) Bachelor of Animation – Griffith (Brisbane. 3 years (see Appendix 7, page 38) BP214 Bachelor of Arts (Games Graphics Design) - RMIT Bachelor of Games Design - Griffith Bachelor of Multimedia (Games and Interactivity)/BSc (C.S. Softw Eng) - Swinburne Bachelor of IT (Games Design and Development) - Deakin Bachelor of Multimedia Design - UQ Bachelor of Science in Games Technology - Murdoch Bachelor of Multimedia - Murdoch Bachelor of Creative Arts And Industries (New Media Design) - Charles Darwin Bachelor of Multimedia (Multimedia Software Development) - Swinburne BP215 Bachelor of Design (Games Graphics Programming) - RMIT BP215 Bachelor of IT (Games and Graphics Programming) - RMIT BP094 Bachelor of Computer Science (Games, Graphics and Digital Media) - RMIT Bachelor of Computer Science (Games Technology) - Charles Sturt Bachelor of Science in Games Development v2 - UTS Bachelor of IT and Systems - Monash Bachelor of Science Multimedia Information Systems - Murdoch RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 24 of 52 Bachelor of Creative Arts/Bachelor of Computer Science - Wollongong Bachelor of Science/Bachelor of Digital Media - UNSW Bachelor of Engineering (Computer Games) - UNSW Bachelor of IT (Computing and Multimedia) – University South Australia Bachelor of IT (Multimedia Technology) - Deakin BP153 Bachelor of Design (Multimedia Systems) - RMIT Bachelor of Arts (Multimedia)/Bachelor of Business (ECommerce) - Victoria University Bachelor of Interactive Entertainment - Qantm Bachelor of Digital Innovation – University Central Queensland Bachelor of Multimedia Design (Major) - Bond Associate Degree in Multimedia Design - Billy Blue (Sydney) Bachelor of Multimedia - Griffith Bachelor of Multimedia – University Southern Queensland Bachelor of Multimedia - Southern Cross Bachelor of Applied Computing (Games Technologies) - Ballarat Bachelor of Applied Computing (Games Technologies) - Ballarat (Sydney) Bachelor of Applied Computing (Games Technologies) (MIT) - Ballarat Bachelor of Applied Computing (Games Technologies)(MMC) - Ballarat Bachelor of Creative Arts & Industries (New Media Design)/Bachelor of IT - Charles Darwin Bachelor of Creative Industries (Communication Design)/Bachelor of IT - QUT Bachelor of IT/Bachelor of Multimedia - Griffith Program Governance Recommendation 6. Appoint a Program Manager Good Program governance has clear lines of responsibility for the delivery of administrative, educational and research outcomes of Programs that are consistent with University expectations. Good governance requires effective, open reporting on performance, accountability for funds, and sufficient independence of the immediate interests of staff and students of the day. Ideally, a balance is set between the School’s Portfolio accountabilities and each Program’s capacity to be empowered to set its own direction and to define and achieve its objectives. The uncomfortable reality of continuing financial and staffing constraints mean that it is also important to keep in mind that there are non-financial goals among the core objectives of the university. Existing Governance framework The School’s Director of Higher Education has (temporarily) assumed the role of Program Co-ordinator for all the games and multimedia Programs owned by the School. The manifold tasks associated with the position of Program Co-ordinator have been distributed amongst the teaching and administrative staff. Course Co-ordinators manage the currency of Course Guides and entry of results. The current arrangement is unsatisfactory for the following reasons: A well-managed Program is penalised for the shortfalls that arise from another; Decisions are often reactive (rather than proactive) because they are left to the last minute (e.g. backfilling for staff on leave or research); A divisive culture of mistrust is created when Programs compete with each other for scarce resources and staff are not involved in cross-Program planning; Lines of responsibility lack consistency and clarity (for example, responsibility for the entry of Sessional assessments); Academic staff (in the Creative Arts) are not always skilled in budget modelling, or financial management and reporting; Academic staff do not have the authority to make Program planning decisions or to manage complex issues such as the poor performance of a colleague; The busiest periods of the academic teaching year occur at the same time as many of the heaviest administrative loads; RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 25 of 52 The emphasis on research performance leaves little time for strategic planning, documentation of new or altered Programs or Courses; Training for new University-wide systems and procedures is not prioritised. Proposed Governance framework Effective Program management is a mission critical task that should not be left to the teaching staff. N.B. this is not intended to be critical of Academic staff capabilities. A position description for a Program Manager should be developed that includes experience with budget and strategic planning as well as good business judgement and a well developed understanding of the manifold pedagogical imperatives for continuity, consistency and effective curriculum design and management. Program development requires significant documentation, co-ordination and research. The School’s games and multimedia Programs and Courses need to be in a constant state of reinvention if they are to remain relevant and continue to attract students. The Program Manager would be responsible for this documentation. The University is also in a state of constant evolution. New systems and procedures are regularly introduced (e.g. Blackboard). Training needs to be co-ordinated and integrated and aligned with individual work plans. Should the School choose to take advantage of the opportunity to move towards a Common Course Architecture, and retain all, or some, of the existing Program budget lines then those Courses that are Common could be managed as a virtual or sub-Program. They need to be managed separately because they are not quite the same as other Courses. They are by nature introductory and wide in scope. Students at this level will have a broader range of interests and aspirations than those previously specialising at the outset of their undergraduate journey. Pastoral Care of students It is important to have someone to go to when you need advice, help and mentorship. While there is an opportunity to the University to provide a mentorship Program for staff, it is essential for students. A Program Manager would allocate all incoming students with an Academic staff member as a mentor/advisor. This person will be responsible for knowing the student’s name and seeing them through to the completion of their degree. Should Academic staff need to be absent then the Program Manager would arrange a replacement. Pastoral care will result in a better student experience, increased student retention and advanced warning of potential problems. Lines of Responsibility In addition to budget modelling and financial reporting, the list of co-ordination tasks developed by the Director of HE would be the basis for developing a list of responsibilities: Marketing: Orientation (local & international) - including mid-year intake (ISIS tour etc.) Events: Open Day, Festival, end of the year show and associated production and management Online presence: email responses, School website content, advertising, brochures, announcements International liaison Exhibitions and industry forums Industry liaison (Committee?) Staff/Students Sessional induction and management – pay claims, engagement forms in conjunction with timetables and availability Casual Budget – July, August, December and February RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 26 of 52 Student/staff ratios Student Progress Committee Year Level Coordinators, academic advisors, pastoral care Management of graduation database Management of Archives ADOM/BAM articulation and promotion Enrolment/Academic advisement Program entry Foundation Studies liaison Academic Interview participation and management of staff timetabled for interviews Course Guide quality assurance Learning and teaching Blackboard Timetabling and class scheduling Student/staff ratios Delivery modes Program writing and changes, new courses and overseas delivery Student selection Exchange students Study abroad, residencies Conferences Grant applications Administrative SSCC attendance and follow up for year related matters VTAC, International, pre-selection kits IT/Equipment Committee, Equipment Purchases and Equipment Budget Borrowing and equipment maintenance Copyright Marketing and web presence Recommendation 7. Redevelop the School’s web presence. There are approximately1 100 Australian Undergraduate Degree Programs offering either a specific games/multimedia Degree or a games/multimedia major. Of these Programs, 68% are based in the field of Creative Arts and 28% in Information Technology. Note 1. 