An in-depth examination of selected topics in interactive digital media with emphasis on knowledge, media and design. The contact hours for this course may vary in terms of contact type (L, S, T, P) from year to year, but will be between 24-36 contact hours in total. See the UTM Timetable.
This course highlights the research in analysis for social data and builds skills to undertake those analysis. It is a lab-intensive course intended to build up data analytic skills for novice and intermediate researchers. Students look at recent studies using "big data" which are primarily theoretical, including critiques of data analytics and concerns surrounding data ethics. Students learn a programming language -- Python -- and how to scrape social data, store and collect it, run basic statistics, generate visuals, and create a report based on a project of interest.
This course examines the history, politics and aesthetics of a range of alternative, underground and radical media, as well as their relation to mainstream media. Students will study and experiment with a range of alternative media, including zines, graffiti, hacking, and culture jamming, for example. Students will gain hands-on experience in the creation of alternative media.
The course analyses the political, historical, and technical relationships between media, technology, and work in contemporary capitalism. The course will examine the power and social relationships that structure work in contexts such as media, creative industries, and the platform or "gig" economy. The course will focus on critical theories of work and will engage with case studies of the intersection of work, media and technology. The aim of the course is to build a tool kit for encountering an increasingly casualized and digitally-mediated labour market.
This course allows students to explore issues related to user interface, user experience, materiality, gamification and game theory. Board games represent a space to consider social interaction, the use of materials, the role of emotion in design (UX), knowledge sharing and the role gamification plays in influencing behaviour. Students will be exposed to professional and research publications related to design, game theory, user experience and game mechanics.
The variety of ways in which various information technologies influence and are influenced by globalization will be critically examined. The class will explore metaphors or ways of thinking about society and technology to critically examine the complex process and the diverse consequences of globalization. Topics may shift focus yearly but will include the economy, culture, politics, social movements, migration, social identity, war and global conflict, etc.
An in-depth study of the development of innovative strategies for organizations with an emphasis on digital enterprises. The nature of strategic innovation will be studied and a variety of analytic frameworks introduced. Concepts will be explored through a combination of lectures and case studies.
The rise of information and communication technologies in contemporary societies has highlighted the interdependent nature of relationships; person-person, person-machine, machine-person, and machine-machine. Network analysis offers a point-of-view with which we can analyze networks to understand the roles of people and technology, identify the source of existing or potential issues, and the exchange of resources and information. This course applies network theory and methodology to examine how technology is used to maintain and build personal networks. It will further explore how personal networks intersect with larger institutional networks (e.g. corporations and universities) and informal networks (e.g. online communities and sports clubs). In the process, students will be guided in how to identify, measure, and collect data on selected networks, how to then analyze this data using a variety of analytic techniques.
Drones, robots, and artificial intelligence are three interrelated technologies that are changing the most fundamental considerations of how society and sociality should operate. Work, war, consumption, and even love are being reconfigured. This course will address debates concerning the cultural, political, economic, military, and economic considerations surrounding the growing use of these technologies.
A self-driving car should always protect pedestrians, even if that implies serious threat for the vehicle's passengers. Current ethical challenges within our computational cultures has brought forward dilemmas involving code such as designing killer robots, the use of technology to predict and prevent crimes before they happen, and platform surveillance in social media. Students in this course will use theories and case based examples to examine questions such as what is meant with ethics in new media and critical computing, can we program computational systems according to ethical models, and does digital culture force us to rethink what ethics are?
An advanced project-based seminar on the art and creative directions of design thinking. Combining traditional and innovative creativity methods, a variety of design projects are conceptualized and drafted for proposal or implementation. This course embraces design thinking as a holistic, interdisciplinary approach that integrates methodical creativity and overarching design principles, such as aesthetics, futures-thinking, progress and metadesign.
Examines the relationship between media studies and Outer Space inhabitation and exploration. Through analysis of military, technological, industrial, scientific, design, artistic, and civilian projects, films, novels, science fictions, and other media forms, the class investigates and reveals the historical, social, cultural, and political implications of our mediated relation with Outer Space. Technologies and topics include: the space race and the Cold War, space imagery, extreme environments, space travel, space suits, space vehicles, and space habitats, satellites, extra-terrestrial intelligence, mining, extraction, terraforming, radiation, gravity, and levitation.
This seminar course students will conduct original research to examine the role that culture plays in choosing and using communication technologies within the context of family, work, and friendship. We will focus on how individuals draw on communication technology to navigate cultural expectations and roles at home, work, and in social settings. To frame this research we will discuss various approaches to defining and understanding culture, and consider how these approaches help us to understand the use of communication technology within a variety of relationships.
How is social inequality reproduced and encoded in technology systems and in digital media? In what ways do technology and media creations inform and influence perceptions, beliefs, and practices that impact girls and women, communities of colour, Indigenous groups, LGBTQ+ and other minoritized people? This course will address overlapping and intersectional issues of power, privilege, oppression, and sociotechnical imaginaries - all related to networks, big data and predictive analytics, algorithms, digital gig economies, and interactive multimedia like social media and virtual reality.
Building on the CCT353H5 Digital Media Production I, this course will further develop theoretical and practical aspects of video production and editing. Over the course of the term, we will explore advanced video and sound capture techniques, media mixing, applications of digital libraries and effects in post-processing.
