MSc – Digital Media Technology
Degree of MSc (Digital Media Technology) Introduction
This programme, which leads to an M.Sc. in Digital Media Technology, is designed for students who wish to develop, design and implement projects in the fast growing field of digital media. The programme emphasizes on the techniques and tools used in digital media rather than the creative design or content of such media. Both theoretical and activity-based learning are provided for graduates who wish to upgrade their competencies and skills. Core courses focus on the basic areas of computer graphics, multimedia, virtual reality and animation. Students have the opportunity of extending the breadth or depth of their pursuit through a wide range of elective courses offered. Exposure to state of the art practice is given through seminars by experts from industry. The comprehensive project component provides practical experience towards developing a portfolio of work.
Candidates should possess a good Bachelor’s degree in Engineering or Computer Science. Preference will be given to those possessing an Honours degree. Experience in digital media projects would be an added advantage. TOEFL is required for graduates from universities with a non-English medium of instruction.
All courses apart from the project will be examinable. However in view of the nature of some of the courses, there will be coursework components for all core courses and many of the electives.
The full-time MSc programme has a normal duration of one year. During this time, students must complete 30 academic units (AUs) to graduate. Lectures are normally conducted in the evenings. Laboratory or workshop sessions may also be conducted during the weekdays, in the weekday evenings, or on Saturdays during the day. The project will be undertaken during normal working hours throughout the week
The full-time programme has only the single study option available:
- Coursework & Dissertation: Students are required to take eight (8) courses (24 AUs) consisting of core courses, elective courses and a substantial project (6 AUs).
Each course is 3 AUs and has 39 contact hours consisting of lectures, tutorials, laboratory and/or workshop sessions.
The project is an individual research or development project. The project, which carries a weight of two normal courses, must be proposed/selected in the first 4 weeks of the programme and undertaken full-time for the remainder of the programme. The dissertation for the project must be submitted within 2 years from the commencement of the candidature.
In order to provide more flexibility to candidates, particularly as the majority are working full time, the following study options are available:
(a) Coursework & Dissertation: Students are required to take eight (8) courses (24 AUs) consisting of four (4) core courses, four (4) elective courses and a substantial project (6 AUs).
(b) Coursework only: Students are required to take a total of ten (10) courses (30 AUs) consisting of four (4) core courses and six (6) elective courses, one of which must be DM6129: Directed Reading.
Each course is 3 AUs and has 39 contact hours consisting of lectures, tutorials, laboratory and/or workshop sessions. Students will select the option most appropriate to their needs towards the end of their first year.
If the student selects the project option, an individual research or development project in the area of digital media is undertaken as part of their second year of study. The project, which carries a weightage of two normal courses, must start before the end of the first academic year and usually end in the second semester of the second academic year. Project selections must be made before the students go for their Semester 2 examinations so as to allow one full year to complete the work. The dissertation for the project must be submitted within 4 years from the commencement of the candidature.
There are four (4) core courses and a project.
|2D and 3D Animation|
Students are required to select four (4) electives.
|Mobile Game Development|
|DM6199||Special Topic in Digital Media Technology|
Description: This course will survey recent rendering techniques in computer graphics as well as fundamental and classical topics that are not usually covered in an undergraduate computer graphics course. Topics include the graphics pipeline and scene graphs, analytical methods in graphics and the implementation of robust geometric algorithms, a survey of both photorealistic and non-photorealistic rendering, as well as recent texture synthesis methods and a survey of the different morphing methods.
Topics: Geometric and graphical computing - modelling polyhedra, scan-line rendering and ray tracing, shading computations. Elements of an OO scene graph & mapping to the graphics pipeline. Non-photorealistic rendering - computer--generated pen--and--ink illustration. Texture synthesis and mapping - 2D textures, 3D textures. Photo-realistic rendering-ray tracing, global illumination, shadow computation. Morphing techniques - image morphing, solid morphing.
Description: This course focuses on multimedia database management. Student will learn how to represent images and videos by using techniques in computer vision and image processing. Based on the learned representations, i.e., low-level and middle-level visual features, conventional and modern retrieval techniques and algorithms will be introduced. Because different users may have different understandings to an identical image/video, the course will also introduce students the techniques of human computer interactions, which have been acknowledged to be effective to bridge the gap between the low-level/middle-level visual features and high level semantics. Finally, the course will brief the multimedia, hypertext, hypermedia and their applications.