107 have been identified but some are the same Program with a different name different Cricos No. Fields of study in Australian Bachelor (games and multimedia) Degrees 2007 Creative Arts Information Technology Engineering and Related Technologies Architecture and Building CRICOS ‘Broad Field’ relative to all Programs Management and Commerce Figure 8: Fields of study in Australian (games and multimedia) undergraduate Degrees RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 27 of 52 Content is not always reflected in the title of the Degree. The word ‘Multimedia’ is the most frequently used (45%), followed by both ‘Design’ (22%) and ‘Information Technology’ (21%), then ‘Games’ (19%). Frequency of descriptors used in Australian Bachelor (games and multimedia) Degrees 2007 Multimedia Design Information/Technology Games Media Digital Communication Animation Science Creative Arts Computing Interactive Graphics Words used to describe the type of Degree as well as identify specific majors. For example, Bachelor of Arts (Multimedia Design). Production Engineering Entertainment Innovation Figure 9: Frequency of descriptors used in Australian undergraduate Degrees 2007 Web functionality Underlying the concept of Web 2.0 is the understanding that all data or information (text, image, sound, video) has a social dimension. With notable exceptions (see Strengths page 7), the School of Creative Media’s web presence (teaching, research, administration and marketing) demonstrates that it lacks this understanding. The School is not unusual in that its web presence largely remains in Web 1.0 where a few content authors provide content for an undefined audience of passive readers. When it comes to attracting high calibre students this amounts to a lost opportunity. A prospective multimedia student using the School’s web site to get an overview of the sequence of Courses in a Program shows a clear competitive advantage of Swinburne over RMIT: [Square brackets show Enter keystrokes or ‘clicks’] Swinburne: Student able to access specific Course (Unit) content in 4 clicks: 1. 2. 3. 4. 5. Swinburne: http://www.startswinburne.edu.au/ Select [Future Students] Select [Find a Course] Search box: enter search term [multimedia] Select from list [Bachelor of Multimedia] Result. Detailed Course (Program) includes Units of study, Recommended Study Sequence with links to Unit content. Griffith: Student able to access specific Course content in 5 clicks: 1. 2. 3. 4. 5. Griffith http://www.griffith.edu.au/ Select [Future Students/Degrees and courses] Select [Program (degree) search] Program search by keyword: enter search term [multimedia] Select from list [Bachelor of Multimedia] Select [Program structure] RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 28 of 52 6. Result: Detailed Course list with links to Course content RMIT: Student unable to access specific Course content (9 clicks) ultimately unrewarded – no access to Course content: 1. 2. 3. RMIT: http://www.rmit.edu.au/ Select [Future Students] Search for a Program: enter search term [multimedia] Scroll and Select from list [BP120 Multimedia Bachelor of Arts] ... and Information Systems RMIT University 3column Multimedia – Bachelor of Arts City campus Local and…] Select [Program Structure] Select (internal anchor) [Program structure] Wait. Redirected to list of Schools. Scroll and Select [Creative Media/Undergraduate] Select from list [Multimedia – B Arts BP120] Select from choice of files to download [http://mams.rmit.edu.au/hccf70a4qvv3z.pdf] Result: PDF Program summary with Sequence of Courses but no information or links to Course content. 4. 5. 6. 7. 8. 9. 10. Analysis of http://www.rmit.edu.au/creativemedia This brief analysis was conducted in late August 2007. It arose from the need to act as a potential student and explore the site for games and multimedia Program and Course content. The investigation was restricted to links and content associated with 3 levels or 154 screens attributed to the School of Creative Media. No attempt was made to evaluate the overall RMIT shell or the various content islands found within the site. The School of Creative Media’s web presence does not reflect the level of competency expected of a school that teaches creative media. More than half of the 154 accessible screens contain material that is inconsistent, redundant, out of date, not found, or irritating in some way. There is a significant risk that this could discourage potential students or researchers accessing or browsing the site. Such problems are an inevitable consequence of approaching the website as little more than a channel for paper or brochure delivery. The School’s website demonstrates that its web presence is not seen as integral to the manifold activities of the School. The presence of content islands such as the Research and AIM sites are generally perceived not just as signs of independence but as statements of disassociation from the School. Specific recommendations: 1. 2. 3. 4. 5. 6. In consultation with the University webmaster, and with an understanding of Web 2.0 technologies develop a strategy for the School to improve its web presence and integrate this presence the notion of a shared learning environment. Ensure that the number of screens is consolidated so that consistent navigation terminology is used to provide access to course content. Remove all links to placeholder screens and consolidate the content either within programs or ‘About School’ information; Update or remove ‘out of date’ content; Remove or repair links to ‘Not Found’ screens; Consolidate staff list (contact details) to a link to a single authoritative list. Screens were classified as follows: OK Links lead to expected content and content appears to be relevant and reasonably current Inconsistent Confusing terminology, links lead to unexpected content, content misaligned Placeholder Little of no content that could not be combined with content elsewhere Out of date Either more than two years old or lacking any recent activity Content Island Separate sites unrelated to the look and feel or provenance associated with School site Not Found Clunky Returning either a ‘not found’ message or a 404 Typos, revealed code, recursion and other minor irritations Figure 10: Terms used to classify http://www.rmit.edu.au/creativemedia RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 29 of 52 School of Creative Media - relibility of top level link destinations Placeholder 30% OK 25% 20% Inconsistent 15% Out of date 10% Content Island Figure 11: Reliability of top-level link destinations 2007 School of Creative Media - reliability of all links 47% Ok 18% Inconsistent 13% Placeholder Out of date 5% Content Island 5% Not Found 5% Clunky 3% Figure 12: Reliability of all web link destinations (School site) 2007 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 30 of 52 Appendix 1. School of Creative Media: Games and Multimedia Programs – at a Glance TAFE – ADOM Advanced Diploma of Multimedia BP120 BA (Multimedia) BP203 BA (Animation and Interactive Media) BP213 BA (Digital Art) BP214 (BA Games Graphic Design) 2 years Advanced Diploma Advanced standing: 1-year Degree articulation Advanced standing: 3-year Degree Program Advanced standing: 3-year Degree Program Advanced standing: 3-year Degree Program Advanced standing: NA 2 year standing from the Advanced Diploma of Multimedia or Advanced Diploma of Screen (Film and TV Production), or equivalent TAFE sector 1.5 year standing for Graduates of the Advanced Diploma of Multimedia, Diploma of Graphic Arts or Advanced Diploma of Screen (Film and TV Production) programs Selection: Agreement with LUCCT. Assumes prior knowledge equivalent to first 2 years of BP203 Selection: Multimedia Supplementary Information Form. Short-listed applicants: Interview and folio. I year standing for Graduates of the Advanced Diploma of Multimedia, I year standing for Graduates of the Advanced Diploma of Multimedia, Selection: Selection: Selection: Multimedia Supplementary Information Form. Short-listed applicants: Interview and folio. Pre-selection kit, interview and folio. Pre-selection kit, interview and folio, ENTER. Pre-selection kit, interview and folio, ENTER. General description: General description: General description: General description: General description: Specialist training in computer generated art and design incorporating digital design, imaging, video, interactive authoring, 2D animation, writing for multimedia, 3D modelling and animation, games development and web page authoring. Students build on skills they have gained throughout their vocational studies, graduate with a degree qualification, and prepare for industry practice in multimedia. Specialist training in digital art and design, animation (2D and 3D), digital video, motion graphics, special effects, interactive media design and authoring, media theory and digital audio. Specialist training and theory in computergenerated art in an integrated program that includes history, painting, printing, lighting, 2D and 3D imaging, animation, interaction design, curating and basic computing, maths and physics.. Specialist training and theory in computer generated design with particular emphasis upon narrative, game theory and practice. You will undertake courses in design, narrative, imaging, animation (2D and 3D), time based and interactive authoring and basic computing, programming, maths and physics. RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 31 of 52 TAFE – ADOM Advanced Diploma of Multimedia