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Monday 14 January 2008

INFORMATION MANAGEMENT

Students are introduced to the information overflow in today's knowledge society and how it requires engineers and designers to be able to apply and develop the necessary technologies and methods to acquire, organize, manage and visualize information at the right time in an appropriate and usable way. Information retrieval, processing and presentation for a certain purpose are important aspects of information management. The necessary skills to determine how interactive media can be used to facilitate these tasks are communicated and discussed with students in forums, chats, seminar works and with virtual teams in this module.

ENTREPRENEURSHIP AND E-COMMERCE

Students will learn how to prepare a comprehensive strategy for launching a new business and it also introduces students to applications of new media technologies in the social life sector. This will be achieved by preparing a business plan based on an opportunity that students have selected. Students work in small teams to research the market for the product or service; prepare marketing, sales, development and operations plans; and make financial projections. Assignments for this module center on written and multimedia presentations. Students will also analyze and better understand the potential for improvement of communication through the use of ICT between the actors on the social scene - governmental institutions, non-governmental institutions, political parties and citizens. Through analysis and product development, students will be able asses and to propose new products that will improve/introduce channels of communication and interaction between institutions and citizens.

CREATIVITY AND INNOVATION

Students are provided with the knowledge and managements skills needed to succeed in this career path. The module will begin by exploring the value of both creativity and innovation within diverse business environments. This module will also focus on effective new product development and how design, marketing and production are vital in business operation and profitability.

USABILITY AND ACCESSIBILITY

Students are introduced to the area of human-computer interaction (HCI) with a main focus on interaction with online media, interactive installations and information systems. State-of-the-art methods of usability engineering and user-cantered design are shown and applied and further discussion deepens the student's understanding of the areas of application and underlying technologies, devices and concepts. An important part of usability engineering is accessibility through which people with special needs and special hardware devices are enabled to access information systems. It is necessary, that students use electronic bulletin boards, work in virtual cross country teams and work on different seminar papers.

RESEARCH METHODS IN VISUAL MEDIA

Students are given an overview of the range of research methods employed in media: qualitative, quantitative and modes of textual and visual analysis. Students will be given an introduction to the practical nature of formulating a research problem and conducting research, practice and process. Assessment will include an individual analysis of a group research project.

ETHICS AND LAW IN NEW MEDIA

Students are introduced to a wide variety of ethical and legal issues brought forth by the emergence of new media. Students will study the uneven distribution of technology, networks and education, and the consequent problems with respect to gender, age, democracy and economy. They will develop awareness of ethical problems and dilemmas in today's society. Students will also study political processes boosted by new media technologies (direct participation), empowering feature of new media technologies for minority groups (e.g people with disabilities), as well as consideration of the influence of media in the new media context. The students will be guided towards the new media solutions that avoid digital divides in terms of considerate design, and by taking into account the constraints of various special groups.

NEW INTERACTIVE ENVIRONMENTS

Students will examine how communication processes and methods are evolving in an increasingly convergent environment, where traditional media coexist with new media, based on a variety of technologies and interactive systems. Students will examine how users interact in more and more interrelated media such as: interactive television, mobile phones, wireless ambient technology, GPS (Satellite Navigation) and interactive advertising. Furthermore, students will analyze the limits of interoperability within a given medium and across the media and how this circumscribes the possibilities of moving towards a communication continuum. Also students will be required to analyze the global chain of production processes across the different media referring to multi-channel content delivery and cross-media access to and interaction with content. Students will be placed in groups to develop an original project in a new digital environment.

E-GOVERNMENT

Students are introduced to applications of new media technologies in the social life sector. Students will analyze and better understand the potential for improvement of communication through the use of ICT between the actors on the social scene - governmental institutions, non-governmental institutions, political parties and citizens. Through analysis and product development, students will be able asses and to propose new products that will improve/introduce channels of communication and interaction between institutions and citizens.

E-LEARNING

Students are introduced to recent education concepts and theories such as distance education, e-learning, blended learning, long life learning, and continuing education. Students will develop a multimedia learning artifact that fulfills a specific educational need, and will be working with a real “client”. Students will generate a proposal for an E-Learning project that incorporates detailed research into the underlying theories of e-learning and education. Students will demonstrate originality in the application of this knowledge, together with a practical understanding of how it will be applied in the proposed solution. The report will also include a competitive analysis of E-learning platforms currently on the market. It will also include a node map and a brief functional specification for your proposed E-Learning project.

VISUAL COMMUNICATIONS

Students are provided with a theoretical background and methodological tools, accompanied by numerous examples, that will allow students to understand the intricacies and relationships between production and post-production technologies and distribution systems across the media. The module will analyze how content can define processes and access by the user. Students will be placed in groups to develop an original project using a multi-channel, cross media approach to describe a service for tourists visiting an area in any European country (city, region, eno-gastronomical tour, etc.). Additionally there will be two intermediate exams.

PROJECT MANAGEMENT

Students are provided with the basic skills of project management. It includes not only technical tools to plan, estimate resources and pilot the progress of the project but also a practical overview of the human aspects of project management. Classical lectures with Quiz assignments and a case study working online with a coach will be the main measures for this module.

DIGITAL CULTURE

Students are able to gain an understanding of how different societal concerns will impact design decisions in interactive multimedia. Students are required to participate on a class electronic discussion bulletin board with the quantity of submitted posts forming a part of an assessment point. They are also assessed on a team project and a reflective written evaluation of the different forms of communication used in participating in a virtual project team.