Topics: 1) Image and video representation: global visual features, local visual features, biologically inspired visual features, interest point detection, and spatial-temporal data representation. 2) Image and video retrieval: similarity and dissimilarity measures, introduction to dimensionality reduction algorithms, large-scale image/video database organization, reranking, and retrieval representation. 3) Human computer interactions: relevance feedback in content based image retrieval, interactive reranking, and active learning. 4) Hypermedia: multimedia, hypertext, hypermedia and their applications.
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Description: This course provides an introduction to the current state-of-the-art in virtual reality, helps to set the foundations for a common taxonomy of virtual reality technologies and applications, and introduces the VR software tools commonly available for building VR applications.
Topics: Virtual reality and virtual environments, the historical development of VR, 3D computer graphics for VR systems, geometric modelling for VR systems, a generic VR system, animating the virtual environment, physical simulation, human factors, virtual reality hardware, virtual reality software, virtual reality applications.
Description: This is an intermediate level course in animation and the focus is on fundamental techniques used in computer animation systems. The approaches, strengths and drawbacks of the classical animation systems based on kinematic and dynamic simulation are explained. Effective animation systems based on advanced approaches such as optimization theory, control theory and machine intelligent paradigms are presented. Prominent commercial animation systems and research tools are discussed. Potential applications of computer animation in entertainment, education, automation and manufacturing for the coming century are discussed and illustrated. At the end of the course, it is expected that the student will be able to produce realistic and fascinating animation sequences using methodologies and implementation skill learned in the course.
Topics: Kinematic and dynamic simulation, rigid multi-body motion, Euler-Newton formulation, lagrange formulation, optimization theory, space-time constraints, simulated annealing, stimulus-response approaches, autonomous agents, behavioural and intelligent models, commercial animation systems and related tools. Movie production: recording techniques - RGB v. NTSC and recording techniques: digital disks, single video frame recording, personal animation recorder, film.
Each student is to carry out an individual research or development project in the area of digital media. The project carries a weight equal to two normal courses.
Description: The course focuses on both theoretical issues and practical techniques in Human Computer Interaction. The emphasis is to develop good systems designs—systems with interfaces the typical user can understand, predict, and control. The coverage includes development methodologies, evaluation techniques, and user-interface building styles.
Topics: Human factors of interactive software: goals of user-interface design, motivations for human factors in design. Managing design processes: organizational design to support usability, development methodologies, ethnographic observation. Participatory design, direct manipulation and virtual environments. Examples of direct-manipulation systems, visual thinking and icons. Direct-manipulation programming, remote direct manipulation. Menu selection, form fill-In, and dialog boxes. Interaction devices. Keyboards and function keys, pointing devices, speech recognition, digitization and generation, image and video displays. Presentation styles: balancing function and fashion. Error messages, non-anthropomorphic design, colour. Response time and display rate. Expectations and attitudes, user productivity, variability. Expert reviews, usability testing, surveys and continuing assessments. Usability testing and laboratories, surveys, acceptance tests, evaluation during active use. Multiple-window strategies. Computer-supported cooperative work. Asynchronous interactions: different time, different place. Synchronous distributed: different place, same time. Face to face: same place, same time. Hypermedia and the world wide web. Hypertext and hypermedia, information abundant web sites, object-action interface model for web site design.
Description: Recent advances in real-time 3D technologies are allowing fully interactive virtual environments to be created and displayed on common desktop and home gaming computers, instead of the expensive research machines of years past. As it becomes feasible for artists and designers to create these rich virtual environments, they need to be aware of both practical and aesthetic issues unique to interactive 3D worlds. It is this course's aim to present the modelling and reconstruction techniques, experiences, and implications of VE development.
Topics: Overview, simple modelling and texturing - VE representation overview, VRML modelling, hierarchical scene graphs, representing geometry, representing material properties, low-poly modelling - common polygonal tools (Maya), optimization, texturing - UV map construction, advanced mapping tools, environments, navigation, lighting - examples from videogames, hiding artefacts. Navigation theory: collision, depth cues, interface design, backgrounds and lighting, animation, sound, interactivity - animation: event model, routing, triggers, timers, engines, key frame animation. Sound: ambient vs. spatialised. Avatars: multi-user, real-time human figure design and uses, virtual community challenges, implications and approaches. Case studies: NTU virtual campus, Singapore urban modelling, high-end military, multi-user VE game environment.