Graduate attributes Graduates have specialist skills in computer generated art and design Employed in: art, design and media industries. . Employed as: animators 3D visualisers & modellers web designers graphic designers interface designers art directors, game designers teachers researchers digital artists sound designers video producers producers, DVD designers Have own companies and artistic and curating careers BP120 BA (Multimedia) BP203 BA (Animation and Interactive Media) BP213 BA (Digital Art) BP214 (BA Games Graphic Design) Graduate attributes Graduate attributes Graduate attributes Graduate attributes Graduates of this program have the aesthetic and technical capabilities to satisfy a broad range of design needs and the ability to conceive and author innovative multimedia works in interactivity, animation, video and web design. Graduates possess aesthetic and intellectual maturity and strong technical abilities. Graduates have aesthetic and technical abilities within the disciplines of art, design and programming. Graduates have aesthetic and technical abilities within the disciplines of art, design and programming. Have strong skills in games aesthetics and a clear understanding of the place of games art in the broader historical continuum of image-making. Have strong conceptual, game design and narrative skills. Employed in: multimedia, new media and information technology industries. Employed as: No data available Employed in: the creative disciplines of design, media and art Employed as: animators 3D visualisers & modellers web designers graphic designers interface designers art directors game designers teachers researchers digital artists sound designers video producers Have own companies and artistic and curating careers Employed in: the games industry and more generally, in the creative and computer graphics industries. Employed as: animators 3D visualisers & modellers games programmers graphics programmers interface designers art directors game designers educators researchers digital artists producers Employed in: the games industry and more generally, in the creative and computer graphics industries. Employed as: animators 3D visualisers & modellers games programmers graphics programmers interface designers art directors game designers educators researchers digital artists producers Have own companies and artistic and curating careers Have own companies and artistic and curating careers. RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 32 of 52 TAFE – ADOM Advanced Diploma of Multimedia BP120 BA (Multimedia) BP203 BA (Animation and Interactive Media) BP213 BA (Digital Art) BP214 (BA Games Graphic Design) Learning mode: Learning mode: Learning mode: Learning mode: Learning mode: Studio mode. Studio mode. Studio mode + lectures. Studio mode + lectures. The program provides a creative and supportive environment of artistic and intellectual investigation while maintaining active links with industry. Courses specifically designed to simulate industry environments. Studio mode + lectures. The program provides a creative and supportive environment of artistic and design endeavour, with an emphasis on intellectual investigation and conceptual development. All programs include courses that are designed to provide regular learning interaction with students of all three games programs in a studio mode that reflects the practice of the electronic games industry. All programs include courses that are designed to provide regular learning interaction with students of all three games programs in a studio mode that reflects the practice of the electronic games industry. Assessment: Assessment: Assessment: Assessment: Assessment: Assessment outcomes are mainly practical in orientation and competency based. Major Project and Production, as well as a student elective of their choosing. Final assessment through Major Project Final assessment through Major Project Final assessment through Major Project In addition, courses are assessed in line with their learning outcomes and graduate capabilities. In addition, courses are assessed in line with their learning outcomes and graduate capabilities. In addition, courses are assessed in line with their learning outcomes and graduate capabilities. Appendix 2: Swinburne - Bachelor of Multimedia Program description: The Bachelor of Multimedia is designed for students who have prior tertiary level studies, such as a diploma or its equivalent. The course incorporates a comprehensive approach to multimedia with a strong emphasis on practical skills and techniques, including web design/programming, animation and digital video/audio. Elective studies can be taken in diverse areas from ICT through Arts to Business. Entry to the Program requires a two-year post year-twelve Diploma or equivalent with an overall mark of 65%. This program operates under a student workload model based on 100 credit points for a full-time academic year. One credit point is deemed to be equivalent to one hour of student work per week over a semester, whether in contact with staff or in private study. Four units of study will generally be taken each semester. The typical student's average weekly workload during a semester is therefore deemed to be fifty hours. Total student contact hours, including lectures, classes, tutorials, flexible learning and laboratory and field sessions will vary in different semesters, but will be less than 20 hours per week. Students are normally enrolled in the Recommended Study Sequence (see below) and must successfully complete a minimum of 200 credit points. In all cases, students must choose units of study from Study Groups according to the following rules, subject to timetable constraints and prerequisite studies being met. Students who are given exemptions from Core Multimedia Studies or Further Multimedia Studies (as credit for prior studies) are still required to complete 100 credit points of units of study from these groupings in order to complete the requirements of the degree. Page 33 of 52 Students must also complete a compulsory unit of study Careers in the Curriculum to be awarded the degree. Careers in the Curriculum (CIC) is an innovative unit designed to assist Swinburne students to enhance their employability and career prospects. It is usually undertaken in the second year of your course and is compulsory for all undergraduate students who commence their course from 2007 onwards. Students studying CIC will not incur a HECS or fee debt as the cost will be met by the university as part of an initiative to enhance students' career skills. Recommended Study Sequence Semester 1 Professional Communication Practice Design for Multimedia 1 The Internet and World Wide Web 1 Multimedia Applications Semester 2 The Internet and World Wide Web 2 User Experience Design Digital Video and Audio Elective #1 Semester 3 3D Animation and Special Effects Multimedia Project 1 Media Theory, DVD and Compositing Elective #2 Semester 4 Multimedia Project 2 Multimedia Technology Interactive Multimedia Elective #3 Appendix 3: Swinburne - Bachelor of Design (Multimedia Design) Program description: The Multimedia Design program prepares students to work with design for digital film production, the World Wide Web and computer interactive media. The study of time-based sequence design provides students with expertise in animation, 3D modelling, digital video, audio media, and communication design for electronic media. Graduates leave the program with highly developed and relevant skills for work in such diverse industries as post-production houses (including the film and television industry), digital video, animation, web design consultancies, and video game design houses. Stage 3 of this program, not including Industry Placement is also delivered at the Billy Blue School in North Sydney and City University, Hong Kong. Honours The first two years are common, followed by either a year three (pass degree) or selection into the four year Honours program with Industry Placement (third year). The Honours program requires a further 100 credit points of units of study consisting of all coursework or two Professional Practice and two other units of study in the Design Centre. Students may continue into the Bachelor of Design (Multimedia Design) (Honours) program through the following avenues: If a student has maintained a grade average of credit or above (without participating in the Industry Placement (IP) program They may be invited to apply to study in the Honours year. Students who are involved in the IP program will be required to participate in the Honours year of study. Stage 3 (rest of the Program available on-line) Page 34 of 52 Semester 1 Individual Research Project Multimedia Design New Technologies Allocated one of the following: Communicating Practice Design Systems and Services Design and Business Strategy Elective Studies: 3D Character and Environment Design for Animation OR any unit from an Electives Plus sequence (see above) OR Industry Placement Industry Placement 1 (37.5 credit points) Any 12.5 credit point subject from Stage 3 units of study Semester 2 Group Research Project Multimedia Design: Advanced Technology Allocated remaining two of the following: Communicating Practice Design Systems and Services Design