Advanced Project in Digital Media Engineering
Overall Course Objectives
To develop the student’s abilities to carry out a large project in the area of digital media engineering / human-centered artificial intelligence. This involves a literature study, planning, implementation, testing, experiment and the writing of a report in the form of a scientific paper.
The project is considered a pre-project for a master’s thesis, thus it is desirable to identify a supervisor beforehand who can also supervise the subsequent master’s thesis.
See course description in Danish
Learning Objectives
- Analyze a technical problem and extract a concrete goal.
- Collect information about a problem domain.
- Describe the most recent methods in a concrete area of digital media technologies.
- Select suitable methods for a given problem.
- Describe scenarios to derive requirements for a solution.
- Construct a design based on requirements.
- Plan a project, carrying out risk analysis and time management.
- Deal with a larger amount of content and/or source code.
- Carry out a larger practical task in digital media.
- Test whether a given goal has been reached.
- Prepare a report in the form of a scientific paper.
Course Content
Students work in groups (one to four persons) independently on projects which they themselves help select and delimit within topics from the MSc in Human-Centered Artificial Intelligence (formerly Digital Media Engineering). It is a requirement that the projects lead to a clearly defined prototype.
The course aims to develop the students’ methods and is based on individual supervision. The students are expected to present the status of their projects at regular intervals.
Recent literature forms the basis of the work, and it is a stated goal to bring the students up to the research frontier in a specific area within digital media engineering.
Recommended prerequisites
02238/02266/02285/02456/02458/02506/02513/02515/02562/02564/02565/02808/02823/02826, One or more courses in topics pertaining to digital media technology. E.g. computer graphics, digital sound, mobile apps, information visualization, web or social media. The ability to use programming as a tool is a prerequisite.
Teaching Method
The work involves a project which includes the development of a prototype of an app, a system, or a model. Students present their ongoing work. We emphasize discussions between students as well as between students and supervisors.