Description: This course teaches visualization technologies and the applications in scientific and medical research. Object-Oriented Programming with the Visualization Toolkit is learnt through the experiments during the course. Upon the completion of the course, the student should be able to understand the mathematics for geometrical transformation and illumination models, design an effective visualization pipeline to carry out a desired visualization functions, define the topology, geometry and attribute data of a dataset for the visualization tasks, apply the Source, Filter and Mapper process objects into data acquisition, transformation and graphic representation, and analyze and evaluate the visualization results.
Topics: 3D Computer Graphics: physical description of rendering, image-order and object-order, surface vs. volume rendering; surface properties; geometric transformation; volume rendering, volume classification, volume illumination. Visualisation Pipeline: visualisation model, process objects; explicit and implicit execution. Graphical Data Representation: characterising visualisation data; polygonal data, structured points and grid, rectilinear grid, unstructured points and grid, nterpolation functions and coordinate transformation; topological operations. Visualisation Algorithms: scalar algorithms, Marching Cubes; vector algorithms; tensor algorithms; modelling algorithms, implicit functions. Applications: 3D medical imaging; creating models from segmented volume data.
Description: This course is an extensive overview of the latest in mobile gaming. Students will learn how to design and develop interactive mobile games of a variety of genres. The course culminates with the completion of an interactive game on a chosen platform. Students work in project teams. Knowing how to develop quality games for mobile platforms is becoming increasingly important, as the mobile gaming market continues to explode. Mobile games run on less powerful devices than their PC counterparts with smaller screens and controls designed for telephony – but they are also running on devices that are portable, ubiquitous, and networked. They offer the potential for a whole new style of gaming.
Topics: The mobile gaming market, JVM Architecture, J2ME programming, design around resource-constrained platforms, game design with graphics-poor resources, standalone and network gaming, internationalization of product.
Description: This course covers fundamental issues related to design and development of game engines, the programming of games and the application of HCI, game play and design to the development of a successful game. The course includes a survey of existing commercial game engines and other “production code,” code that is designed to merely work. Students will use a engine that is flexible, extensible, stable, and well-documented, written to be easy to understand and modify, especially to relatively inexperienced students. Students will use SAGE: A Simple Academic Game Engine that provides a series of demos and exercises to develop a functional and working game engine. Using Incremental development students will proceed step by step to develop a game engine.
Topics: Lecture topics will include a survey of game engines, a survey design issues in games development, human computer interaction and it’s impact on game playability and entertainment, incremental development, plugins for 3d animation software such as Maya and 3DS Max, model importation, Terrain input and rendering, Game engine architecture and Collision detection using axially aligned bounding boxes.
Textbook: Introduction to Computer Game Programming with DirectX 8.0 Dr Ian Parberry
The course aims to impart detailed knowledge of a highly specialised topic within the field of study of the MSc. The directed reading and independent research will involve an in-depth study of an advanced technology/methodology/technique and its application to the area of study, under the guidance of a faculty member. The directed reading course will be chosen in consultation with a supervisor. Admission into the course requires agreement by a proposed supervisor and submission of a proposal to the School (via the programme director) during the first 2 weeks of the semester in which the course will be taken.
DM6190 - Special Topic
Prerequisites: Basic Engineering Math, image processing and programming are helpful
Description: Image segmentation plays very important role in digital image processing, pattern recognition and computer vision. Although image segmentation has been studied for decades, it is still being regarded as one of the most difficult problems in image processing and computer vision areas, especially on achieving general semantic or object-level image segmentation. In this course, we will review some latest development in semantic / object-level image segmentation using semi-supervised, unsupervised and supervised approaches. We will also review some related exciting topics such as saliency detection, object detection and some related applications such as visual search and image editing.
Topics: Image segmentation basics, edge detection, superpixel, region-level image segmentation, interactive image segmentation, unsupervised image segmentation, supervised image segmentation, image cosegmentation, saliency detection, object detection, visual search.
DM6199 Special Topics in Digital Media Technology
Semester 1 and/or 2
This course aims to provide a mechanism for providing specialist topics in digital media technology offered by invited visiting professors and practitioners. This course may run in either or both semesters.