and Business Strategy OR Industry Placement Industry Placement 2 (37.5 credit points) Any 12.5 credit points from Stage 3 units of study Appendix 4: Swinburne - Bachelor of Arts (Games & Interactivity) Program description: The Bachelor of Arts in Games and Interactivity aims to produce highly skilled graduates capable of gaining employment in the growing computer games industry, or indeed the wider multimedia industry. Through a combination of media, multimedia and specialised games subjects, students gain an understanding of how games operate within society, at the same time developing a set of research and communications skills that are applicable across a range of industries. Instruction is through a combination of theoretical and practical teaching modes, which allows students to get hands-on experience with game development within a broader theoretical framework. While this degree would be suitable for anyone with an interest in studying games as a social phenomenon, it is especially well suited to those seeking employment in the games industry, but who do not wish to become high-level programmers. Students must successfully complete a minimum of 300 credit points according to the following rules: 150 credit points from Group 1 – Core Games and Interactivity units; 100 credit points from Group 2 – Media Studies Majors units; 37.5 credit points from Group 3 – Further Multimedia units or a recognised elective sequence (see Elective Plus Sequences below); 12.5 credit points from Group 3 or 4 – Further Multimedia units or Elective units In addition, students must complete a compulsory unit of study HAC0001 Careers in the Curriculum to be awarded the degree. Careers in the Curriculum (CIC) is an innovative unit designed to assist Swinburne students to enhance their employability and career prospects. It is usually undertaken in the second year of your course and is compulsory for all undergraduate students who commence their course from 2007 onwards. Students studying CIC will not incur a HECS or fee debt as the cost will be met by the university as part of an initiative to enhance students' career skills. As part of the Swinburne Model for Professional Learning, all incoming undergraduates from 2007 will undertake 25 credit points of professionally-focused final year major projects within their programs of study. Suggested Study Sequence Semester 1 Interactive Games Structures Multimedia Applications Page 35 of 52 Digital Video and Audio Media Literature Film: Texts and Contexts Semester 2 The Media in Australia 3D Animation and Special Effects User Experience Design Design for Multimedia 1 Semester 3 New Media: The Telecommunications Revolution Games & Interactivity Lab 1 The Internet and World Wide Web 1 Elective A – Choose 1 of: Reading, Writing and Criticism Popular Culture Professional Communication Practice Semester 4 Principles of Game Design Business of Games Games & Interactivity Lab 2 Elective B – Choose 1 of: Network Cultures eSociety: Sociology of the Electronic Age Optional IBL year# Industry-Based Learning Industry-Based Learning Semester 5 Games & Interactivity Project Multimedia Interfaces Cinema Studies Radio Production and Criticism A Semester 6 Games & Interactivity Project 2 Information Society: A Global Perspective Interactive Multimedia Elective C – Choose 1 of: Writing Fiction New Venture Development and Management Appendix 5: Swinburne - Bachelor of Multimedia (Games & Interactivity) / BSc (C.S Soft Eng) Program description: This double degree aims to provide students with a broad range of multimedia production skills combined with extensive skills in the software engineering and development required to develop games and interactive applications. The degree is designed to combine theoretical and practical knowledge through a range of experiential teaching methods, and apply these to the development of 2D and 3D games. Students completing this degree will possess a highly-desirable combination of multimedia and information technology skills, enabling them to find work in a variety of positions in the games industry as well as in the broader information and communications technology sector. Students choose units of study from three Study Groups, completing at least 400 credit points made up of: Core Games & Interactivity Studies (112.5 credit points) Core Multimedia & CSSE Studies (237.5 credit points) Elective Studies (50 credit points) Recommended Study Sequence: Semester 1 Design for Multimedia 1 Interactive Games Structures Database Analysis and Design Page 36 of 52 Introduction to Programming Semester 2 Design for Multimedia 2 Digital Video and Audio Technical Software Development Engineering Mathematics 1 Semester 3 3D Animation and Special Effects Multimedia Applications Software Development Practices Object-Oriented Programming in C++ Semester 4 User Experience Design Principles of Game Design Internet Technologies Programming in Java Semester 5 Physics of Games Games & Interactivity Lab 1 Artificial Intelligence for Games Choose one of: Media Literature Film: Texts and Contexts Media Theory, DVD and Compositing Multimedia Technology Semester 6 Games & Interactivity Lab 2 Digital Graphics Games Programming Software Project Practices and Management Optional IBL year Industry-Based Learning Industry-Based Learning Semester 7 LAN Principles Multimedia Interfaces Software Engineering Project A Software Architectures and Design Semester 8 Games & Interactivity Project 2 Professional Issues in Information Technology Software Deployment and Evolution Choose one of: New Venture Development and Management Business of Games Interactive Multimedia Networking and Online Games Page 37 of 52 Appendix 6: QUT- Bachelor of Games and Interactive Entertainment Program description: The course has a strong foundation in both entertainment technology and creative skills. Students gain experience in the whole process of game and interaction development, from identification and evaluation of ideas, creation of design concepts, critique of existing and potential products, analysis of cultural impact and industry trends, through to the development and delivery of a final product. Choice of major from: The course has a strong foundation in both entertainment technology and creative skills. Choice of major from: Animation and Computational Arts: animation and motion graphics, 3D computer graphics and computer generated art Digital Media: mixing graphics, video, animation and sound to meet the increasingly complex world of digital entertainment Game Design: game design tools and design processes, narrative and immersion, architecture and interior design Software Technologies: technical aspects of computer games, games engine and tools development Students gain experience in the whole process of game and interaction development, from identification and evaluation of ideas, creation of design concepts, critique of existing and potential products, analysis of cultural impact and industry trends, through to the development and delivery of a final product. Four Blocks of studies: Block A: Core Studies (6 units plus a 24 credit point Project completed in Semester 6) Block B: Major (8 units) selected from Animation and Computational Art; Digital Media; Games Design; Sotware Technologies Block C: Minor (4 units) Block D: Electives (4 units) For details of Courses offered see: [http://www.courses.qut.edu.au/cgi-bin/WebObjects/Courses.woa/wa/selectMajorFromMain?courseID=3810] Appendix 7: Griffith - Bachelor of Animation Program description: This highly expressive program will fire your imagination while refining your creativity, wit and ingenuity. You will receive a thorough grounding in character animation covering animation skills, production techniques and studio hardware, enhanced by study of perspective and life drawing, scriptwriting, concept development, graphic processes, communication, editing and sound production. You will develop the skills to produce original films from script to screen including character animation (both 2D and 3D), concept development, storyboarding, editing, postproduction and sound recording. You will also develop the ability to determine the most appropriate animation format for specific projects - traditional drawn animation, computer animation, 3D puppet animation or other experimental media. Your academic studies will be extended by off-campus studio courses to enable you to gain first-hand experience. In Year 1, you will be introduced to the theoretical and practical aspects of animation as well as key themes of 21st century visual culture. In Years 2 and 3, you will continue the approach established in Year 1 with increased emphasis on the various aspects of animation and studio courses to gain first-hand experience. You will also work alongside Bachelor of Film and Screen Media Production students to complete a community project. For details of Course Structure see: [http://www17.griffith.edu.au/cis/p_cat/require.asp?ProgCode=1179&Type=structure] RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 38 of 52 Appendix 8: Course/Program matrix table Creative Media: Course Map cred hrs/w tgh lgh BP120 BP213 BP214 BP215 BP153 12 39 Concept Development 12 39 0 Managment & Methods 12 27 0 COSC1015 Narrative & Comm 12 39 