This course explores the form and practice of documentary. Objectivity, ethics, censorship, representation, reflexivity, responsibility to the audience and authorial voice will be examined. Students will engage in practical engagement with documentary forms including the expanded field of documentary using tools such as photography, audio, video, 360 video, VR and new technologies.
This course builds on the front-end web development skills acquired in the Web Development and Design I & II courses by adding a server-side programming and database design component. Students will learn the theoretical and practical aspects of implementing data-driven applications, leveraging query languages, APIs and Content Management Systems for enterprise systems. Further topics include integration of analytics and search strategies in CMS systems.
Emerging technologies have the potential to transform business models and architectures. In this course students learn the functional and technical underpinnings of selected emerging technologies and critically analyse how these technologies are impacting business functions. Students also gain hands-on experience with emerging technologies and consider how they may be applied or adapted to solve management issues.
Visual literacy and the visualization of information are increasingly important competencies in a growing number of fields. This course will explore the history of visually representing information, consider issues related to data visualization and approaches to visually representing data. In addition, students will develop a better understanding of what visualization works best for various types of data, what makes for a strong visualization and the importance of narrative in the construction of graphic data representation.
This course examines media as technical objects with specific histories and a contemporary presence. In the contemporary context where media technologies are programmed to become obsolete, residual forms and practices provide materials traces for analysis. The class will focus on the evolution of media forms, looking particularly at early, antiquated, and obsolete practices and technologies of communication in order to recover their material traces, and to situate them in their historical, social, cultural, and political contexts. Through texts, archival materials, and case studies, old media will be brought back to life to question notions of authenticity, authority, preservation, archiving, temporality, agency, power, evolution, decay, and death.
In this course students will learn about various challenges that new graduates, future managers, and future executives will face in the workplace. Students will learn the theoretical as well as practical techniques that will help them succeed after graduating from their undergraduate programs.
This capstone project course carried out independently under the supervision of a faculty member requires students to reflect on the experiences they gained during their two work placements connected with the Professional Experience Certificate in Digital Media, Communication, and Technology, and develop a comprehensive case study that integrates theories learned within ICCIT and their work placements. Students will be required to participate in one-on-one consultations with the course instructor.
Operations Management deals with the functions of an enterprise that create value for the customers. The scope of study covers all processes involved in the design, production and physical distribution of goods and services. With global competition continuously increasing, a firm's survival depends upon how well it integrates the operations function into the enterprise's general planning and strategy. It is thus essential for business managers to acquire an understanding and appreciation of operations.
The focus of the course is on understanding the experiences of users and their communities as affected by their interaction with digital technologies in information-centric societies. Students will learn the theoretical framework and practical aspects of advances user-centered design principles (such as participatory design and techno-centric ethnographies). This course represents an opportunity for students to enrich their understanding of the deep interconnections between human factors, human needs, interactive technologies, information, as projected on several dimensions: cultural, societal, ergonomic, and economic.
The course investigates how people interact with interactive digital systems from an evaluation and formal testing perspective, and introduces students to the methods of User Experience Assessment and User Experience Analysis (UXA). This studio-based experiential course examines how interactive systems are implemented and deployed to meet users' needs, with a focus on formal Human Computer Interaction (HCI) evaluation methods. Students will acquire the capacity to evaluate systems and to critically assess different HCI and UX validation methods which are based on industry approaches carried out by User Research Analysis.
Increasingly we are seeing a hybridization of information and location, where media provide a framework or environment for users (participants) to construct reality and relationships. The course explores emergence of new ubiquitous communication practices and the increasingly pervasive use of technology for the augmentation of people, places, and objects. In this course, students will explore various approaches to context-based information systems, and the shaping of social media spaces.
Students will explore the complex relationship between games and play. Starting with an overview of the major play theories, students will learn how cognitive, philosophical and social theories of play are used to guide and inform game design. The increasingly prominent role of the player in the co-creation and performance of digital games will be examined. Students will also explore the emergence of player communities and consider the various issues that this introduces into design and management process, including important new questions about governance, player and creative freedoms, and immaterial labour.
From Apple, Amazon, and Facebook to LINE, WeChat and TikTok, digital platforms dominate contemporary life. This course provides an intellectual voyage of the global spread of digital platforms from the days when they were not yet recognized as platforms to the contemporary era when users can hardly think of an internet without platforms. We will explore questions concerning the penetration of platforms into the social fabric of our digital life on a global scale while paying attention to the local conditions and specificity. Students will engage with key concepts, theories, and approaches related to platform studies through readings and discussions about different types of platforms, ranging from e-commerce and social media to live-streaming and on-demand service matching.
This course provides students with a theoretical and practical understanding of media, technology, and cultural policy in a global context. The course focuses on issues such as national identity and globalization, media convergence, intellectual property, global media regulation, security and privacy by examining how media, communication, and cultural policy is created, influenced, and contested by a range of actors.
An in-depth examination of selected topics in communication, culture, information and technology. Topics vary from year to year, and the content in any given year depends upon the instructor. The contact hours for this course may vary in terms of contact type (L, S, T, P) from year to year, but will be between 24-36 contact hours in total. See the UTM Timetable.