General Elective Course
Prerequisites: To refer to the course chosen
Semester 1 and/or 2
Students may take a single general engineering elective course from within the College of Engineering at NTU. It is the students’ responsibility to ensure that any prerequisites are met and that timetabling issues are resolved. Approval must be obtained from the programme director for these general elective courses.
Note: For a full-time candidate, it is possible to register for a maximum of 5 courses in any semester.
Two core courses
Three electives (preferably to include BI6129)
Two core courses
Undertake the project and complete the project dissertation.
RECOMMENDED TIME-TABLE (Part-Time)
To undertake selected project and complete dissertation
Semester dates for academic year 2016/2017 can be found at here.
(A) Notes on Fees
There is no application fee for research programmes. Nevertheless, there are eligibility guidelines and various types of fees that you need to know:
1.) Eligibility Guidelines for Ministry of Education (MOE) Subsidy
2.) Service Obligation
3.) Notes on payment of fees
4.) Other fees payable during Matriculation
(B) Research/Tuition Fees for Graduate Students
All fees listed below are in Singapore dollars (S$). Every year, fees are reviewed and subject to revision. For Singaporeans and Singapore Permanent Residents under subsidised programmes, the tuition fees are exclusive of Goods and Services Tax (GST). The GST for these students is borne by MOE.
Full Research/Tuition Fees (Full Fees) is the total Fees without subsidy from Ministry of Education (MOE).
Please click here for the fees table:
B1.1 For New Students Admitted to NTU in AY2016-2017
B1.2 For Students Admitted to NTU in AY2015-2016
B1.3 For Students Admitted to NTU in AY2014-2015
B1.4 For Students Admitted to NTU in AY2013-2014
B1.5 For Students Admitted to NTU in AY2012-2013
B1.6 For Students Admitted to NTU in AY2011-2012
B1.7 For Students Admitted to NTU in AY2010-2011
B1.8 For Students Admitted to NTU in AY2009-2010
B1.9 For Students Admitted to NTU in AY2008-2009
B1.10 For Students Admitted to Strategic Programme (RSIS)
(C) Fees for previous academic years :
- Tuition and Other Fees AY2015 - 2016
- Tuition and Other Fees AY2014 - 2015
- Tuition and Other Fees AY2013 - 2014
- Tuition and Other Fees AY2012 - 2013
- Tuition and Other Fees AY2011 - 2012
- Tuition and Other Fees AY2010 - 2011
- Tuition and Other Fees AY2009 - 2010
- Tuition and Other Fees AY2008 - 2009
- Tuition and Other Fees AY2007 - 2008
(A) Notes on fees
A.1) Notes on payment of fees
(1.1) Every year, fees are reviewed and subject to revision. As and when fees are revised, the new fees will be applicable to all existing and new students.
(1.2) GIRO is the preferred mode of payment. Students can opt for GIRO payment after they have a Singapore account. You can download the GIRO form from this website that is maintained by the NSS-Finance.
Please hand in the completed form to [email protected] and NSS-Finance Office will obtain bank’s endorsement on student’s behalf. Upon approval from the bank, GIRO can be activated. If payment is deducted via GIRO, this information will be reflected in the student bill. Besides GIRO, the University accept Cashier order/Nets/Cheque.
(1.3) Fees can be paid via S$ Demand Draft with a clearing bank in Singapore. If demand draft is drawn on a bank located outside Singapore, clearing may take up to 6 weeks and there are bank charges. Therefore, we do not encourage receiving such foreign bank’s demand draft. This demand draft should be made payable to Nanyang Technological University (NTU) and the amount is meant for payment of NTU fees only.
(1.4) Billing takes place at the commencement of each semester, and payment due date is 2 weeks after billing date.
(1.5) Fees for each semester must be paid in advance for entire term after bill issued and within the stipulated periods.
(1.6) Research/Tuition Fees are to be paid only upon receipt of the bill from the NSS-Finance Office. An electronic bill (E-bill) will be sent to successful candidates via NTU student email account AFTER they have matriculated formally with the University.
Upon notifications, students are required to log on using their GSLink account to view and print their E-bill for record/payment.The fees must be settled within the deadline stated in the E-bill.