78 Narrative for Multimedia 12 52 0 ****Art History theory 12 39 39 HUSO2186 Maths & Physics artists 12 39 0 MATH1444 ****Maths for Computing 12 52 104 ****Maths for Advanced Computing 12 60 48 Media Cultures 1 12 3 39 39 COMM2301 COMM2301 COMM2301 COMM2301 Media Cultures 2 12 3 39 39 COMM2302 COMM2302 COMM2302 COMM2302 Design for Interactive 1 12 52 0 COSC1009 COSC1009 COSC1009 COSC1009 Design for Interactive 2 12 52 104 COSC1011 COSC1011 COSC1011 COSC1011 Design for Interactive 3 12 52 104 Design Studio 1 12 6 39 39 GRAP2356 Design Studio 2 12 6 39 39 GRAP2359 Design Studio 3 12 3 39 0 GRAP2360 Design 1 12 3 39 39 GRAP2354 Design 2 12 3 39 39 GRAP2357 Design Lab (y3El) 12 3 39 0 COMM2224 2D Design 12 52 0 Imaging 1 12 3 39 0 Imaging 2 12 3 39 0 Digital Painting 12 39 78 Visual effects 12 58 0 Electronic Imaging and Design 12 52 0 Advanced Electronic Imaging 12 52 0 Interactive Media 1 12 3 52 52 OART1013 Interactive Media 2 12 3 52 52 OART1014 Interactive Studio 12 3 52 52 OART1016 Digital Compositing 12 52 180 COSC2193 Advanced Multimedia Authoring 12 52 108 COSC2191 Advanced Web Authoring 12 52 0 COSC2194 ****MultiM engineering 1 12 52 0 EEET2241 ****MultiM engineering 2 12 52 104 ****Web Server Technology 12 48 96 ***Progm Interactive Des 12 39 39 ****Games studio 1 12 ****Games studio 2 3 78 COMM2183 BP203 Concept Development COMM2183 COSC1014 COMM2244 COMM2244 COMM2244 COMM1000 MATH1444 MATH1074 MATH2041 COSC1013 GRAP2359 GRAP2359 GRAP2355 GRAP2355 GRAP2355 GRAP2358 GRAP2358 GRAP2358 VART2964 VART2964 COSC2178 VART2964 OART1015 COSC1010 COSC2138 EEET2242 COSC1301 COSC1301 COSC1301 48 104 COSC2348 COSC2348 COSC2348 12 48 108 COSC2349 COSC2349 COSC2349 ****Intro to IT 12 36 108 ****Intro to Programming 12 48 108 ****Intro to Programming 12 48 108 COSC3472 COSC3472 COSC3472 ****Programming Tech 12 48 108 COSC1284 COSC1284 COSC1284 ****Programming 1 12 84 72 ****Programming 2 12 52 84 ****Programming 3 12 60 90 ****Database Concepts 12 48 96 ****Net-Centric Computing 12 ****Web Dev Tech ****Scripting languages 3 5 COSC2381 COSC1078 COSC1519 COSC1073 COSC1076 COSC2391 COSC2391 48 108 COSC1111 COSC1111 COSC1111 12 52 104 COSC2276 COSC2276 COSC2276 12 52 108 COSC1093 COSC1093 COSC1093 ****Operating Systems 12 48 108 COSC1114 COSC1114 COSC1114 ****Artificial Intelligence 12 48 96 COSC1127 COSC1127 ****Web Programming 12 48 0 COSC2413 COSC2413 COSC2413 ****Mobile Application Dev 12 48 108 COSC2309 COSC2309 COSC2309 2D Animation 1 12 45 2D Animation 2 12 Alternate Animation 12 Animation Studio GRAP2169 3 COSC1519 ISYS1057 ISYS1057 45 VART2987 39 0 VART2989 39 39 COMM2213 12 58 58 VART2991 Imaging and Animation 12 39 78 GRAP2169 GRAP2169 Advanced 2D 3D 12 39 78 GRAP2324 GRAP2324 3D Character - FX 12 39 78 GRAP2326 GRAP2326 GRAP2326 ****Rendering and 3D Prog 12 36 120 COSC1226 COSC1226 COSC1226 ****Web 3D 12 48 104 INTE1113 INTE1113 INTE1113 3D Animation 1 12 45 3D Animation 2 12 Advanced 3D (y3El) 12 ****Interactive 3D Graphics 12 COSC1187 COSC1187 COSC1187 Sound Design 12 39 39 COMM2305 COMM2305 COMM2305 Sound for Image 12 39 0 COMM2306 Experimental Sound 12 39 0 COMM2226 Computer Sound Production 12 78 0 Digital Curation & Exhibition Practice 12 39 78 VART2963 VART2963 Collaborative Project 12 8 0 COSC1016 Professional Practice 12 19 0 COMM2186 ****Entrepreneurship 1 12 39 117 BUSM1311 ****Entrepreneurship 2 12 39 80 BUSM1314 ****Marketing 12 39 0 Video 1 12 52 52 COMM2303 Video 2 12 4.5 52 52 COMM2304 Experimental Video 12 3 39 39 COMM2225 Time Based Media 12 e-learning (Elective) 12 3 39 39 COMM2228 Advanced Scriptwriting (El) 12 3 39 0 COMM2227 Major Project 36 9 260 0 COMM2187 COMM2187 Major Project A 12 48 104 COSC2350 COSC2350 COSC2350 Major Project B 12 48 104 COSC2351 COSC2351 COSC2351 Multimedia Design Project 12 52 3 3 0 VART2988 58 0 VART2990 39 39 VART2992 36 108 GRAP2169 COSC2359 VART2963 COMM2186 MKTG1001 52 108 COSC2192 0 GRAP2318 Content Design Project 12 52 0 **** not owned by School of Creative Media (some non common CS Courses not included) prepared by Simon Pockley 17/10/07 COSC1012 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 39 of 52 Appendix 9: EFTSU Distribution of Taught Loads for games and multimedia Courses Course name Code ID credit TL BP120 BP213 BP214 BP215 BP153 others Concept Development COMM2183 35773 12 11.125 Concept Development COSC1014 1861 12 1.750 Managment & Methods COSC1015 1862 12 6.125 Narrative & Comm COMM2244 37018 12 6.750 Narrative for Multimedia COMM1000 13579 12 2.375 Maths & Physics artists MATH1444 37017 12 6.500 Media Cultures 1 COMM2301 38329 12 10.000 Media Cultures 2 COMM2302 38333 12 13.625 Design for Interactive 1 COSC1009 13575 12 16.375 Design for Interactive 2 COSC1011 13577 12 14.250 Design for Interactive 3 COSC1013 13580 12 5.125 Design Studio 1 GRAP2356 38330 12 6.500 6.375 Design Studio 2 GRAP2359 38334 12 12.000 6.125 Design Studio 3 GRAP2360 38339 12 6.125 6.125 Design 1 GRAP2354 38327 12 6.375 6.375 Design 2 GRAP2357 38331 12 5.500 5.5 Design Lab (y3El) COMM2224 36719 12 1.750 1.5 2D Design COSC2178 32114 12 Imaging 1 GRAP2355 38328 12 12.750 6.5 3.25 2.875 Imaging 2 GRAP2358 38332 12 11.250 5.875 2.625 2.75 Digital Painting VART2964 38049 12 7.625 3.25 4.375 Visual effects OART1015 38345 12 4.250 Electronic Imaging and Design COSC1010 13576 12 5.625 5.625 Advanced Electronic Imaging COSC2138 32118 12 0.125 0.125 Interactive Media 1 OART1013 38338 12 6.125 6.125 Interactive Media 2 OART1014 38343 12 2.000 2 Interactive Studio OART1016 38347 12 1.375 1.25 Digital Compositing COSC2193 32669 12 5.750 0.5 Advanced Multimedia Authoring COSC2191 32667 12 2.500 2.5 Advanced Web Authoring COSC2194 32670 12 4.375 4.375 2D Animation 1 VART2987 38335 12 6.375 2D Animation 2 VART2989 38340 12 3.000 3 Alternate Animation COMM2213 36418 12 2.000 1.375 Animation Studio VART2991 38348 12 2.875 2.75 Imaging and Animation GRAP2169 31494 12 17.875 3.5 4.25 Advanced 2D 3D GRAP2324 37019 12 6.875 2.625 4.125 3D Character - FX GRAP2326 37021 12 9.875 3.375 4.25 3D Animation 1 VART2988 38336 12 6.375 6.125 3D Animation 2 VART2990 38341 12 4.375 4.25 0.125 Advanced 3D (y3El) VART2992 38350 12 2.375 2 0.25 0.125 Sound Design COMM2305 38344 12 8.125 1.375 2.25 3.375 Sound for Image COMM2306 38346 12 1.875 1.875 Computer Sound Production COSC2359 13569 12 4.000 Experimental Sound COMM2226 36721 12 Digital Curation & Exhibition Practice VART2963 38048 12 4.000 Collaborative Project COSC1016 1863 12 6.125 6.125 Professional Practice COMM2186 35778 12 11.000 6.125 Video 1 COMM2303 38337 12 6.250 6.125 0.125 Video 2 COMM2304 38342 12 2.750 2.625 0.125 Experimental Video COMM2225 36720 12 2.250 Time Based Media COSC2192 32668 12 1.875 e-learning (Elective) COMM2228 36724 12 Advanced Scriptwriting (El) COMM2227 36722 12 Major Project COMM2187 35779 36 Major Project A COSC2350 37024 12 Major Project B COSC2351 37025 12 Multimedia Design Project GRAP2318 36789 12 1.500 1.5 Content Design Project Total Taught Loads COSC1012 13578 12 4.875 348.625 4.875 6.25 57.625 Prepared by Simon Pockley 17/11/07 cred 36.000 TL 6.125 BP203 5 1.75 6.125 2.875 3.875 0 2.375 3.5 3 6.5 0.25 3.125 0.125 6.125 3.25 4 0.125 2.75 3.125 0.625 6.75 3.125 2.625 3.75 0.25 6.625 1 0.125 5.125 0.125 2.375 3.375 0.125 0.25 0.125 0 4.125 0.125 0.125 5.25 6.25 0.125 0.5 0.125 0.125 2.625 4.625 0.125 1.5 0.25 0.5 0.25 1 0.125 3.875 2.25 0.125 2.875 1.625 0 0.125 0.125 4.875 1.375 0.375 0.25 0.125 1.875 21.375 14.625 46 134.625 BP120 BP203 42 BP213 52.375 BP214 BP215 BP153 9.75 others RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 40 of 52 Appendix 10: EFTSU values for games and multimedia Courses 2007 EFTSU for games and multimedia Courses 2007 Advanced Electronic Imaging Interactive Studio Multimedia Design Project 0.125 1.75 Design Lab (y3El) 1.75 Sound for Image 1.875 Time Based Media 1.875 Interactive Media 2 2 Alternate Animation 2 Experimental Video 2.25 Narrative for Multimedia 2.375 Advanced 3D (y3El) 2.375 Video 2 Animation Studio 2.5 2.75 2.875 2D Animation 2 3 Computer Sound Production 4 Digital Curation & Exhibition Practice Visual effects 4 4.25 Advanced Web Authoring 4.375 3D Animation 2 4.375 Content Design Project 4.875 Design for Interactive 3 5.125 Design 2 Electronic Imaging and Design Digital Compositing 5.5 5.625 5.75 Design Studio 3 6.125 Interactive Media 1 6.125 Collaborative Project 4.625 1.5 Managment & Methods 4.625 1.625 Video 1 6.25 Design 1 6.375 2D Animation 1 6.375 3D Animation 1 6.375 Maths & Physics artists 6.5 Design Studio 1 6.5 Narrative & Comm 6.75 Advanced 2D 3D 6.875 Digital Painting 7.625 Sound Design 6.125 3D Character - FX Media Cultures 1 2 Professional Practice 4.75 9.5 Design Studio 2 7.875 3.625 6.25 1.625 11.25 6 Imaging 1 12.75 Media Cultures 2 7.625 Design for Interactive 2 14.25 Design for Interactive 1 11 Imaging and Animation 10.5 Major Project 2 6.375 Concept Development Imaging 2 Semester 2 1.5 Concept Development Advanced Multimedia Authoring Semester 1 1.375 7.5 6 6 5.375 7.375 28.5 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 41 of 52 Appendix 11: Program Structure BP120 BA (Multimedia) BP120 BA (Multimedia) 96 credit points pre-requisite pre-requisite Design Studio 1 GRAP2356 Design Studio 2 GRAP2359 pre-requisite pre-requisite Design Studio 3 GRAP2360 Semester 5 → Semester 6 Concept Development COMM2183 Major Project Production COMM2187 Production Management and Methods COSC1015 Media Cultures 1 COMM2301 Media Cultures 2 COMM2302 Imaging 1 GRAP2355 Imaging 2 GRAP2358 Design 1 GRAP2354 Design 2 GRAP2357 2D Animation 1 VART2987 2D Animation 2 VART2989 E: Any Student Elective 3D Animation 1 VART2988 3D Animation 2 VART2990 Pre-requisite Interactive Media 1 OART1013 Interactive Media 2 OART1014 Must do Video 1 COMM2303 Video 2 COMM2304 RMIT elective Collaborative Project COSC1016 Pre-requisites from within the program Credits prepared by Simon Pockley 17/10/07 Professional Practice COMM2186 48 48 96 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 42 of 52 Appendix 12: Program Structure BP203 BA (Animation and Interactive Media) BP203 BA (Animation and Interactive Media) 288 credit points Semester 1 → Semester 2 → Semester 3 → Semester 4 → Design Studio 1 GRAP2356 Design Studio 2 GRAP2359 Design Studio 3 GRAP2360 Media Cultures 1 COMM2301 Media Cultures 2 COMM2302 Imaging 1 GRAP2355 Semester 5 → Semester 6 Concept Development COMM2183 Major Project Production COMM2187 E 1/4: Experimental Sound COMM2226 E: Any Student Elective Professional Practice COMM2186 Imaging 2 GRAP2358 E 2/5: Sound Design COMM2305 E 2/4: E-Learning COMM2228 Design 2 GRAP2357 E 1/4: Experimental Video COMM2225 E 1/4: Sound for Image COMM2306 E 2/5: Video 2 COMM2304 E 1/4: Visual Effects OART1015 E 1/4: Programming for Interactive Design COSC2381 E 2/4: Design Lab COMM2224 Must do Interactive Media 1 OART1013 E 2/5: Interactive Media 2 OART1014 E 1/4: Interactive Studio OART1016 Program electives 2D Animation 1 VART2987 E 2/5 2D Animation 2 VART2989 E 1/4: Animation Studio VART2991 Program electives 3D Animation 1 VART2988 E 2/5: 3D Animation 2 VART2990 E 2/4: Advanced 3D VART2992 E 1/4: Alternative Animation COMM2213 E 2/4: Advanced Scriptwriting COMM2227 Design 1 GRAP2354 Video 1 COMM2303 Pre-requisite RMIT elective 36 prepared by Simon Pockley 17/10/07 48 48 48 48 48 48 288 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 43 of 52 Appendix 13: Program Structure BP213 BA (Digital Art) BP213 BA (Digital Art) 288 points Semester 1 → Semester 2 → Games Studio 1 COSC2348 Games Studio 2 COSC2349 Introduction to Programming COSC3472 Imaging 1 GRAP2355 Semester 4 → E 1/3: Programming Techniques COSC1284 Imaging 2 Maths & Physics for Artists MATH2130 Semester 3 → GRAP2358 Semester 5 → Semester 6 Interactive Digital Media Project A COSC2350 Interactive Digital Media Project B COSC2351 Design Studio 2 GRAP2359 Digital Painting, Lighting & Printing VART2964 Digital Curation & Exhibition Practice VART2963 Art History & Theory HUSO2186 E 1/3: Media Cultures 1 COMM2301 Media Cultures 2 COMM2302 E 1/3: Imaging and Animation GRAP2169 Design for Interactive Media 1 COSC1009 Narrative and Communication COMM2244 E: Any Student Elective Advanced Imaging in 2D & 3D GRAP2324 E 1/7: Mobile Application Development COSC2309 Design for Interactive Media 2 COSC1011 E 1/7: Software Architecture: Design & Implementation COSC2391 E 1/4: Software Architecture: Design & Implementation COSC2391 E 1/2: Realtime Rendering & 3D Games Programming COSC1226 E 1/7: Web Servers and Web Technologies COSC1301 E 1/4: Operating Systems Principles COSC1114 E 1/4: Sound Design COMM2305 Pre-requisite E 1/5: Imaging and Animation GRAP2169 Must do E 1/5: Sound Design COMM2305 E 1/7: Sound Design COMM2305 Program electives E 1/5: Web 3D Technologies INTE1113 E 1/7: Web Development Technologies COSC2276 RMIT elective E 1/5: Data Communication & net-centric computing COSC1111 E 1/7: Web Programming COSC2413 E 1/5: Interactive 3D Graphics & Animation COSC1187 E 1/2: 3D Char: Create & Animate & FX GRAP2326 E: Any Student Elective E 1/7: 3D Char: Create & Animate & FX GRAP2326 E 1/4: 3D Char: Create & Animate & FX GRAP2326 prepared by Simon Pockley 17/10/07 48 48 48 48 48 48 288 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 44 of 52 Appendix 14: Program Structure BP214 BA (Games Graphic Design) BP214 BA (Games Graphic Design) 288 points Semester 1 → Semester 2 → Games Studio 1 COSC2348 Games Studio 2 COSC2349 Introduction to Programming COSC3472 E 1/2: Programming Techniques COSC1284 Imaging 1 GRAP2355 Semester 4 → E 1/3: Programming Techniques COSC1284 Semester 5 → Semester 6 Interactive Digital Media Project A COSC2350 Interactive Digital Media Project B COSC2351 Design Studio 2 GRAP2359 E 1/2: Digital Curation & Exhibition Practice VART2963 Digital Painting, Lighting & Printing VART2964 Imaging 2 GRAP2358 Maths & Physics for Artists MATH2130 Semester 3 → E 1/2: Media Cultures 1 COMM2301 Narrative and Communication COMM2244 Media Cultures 2 COMM2302 Imaging and Animation GRAP2169 Design for Interactive Media 1 COSC1009 E 1/3: Data Communication & netcentric computing COSC1111 Web 3D Technologies INTE1113 Advanced Imaging in 2D & 3D GRAP2324 E 1/7: Web Development Technologies COSC2276 E 1/2: Operating Systems Principles COSC1114 Design for Interactive Media 2 COSC1011 E 1/8: Software Architecture: Design & Implementation COSC2391 E: Any Student Elective E 1/8: Web Servers and Web Technologies COSC1301 E: Any Student Elective E 1/3: Realtime Rendering & 3D Games Programming COSC1226 E 1/3: Sound Design COMM2305 E 1/8: Sound Design COMM2305 Pre-requisite E 1/8: Mobile Application Development COSC2309 Must do E 1/8: Artificial Intelligence COSC1127 Program electives E 1/8: Web Programming COSC2413 E 1/3: Interactive 3D Graphics & Animation COSC1187 RMIT elective E 1/3: 3D Char: Create & Animate & FX GRAP2326 E 1/8: 3D Char: Create & Animate & FX GRAP2326 prepared by Simon Pockley 17/10/07 48 48 48 48 48 48 288 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 45 of 52 Appendix 15: Program Structure BP215 BA (Games Graphic Programming) BP215 BA (Games Graphics Programming) 288 points Semester 1 → Semester 2 → Semester 3 → Games Studio 1 COSC2348 Games Studio 2 COSC2349 Introduction to Programming COSC1519 Programming Techniques COSC1284 Interactive 3D Graphics and Animation COSC1187 Mathematics for Advanced Computing MATH2041 E 1/3: Media Cultures 1 COMM2301 Programming Techniques COSC1283 E 1/3: Imaging and Animation GRAP2169 Network Programming COSC1179 Semester 5 → Semester 6 Interactive Digital Media Project A COSC2350 Interactive Digital Media Project B COSC2351 Software Engineering Fundamentals ISYS1118 Realtime Rendering & 3D Games Programming COSC1226 Object Oriented Programming COSC1254 Digital Media Computing COSC2271 Java for C programmers COSC1290 E 1/10: Software Architecture: Design & Implementation COSC2391 E 2/11: Scripting Language Programming COSC1093 E 1/10:: Web Development Technologies COSC2276 E 1/10: Digital Painting, Lighting & Printing VART2964 E 2/11: Design for Interactive Media 2 COSC1011 E 2/11: Database Concepts ISY1057 E 1/10: Mobile Application Development COSC2309 E 1/10: Scripting Language Programming COSC1093 E 2/11: 3D Char: Create & Animate & FX GRAP2326 E 2/11: Web Development Technologies COSC2276 Algorithms and Analysis COSC2123 E 2/11: Operating Systems Principles COSC1114 E 1/3: Design for Interactive Media 1 COSC1009 Pre-requisite E 2/11: Media Cultures 2 COMM2302 Data Communication & net-centric computing COSC1111 WEB 3D Technologies INTE1113 Maths for Computing MATH1074 Semester 4 → E 1/10: Web Programming COSC2413 E 1/10: Digital Curation & Exhibition Practice VART2963 E 1/10: Operating Systems Principles COSC1114 Program electives E 2/11: Sound Design COMM2305 E 2/11: Narrative and Communication COMM2244 E 1/10: Web servers and Web Technology E 1/10: 3D Char: Create & Animate & FX GRAP2326 RMIT elective E 2/11: Web Programming COSC2413 E 2/11: Web Servers and Web Technologies COSC1301 E: Any Student Elective E: Any Student Elective Must do prepared by Simon Pockley 17/10/07 48 48 48 48 48 48 288 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 46 of 52 Appendix 16: Program Structure BP153 BDesign (Multimedia Systems) BP153 B Design (Multimedia Systems) 288 points + 4th year Semester 1 → Semester 2 → Semester 3 → Semester 4 → Semester 5 → Semester 6 Specialisation Elective 1 The Entrepreneurial Process BUSM1311 Entrepreneurial Ventures BUSM1314 Multimedia Engineering 1 EEET2241 Multimedia Engineering 2 EEET2242 Marketing for Entrepreneurs MKTG1001 Introduction to Information Technology COSC1078 Data Base Concepts ISYS1057 Semester 7 Specialisation Elective 3 Semester 8 Principles of Multimedia Professional Practice COSC2355 and Specialisation Elective 5 Specialisation Elective 2 Specialisation Elective 4 Cooperative Work Placement COSC2346 or E 2/3: Program Elective 1 E 2/3: Program Elective 2 Multimedia Project: Design GRAP2318 E 2/3: Program Elective 3 E: Any Student Elective 1 E: Any Student Elective 2 Multimedia Project: Engineering EEET2243 E: Any Student Elective 2 Multimedia Project: Business BUSM3113 Multimedia Project: Design GRAP2318 Specialisation Elective 6 CM Specialisation Electives Design for Interactive Media 1 COSC1009 Design for Interactive Media 3 COSC1013 Design for Interactive Media 2 COSC1011 Content Design Project COSC1012 Electronic Imaging and Design COSC1010 E 1/2: Introduction to Programming COSC1519 E 1/2: Programming 1 COSC1073 or E 3/4: Programming 1 COSC1073 E 1/2: Programming 2 COSC1076 or E 1/2: Programming 2 COSC1076 E 1/2: CS/Eng Elective E: CS/Eng Elective prepared by Simon Pockley 17/10/07 credits 48 48 48 48 Spec E6/12: Advanced Web Authoring COSC2194 Spec E6/12: Advanced Electronic Imaging COSC2138 Spec E6/12: Advanced Multimedia Spec E6/12: 2D Authoring COSC2191 Design COSC2178 Multimedia Project: Computer Science COSC2346 Spec E6/12: Digital Compositing COSC2193 Spec E6/12: Concept Development COSC1014 pre-requisite Spec E6/12: Video Production for Multimedia COSC1008 Spec E6/12: Time Based Media COSC2192 must do Spec E6/12: Imaging and Animation GRAP2169 Spec E6/12: Advanced 3D Imaging and Animation COSC2182 elective Spec E6/12: Narrative for Multimedia COMM1000 Spec E6/12: Computer Sound Production COSC2359 general elective 48 48 48 48 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 47 of 52 Appendix 17: Program Structure ‘Straw man proposal’ Straw man proposal Semester 1 → Ideas, concepts and design Semester 2 → Semester 3 → Semester 4 → Semester 5 → Semester 6 Sound Design Workshop to resolve 1year or 1.5 year content Concept Development Project 1 Production Project 2 Production Work integated project 1 Work integated project 2 Digital Curation & Exhibition Practice or Semester 7 Digital Cultures 1 Digital Cultures 2 Studio Practice / Digital craft and design 1 Studio Practice / Digital craft and design 2 Studio Practice / Digital craft and design 3 Imaging 1 Imaging 2 2D Animation 1 2D Animation 2 2D Animation 3 Animation Imaging 3 (advanced) Interactive Media 1 Interactive Media 2 Interactive Media Narrative for Multimedia Film and Video 1 Film and Video 2 Video Networked Media 1 Networked Media 2 Web or mobile 3D Modelling and practice 2 3D (advanced) 3D Modelling and practice 1 Semester 8 Honours year or double degree Professional Practice 3D pre-requisite Introduction to Programming must do elective Games Studio 1 Games Studio 2 Games Programming techniques Range of Profgramming electives Programming Digital Curation & Exhibition Practice Professional Practice E: Any Student Elective general elective prepared by Simon Pockley 17/10/07 credits 48 48 48 48 48 48 48 48 RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 48 of 52 Appendix 18: Morphology of games and multimedia content at RMIT in 2007 Morphology of games and multimedia undergraduate program content offered in Victoria 2007 Hard Code Soft Code Business Theory Design Art Bachelor of Arts (Multimedia) C. 060354K BP120 RMIT Bachelor of Arts (Animation and Interactive Media) C. 035361G BP203 RMIT Bachelor of Applied Science (Multimedia Cartography) C. 022251K BP090 RMIT Bachelor of Design (Multimedia Systems) C. 040966C BP153 RMIT Bachelor of IT (Multimedia Design) C. 061102M BP162 RMIT Bachelor of Arts (Digital Art) C. 052662J BP213 RMIT Bachelor of Arts (Games Graphics Design) C. 052659D BP214 RMIT Bachelor of Design (Games Graphics Programming) C. 052661K BP215 RMIT Bachelor of IT (Games and Graphics Programming) C. 061071B BP215 RMIT Bachelor of Com Sci (Games, Graphics & Digital Media) C. 061086F BP094 RMIT Bachelor of Arts (Games and Interactivity) - Swinburne Bachelor of Arts (Multimedia) - VU Bachelor of Arts (Hon) Computer Mediated Art and Multimedia - VU Bachelor of Arts - Performance and Multimedia - VU Bachelor of Arts (Media and Communications) - Melbourne Bachelor of Arts (Media and Communication) - Deakin Bachelor of Visual Arts Multimedia - La Trobe Bachelor of Visual Arts (Graphic Design/Multimedia) - Ballarat Bachelor of Film and Digital Media (Animation) - Deakin Bachelor of Interactive Media - Deakin Bachelor of Design (Multimedia Design) - Swinburne Bachelor of Design (Visual Communication) - Monash Bachelor of Multimedia and Digital Arts - Monash Bachelor of Multimedia - Swinburne Bachelor of Multimedia (Media Studies) - Swinburne Bachelor of Multimedia Systems - VU Bachelor of Multimedia (Business Marketing) - Swinburne Bachelor of Arts (Multimedia)/ Bachelor of Business (ECommerce) - VU Bachelor of Multimedia (Multimedia Software Development) - Swinburne Bachelor of Multimedia (Games and Interactivity)/BSc (C.S. Softw Eng) - Swinburne Bachelor of Multimedia Systems (Honours) - VU Bachelor of Technology (Interactive Multimedia) - Swinburne The Bachelor of Information Systems - Melbourne Bachelor of IT and Systems - Monash Bachelor of IT (Multimedia Technology) - Deakin Bachelor of IT (Games Design and Development) - Deakin Bachelor of Computing - Swinburne Bachelor of Computer Science in Games Technology - La Trobe Bachelor of Applied Computing (Games Technologies) - Ballarat Bachelor of Applied Computing (Games Technologies) - Ballarat (Sydney) Bachelor of Applied Computing (Games Technologies) (MIT) - Ballarat Bachelor of Applied Computing Games Technologies(MMC) - Ballarat RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 49 of 52 Appendix 19: Comparison of Victorian games and multimedia content to RMIT in 2007 Comparison of games and multimedia undergraduate programs with similar content to RMIT in 2007 Hard Code Soft Code Business Theory Design Art Bachelor of Arts (Multimedia) C. 060354K BP120 RMIT Bachelor of Multimedia (Business Marketing) - Swinburne Bachelor of Multimedia - Swinburne Bachelor of Arts (Games and Interactivity) - Swinburne Bachelor of App Science (Multimedia Cartography) C. 022251K BP090 RMIT Bachelor of Arts (Animation and Interactive Media) C. 035361G BP203 RMIT Bachelor of Multimedia (Media Studies) - Swinburne Bachelor of Design (Multimedia Design) - Swinburne Bachelor of Multimedia - Swinburne Bachelor of Arts (Games and Interactivity) - Swinburne Bachelor of Interactive Media - Deakin Bachelor of Arts (Digital Art) C. 052662J BP213 RMIT Bachelor of Arts (Multimedia) - VU Bachelor of Design (Games Graphics Programming) C. 052661K BP215 RMIT Bachelor of IT (Games and Graphics Programming) C. 061071B BP215 RMIT Bachelor of Com Sci (Games, Graphics, Digital Media) C.061086F BP094 RMIT Bachelor of Arts (Games Graphics Design) C. 052659D BP214 RMIT Bachelor of Multimedia (Games and Interactivity)/BSc (C.S. Softw Eng) - Swinburne Bachelor of Film and Digital Media (Animation) - Deakin Bachelor of Arts (Multimedia)/Bachelor of Business (ECommerce) - VU Bachelor of Design (Multimedia Systems) C. 040966C BP153 RMIT Bachelor of IT (Multimedia Design) C. 061102M BP162 RMIT Bachelor of Applied Computing (Games Technologies) - Ballarat Bachelor of Applied Computing (Games Technologies) - Ballarat (Sydney) Bachelor of Applied Computing (Games Technologies) (MIT) - Ballarat Bachelor of Applied Computing Games Technologies(MMC) - Ballarat The Bachelor of Information Systems - Melbourne RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 50 of 52 Appendix 20: Morphology of games and multimedia content in Australian Universities 2007(by similarity) Morphology of games and multimedia undergraduate program content in Australian universities 2007 Hard Code Soft Code Business Theory Design Art Bachelor of Arts (Hon) Computer Mediated Art and Multimedia - Victoria U Bachelor of Arts (Fine Art) - Charles Sturt Bachelor of Arts (Graphic Design) - Charles Sturt Bachelor of Visual Arts (Graphic Design/Multimedia) - Ballarat Bachelor of Visual Arts Multimedia - La Trobe Bachelor of Arts (Multimedia) - Victoria U Bachelor of Digital Media - UNSW Bachelor of Arts (Animation and Visual Effects) - Charles Sturt Associate Degree in Multimedia Arts - Charles Sturt Bachelor of Arts (Multimedia Arts)/Bachelor of Arts (TV Prod) - Charles Sturt Bachelor of Creative Arts (Visual Arts and Multimedia) - Macquarie Bachelor of Fine Arts (Sound Design) - QUT Bachelor of Fine Arts (Animation) - QUT Bachelor of Multimedia (Media Studies) - Sw inburne Bachelor of Applied Science (Multimedia Cartography) - RMIT Bachelor of Arts (Games & Interactivity) - Sw inburne Bachelor of Multimedia Studies - CQU Bachelor of Multimedia Studies - CQU Bachelor of Multimedia (Business Marketing) - Sw inburne Associate Degree of Digital Animation - JMC Academy Associate Degree of Digital Animation - JMC Academy Bachelor of Multimedia - Sw inburne Associate Degree of Multimedia Studies - CQU Bachelor of Arts (Animation & Interactive Media) - RMIT Bachelor of Applied Multimedia - Qantm Bachelor of Design (Multimedia Design) - Sw inburne Bachelor of Arts (Design and Communication) - UniSQ Bachelor of Computer Games - Bond Bachelor of Creative Industries (Communication Design) - QUT Bachelor of Multimedia and Digital Arts - Monash Bachelor of Arts (Graphic Design)/Bachelor of Arts (Multimedia Arts) - Charles Sturt Bachelor of Arts (Photography)/Bachelor of Arts (Multimedia Arts) - Charles Sturt Bachelor of Visual Communication Design (Digital Design ) - U New castle Bachelor of Arts (Multimedia Design) - Curtin Bachelor of Interactive Media - Deakin Bachelor of Arts - Performance and Multimedia - Victoria U Bachelor of Creative Technology (Digital Animation) - JMC Academy Bachelor of Creative Technology (Digital Animation) - JMC Academy Bachelor of Arts (Multimedia Studies) - UniSA Bachelor of Arts (Multimedia) - RMIT Bachelor of Communication Studies (Digital Animation) - JMC Academy (UNE) Bachelor of Communication in Media/Multimedia Production - UCanberra Bachelor of Arts (Media and Communications) - Melbourne Bachelor of Arts in Communication (Media Arts and Production) - UTS Bachelor of Media - Macquarie Bachelor of Media - Southern Cross Bachelor of Multimedia Systems - VU Bachelor of Multimedia Systems (Honours) - Victoria U Bachelor of Design (Visual Communication) - Monash Bachelor of Creative Arts (Media Arts) - Wollongong Bachelor of Design (Multimedia Systems) - RMIT Bachelor of Arts (Multimedia)/ Bachelor of Business (ECommerce) - Victoria U Bachelor of Interactive Entertainment - Qantm Bachelor of Digital Innovation - UCQ Bachelor of Multimedia Design (Major) - Bond Associate Degree in Multimedia Design - Billy Blue (Sydney) Bachelor of Multimedia - Griffith Bachelor of IT (Multimedia Design) - RMIT Bachelor of Multimedia - UniSQ Bachelor of Multimedia - Southern Cross Bachelor of Applied Computing (Games Technologies) - Ballarat Bachelor of Applied Computing (Games Technologies) - Ballarat (Sydney) Bachelor of Applied Computing (Games Technologies) (MIT) - Ballarat Bachelor of Applied Computing (Games Technologies)(MMC) - Ballarat Bachelor of Creative Arts & Industries (New Media Design)/Bachelor of IT - Charles Darw in Bachelor of Creative Industries (Communication Design)/Bachelor of IT - QUT Bachelor of IT/Bachelor of Multimedia - Griffith Bachelor of Games and Interactive Entertainment - QUT Bachelor of Animation - Griffith Bachelor of Arts (Digital Art) - RMIT Bachelor of Multimedia - Murdoch Bachelor of Creative Arts And Industries (New Media Design) - Charles Darw in Bachelor of IT (Games Design and Development) - Deakin Bachelor of Multimedia (Multimedia Softw are Development) - Sw inburne Bachelor of Games Design - Griffith Bachelor of Arts (Games Graphics Design) - RMIT Bachelor of Multimedia (Games and Interactivity)/BSc (C.S. Softw Eng) - Sw inburne Bachelor of Multimedia Design - UQ Bachelor of Science in Games Technology - Murdoch Bachelor of Technology (Interactive Multimedia) - Sw inburne Bachelor of Arts (Digital Technology and Culture) - SydneyU Bachelor of Information Systems - Melbourne Bachelor of Computing - Sw inburne Bachelor of Multimedia/Bachelor of Business and Commerce Bachelor of IT/Bachelor of Communication in Media/Multimedia Production - UCanberra Bachelor of IT (Multimedia) - UQ Bachelor of Arts (Media and Communication) - Deakin Bachelor of Film and Digital Media (Animation) - Deakin Bachelor of IT and Systems - Monash Bachelor of Science Multimedia Information Systems - Murdoch Bachelor of Creative Arts/Bachelor of Computer Science - Wollongong Bachelor of Science in Games Development v2 - UTS Bachelor of Science/Bachelor of Digital Media - UNSW Bachelor of Engineering (Computer Games) - UNSW Bachelor of IT (Computing and Multimedia) - UniSA Bachelor of Computer Science (Games, Graphics and Digital Media) - RMIT Bachelor of Computer Science (Games Technology) - Charles Sturt Bachelor of IT (Multimedia Technology) - Deakin Bachelor of Design (Games Graphics Programming) - RMIT Bachelor of IT (Games and Graphics Programming) - RMIT Bachelor of IT (Multimedia Game Development) - JCU Bachelor of IT - Southern Cross Bachelor of Computer Science (Games and Multimedia) - UNE Bachelor of Computer Science in Games Technology - La Trobe Bachelor of Design Computing - SydneyU Bachelor of IT - SydneyU Bachelor of Engineering-Computer - SydneyU RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 51 of 52 Appendix 21: Morphology of games and multimedia content in Australian Universities 2007 (by Degree type) Morphology of games and multimedia undergraduate program content in Australian universities 2007 Hard Code Soft Code Business Theory Design Art Bachelor of Animation - Griffith Bachelor of Arts (Digital Art) - RMIT Bachelor of Arts (Games Graphics Design) - RMIT Bachelor of Arts (Games & Interactivity) - Swinburne Bachelor of Arts (Animation & Interactive Media) - RMIT Bachelor of Arts (Multimedia) - RMIT Bachelor of Arts (Multimedia) - Victoria U Associate Degree in Multimedia Arts - Charles Sturt Bachelor of Arts (Multimedia Design) - Curtin Bachelor of Arts (Multimedia Studies) - UniSA Bachelor of Arts (Multimedia)/ Bachelor of Business (ECommerce) - Victoria U Bachelor of Arts (Hon) Computer Mediated Art and Multimedia - Victoria U Bachelor of Arts - Performance and Multimedia - Victoria U Bachelor of Arts (Media and Communications) - Melbourne Bachelor of Arts (Media and Communication) - Deakin Bachelor of Arts (Design and Communication) - UniSQ Bachelor of Arts in Communication (Media Arts and Production) - UTS Bachelor of Arts (Digital Technology and Culture) - SydneyU Bachelor of Arts (Digital Art) - RMIT Bachelor of Arts (Animation and Visual Effects) - Charles Sturt Bachelor of Arts (Fine Art) - Charles Sturt Bachelor of Arts (Graphic Design) - Charles Sturt Bachelor of Arts (Graphic Design)/Bachelor of Arts (Multimedia Arts) - Charles Sturt Bachelor of Arts (Photography)/Bachelor of Arts (Multimedia Arts) - Charles Sturt Bachelor of Arts (Multimedia Arts)/Bachelor of Arts (TV Prod) - Charles Sturt Bachelor of Fine Arts (Sound Design) - QUT Bachelor of Fine Arts (Animation) - QUT Bachelor of Games and Interactive Entertainment - QUT Bachelor of Games Design - Griffith Bachelor of Visual Arts Multimedia - La Trobe Bachelor of Visual Arts (Graphic Design/Multimedia) - Ballarat Bachelor of Visual Communication Design (Digital Design ) - U Newcastle Bachelor of Film and Digital Media (Animation) - Deakin Bachelor of Interactive Media - Deakin Bachelor of Interactive Entertainment - Qantm Bachelor of Communication Studies (Digital Animation) - JMC Academy (UNE) Bachelor of Communication in Media/Multimedia Production - UCanberra Bachelor of Design (Multimedia Design) - Swinburne Bachelor of Design (Multimedia Systems) - RMIT Bachelor of Design (Games Graphics Programming) - RMIT Bachelor of Design (Visual Communication) - Monash Bachelor of Design Computing - U Sydney Bachelor of Digital Media - UNSW Bachelor of Digital Innovation - UCQ Associate Degree of Digital Animation - JMC Academy Associate Degree of Digital Animation - JMC Academy Bachelor of Media - Macquarie Bachelor of Media - Southern Cross Bachelor of Applied Multimedia - Qantm Bachelor of Multimedia and Digital Arts - Monash Bachelor of Multimedia - Swinburne Bachelor of Multimedia - Griffith Bachelor of Multimedia - UniSQ Bachelor of Multimedia - Murdoch Bachelor of Multimedia - Southern Cross Bachelor of Multimedia Design - UQ Bachelor of Multimedia Design (Major) - Bond Associate Degree in Multimedia Design - Billy Blue (Sydney) Bachelor of Multimedia (Media Studies) - Swinburne Bachelor of Multimedia (Business Marketing) - Swinburne Bachelor of Multimedia (Multimedia Software Development) - Swinburne Bachelor of Multimedia (Games and Interactivity)/BSc (C.S. Softw Eng) - Swinburne Bachelor of Multimedia Studies - CQU Bachelor of Multimedia Studies - CQU Associate Degree of Multimedia Studies - CQU Bachelor of Multimedia Systems - VU Bachelor of Multimedia Systems (Honours) - Victoria U Bachelor of Creative Arts (Visual Arts and Multimedia) - Macquarie Bachelor of Creative Arts (Media Arts) - Wollongong Bachelor of Creative Arts/Bachelor of Computer Science - Wollongong Bachelor of Creative Arts And Industries (New Media Design) - Charles Darwin Bachelor of Creative Arts & Ind (New Media Des)/Bachelor of IT - Charles Darwin Bachelor of Creative Industries (Communication Design) - QUT Bachelor of Creative Industries (Communication Design)/Bachelor of IT - QUT Bachelor of Creative Technology (Digital Animation) - JMC Academy Bachelor of Creative Technology (Digital Animation) - JMC Academy Bachelor of Technology (Interactive Multimedia) - Swinburne Bachelor of Information Systems - Melbourne Bachelor of IT - SydneyU Bachelor of IT - Southern Cross Bachelor of IT and Systems - Monash Bachelor of IT (Multimedia) - UQ Bachelor of IT (Multimedia Design) - RMIT Bachelor of IT (Multimedia Technology) - Deakin Bachelor of IT (Multimedia Game Development) - JCU Bachelor of IT (Games Design and Development) - Deakin Bachelor of IT (Games and Graphics Programming) - RMIT Bachelor of IT/Bachelor of Comm Media/Multimedia Production - UCanberra Bachelor of IT/Bachelor of Multimedia - Griffith Bachelor of IT (Computing and Multimedia) - UniSA Bachelor of Computing - Swinburne Bachelor of Computer Science (Games and Multimedia) - UNE Bachelor of Com Sci (Games, Graphics and Digital Media) - RMIT Bachelor of Computer Science in Games Technology - La Trobe Bachelor of Computer Science (Games Technology) - Charles Sturt Bachelor of Computer Games - Bond Bachelor of Applied Science (Multimedia Cartography) - RMIT Bachelor of Applied Computing (Games Technologies) - Ballarat Bachelor of Applied Computing (Games Technologies) - Ballarat (Sydney) Bachelor of Applied Computing (Games Technologies) (MIT) - Ballarat Bachelor of Applied Computing (Games Technologies)(MMC) - Ballarat Bachelor of Multimedia/Bachelor of Business and Commerce Bachelor of Science Multimedia Information Systems - Murdoch Bachelor of Science in Games Development v2 - UTS Bachelor of Science in Games Technology - Murdoch Bachelor of Science/Bachelor of Digital Media - UNSW Bachelor of Engineering (Computer Games) - UNSW Bachelor of Engineering-Computer - U Sydney RMIT University Document: 533582492/Simon Pockley Save Date: 09-03-2016 Page 52 of 52