(1.7) Persons who fail to pay fees within the stipulated periods will have their names removed from the register of higher degree students. A person whose name has been thus removed but who is otherwise eligible to continue his candidature will be reinstated only after he has settled all outstanding fees and paid a re-registration fee of S$53.50.
(1.8) A student who withdraws or leaves the University two or more weeks after the commencement of his candidature or the commencement of the semester is liable to pay the fees due for the semester.
(1.9) The University's Board of Trustees reserves the right to alter fees at any time without notice.
A.2) Other fees payable
(2.1) The miscellaneous fees (inclusive of prevailing GST) stated below are applicable to all higher degree students, unless otherwise stated below or in the scholarship award letter/terms and conditions.
(2.2) The miscellaneous fees (except Examination Fee) will be incorporated into student's bill together with the tuition fee. No payment needs to be made before matriculation.
(2.3) The tuition fee and miscellaneous fees are to be paid only upon receipt of the E-bill from the NSS-Finance. The E-bill will be sent to students after they have registered formally with the University.
(2.4) Miscellaneous fees paid are not refundable. Students who withdraw from the programme after having registered but before the commencement of the term will still be liable for the fees.
(Non-refundable, payable once only on admission)
Examination Fee (Payable only upon submission of thesis)
|IT Facilities Fee (payable per academic year)||
(payable per academic year for full-time students only)
$12.80 (students admitted prior to AY2013)
$19.25 (students admitted in AY2013)
$25.65 (students admitted in AY2014)
$32.10 (students admitted in AY2015)
$38.50 (students admitted in AY2016)
(payable per academic year for full-time students only)
$25.60 (students admitted prior to AY2013)
$38.50 (students admitted in AY2013)
$44.90 (students admitted in AY2014)
$51.30 (students admitted in AY2015)
$57.70 (students admitted in AY2016)
GHSI Premium for LKCMedicine students.
- Group Personal Accident Insurance (GPAI) Scheme
- Medical Scheme
1. Application Information
Am I able to apply to enrol in individual courses without doing the complete MSc?
Yes, it is possible to apply as a Non Graduating Student. However places are limited. The application form is available form Graduate Studies Office, enquires should be forwarded to Graduate Studies (attn: Ms Chan Siew Mui). The approval is done by the school. There is a limit of 4 courses (this varies from school to school) that an individual can apply to take from a programme.
I am a foreign student. Can I apply for the part-time MSc by coursework programmes offered by SCE?
No. Because these are part-time programmes we only consider local applicants. That is you must already have residency status in Singapore ( Singapore Citizen, Singapore Permanent Residents, Employment Pass/ Work Permit/Dependant Pass holders).
I have applied and been accepted into one of the MSc programmes. Is it possible to defer?
Deferment of admission is not possible. A candidate who is unable to take up the offer of admission will need to re-apply afresh in the next round of applications.
2. Degree Candidature
I am unable to continue with my programme of study for a period of time. What should I do?
In order to be excused from your studies, you need to apply for Leave of Absence. This should be done on-line via GSLink.
I am reaching my maximum period of candidature but I don’t think I can complete my degree requirements by then. What should I do?
If you are undertaking the Coursework & Dissertation option, you should consider changing to the Coursework Only option of study and complete the remaining courses.
Otherwise, you can apply for extension of candidature but such a request is subject to the approval of the Programme Director and the Associate Chair (Research) - Computer Engineering. Please remember to state your reasons and the period of extension required in a formal letter addressed to the Graduate Studies Office. Do take note that you are liable for fees during the extended period of candidature. If your candidature has expired and you have not applied for extension, then your name will automatically be deleted from the University register.
Due to some unforseen circumstances, I wish to withdraw from my programme of study. What is the procedure?
If you wish to withdraw from your programme of study, you would need to write to GSO (through the school) officially. Please remember to state your reasons in the letter.
Can I convert from part-time candidature to a full-time candidature?
Conversion of candidature is solely on the discretion of the School. If your application for the conversion is approved, please take note of the implications of converting your candidature (particularly the maximum period of candidature and the tuition fees). Reverting back to part-time status is not allowed.
For further information on the programme, please contact:
Programme Director, M.Sc. (Digital Media Technology)
School of Computer Science and Engineering, NTU
- SCSE Graduate Office
Blk N4, #02C-120