Computational Media

2017-18 General Catalog

Baskin School of Engineering
(831) 459-2158
http://www.soe.ucsc.edu

Faculty | Computational Media Course Descriptions | Games and Playable Media Courses


Program Description

Computational media includes the creation, enhancement, and study of media forms for which computational processes enable deeply interactive and generative experiences, as well as the use of computation to understand and assist creation of media broadly. The department emphasizes the construction of technologies that make possible novel media experiences and tools, while simultaneously embracing and engaging in theoretical and practical approaches from the arts, humanities, and social sciences. The Computational Media (CMPM) Department offers courses on a wide range of topics, many of which integrate technical subject matter with design-oriented, theoretical, and historical topics. The Computational Media Department administers an undergraduate bachelor of science (B.S.) degree in computer game design, a master of science (M.S.) degree in games and playable media, as well as a master of science (M.S.) and a doctor of philosophy (Ph.D.) in computational media. Besides offering instructional courses, the department engages in a substantial research program in which both advanced undergraduates and graduate students participate.

B.S. Computer Science: Computer Game Design Major Requirements

The goal of this degree is to provide students a deep understanding of the technical aspects of computer game engineering and a broad background in the artistic, systemic, and production elements of game design and development. The core of the degree program is a strong grounding in computer science and computer engineering, preceded by a foundation in mathematics. Classes also develop skills in areas such as visual communication and team-oriented game production, while developing knowledge of topics such as game and art history, play experiences, and social and ethical issues. In their upper-division courses, students gain depth by taking upper-division electives in computational media, computer science, and computer engineering, with options such as game AI, mobile app development, game engine architecture, and interactive narrative. A two-course interdisciplinary game creation experience (usually taken at the end of the sophomore year) and a year-long interdisciplinary capstone game design and development studio class allow students to develop substantial computer games and integrate materials from the rest of the program.

Program Learning Outcomes

Recipients of a B.S. degree in computer game design at UCSC are expected to have the following skills and experiences:

  1. Demonstrate mastery of computer science in the following core knowledge areas: algorithms, data structures, complexity, and software engineering and development.

  2. Apply system-level perspective by thinking at multiple levels of detail and abstraction and by recognizing the context in which a computer system may function, including its interactions with people and the physical world.

  3. Apply problem-solving skills and the knowledge of computer science to solve real problems.

  4. Recognize and take into account the social, legal, ethical, and cultural issues in the discipline of computer games.

  5. Demonstrate written and oral communication skills regarding technical material about computer science and computer games, broadly conceived.

  6. Design and build a technical system that achieves an artistic goal for audience experience, employing sound computer science techniques.

  7. Demonstrate the ability to collaboratively plan, organize, and execute complex, team-oriented projects, using appropriate communication and coordination techniques.

Declaration of the Major

In order to be admitted into the Computer Science: Computer Game Design major, students must be listed as a proposed major within the School of Engineering. Students in the Engineering and Computing Cluster must propose a major before they can declare. Please refer to the School of Engineering section under “Declaration of Major” for more information.

In addition to being listed as a proposed School of Engineering major, admission to the Computer Science: Computer Game Design major is based on the following criteria:

  1. Students have to complete all the foundation courses when they declare their major: a core programming sequence, Computer Engineering (CMPE) 16: Applied Discrete Mathematics, and a calculus sequence, which may be Mathematics 19A and 19B, or 20A and 20B. Options for core programming include one of the following group of classes:
    • Computer Science (CMPS) 5J, CMPS 11, and CMPS 12B/M or

    • CMPS 12A/L and CMPS 12B/M or

    • CMPE 13/L and CMPS 12B/M or

    • CMPS 13H/L

  2. A GPA of 2.80 must be obtained in the foundation courses attempted at UCSC
  3. Declaration of the major can happen no sooner than the student's second quarter, and no later than the campus deadline

 At most one unsuccessful attempt (grade C-, D+, D, D-, F, or NP) for a foundation course is permitted. Denials of admission to the major may be appealed by submitting a letter to the School of Engineering Undergraduate Office, addressed to the Computational Media Undergraduate Director. The appeal letter must describe why the prior performance is not an accurate reflection of the student's potential. Students who are informed that they are not eligible to declare the major after their first appeal may submit a letter to the department chair within 15 days from the date the notification was mailed. Within 15 days of receipt of the appeal, the department will notify the student and their college of the decision.

Honors in the Major

Students must obtain a GPA of 3.8 or higher in the courses in the major to be considered for the distinction of “Highest Honors in the Major.” Students must obtain a GPA of 3.5 or higher in the courses in the major to be considered for the distinction of “Honors in the Major.” The School of Engineering reserves the right to withhold honors based on other criteria, such as an incident of academic dishonesty.

Disciplinary Communication (DC) Requirement

Students must satisfy the Disciplinary Communication (DC) requirement by successfully passing CMPM 170.

Letter Grade Policy

Please refer to the School of Engineering section of the catalog (subheading: Letter Grade Policy).

Transfer Students

Most courses have a strong theoretical component to prepare the student for designing, as opposed to simply using, technical and game systems. Often, courses taken at other institutions which emphasize applications of current programming languages and authoring tools do not count toward the major at UCSC.

At UCSC, the core programming sequence—courses Computer Science (CMPS) 12A/L (or 5J and 11) and 12B/M (or 13H/L, which covers both 12A/L and 12B/M)—exposes students to both Java and C. Many upper-division courses that involve programming use the C and C++ programming languages. Transfer students who are not familiar with both Java and C may need to take a remedial course. Students familiar with C++ and Unix should find the transition to Java and C relatively simple.

Transfer students must have completed all of the core programming, computer systems, and mathematics courses (CMPS 12A/L and 12B/M, CMPE 16, MATH 19 A and B), or their articulated equivalents. A student lacking one such course may be admitted if they have completed CMPE 12/L. It is highly recommended that all transfer students complete this course prior to admission.

To the extent possible, it is recommended that transfer students take the equivalents of additional major required courses beyond the core programming, computer systems, and mathematics courses. For transfer students only, any course focused on the history of modern art (after 1900 C.E.) may satisfy the History of Art and Visual Culture (HAVC) requirement. In addition, if students have access to courses that develop a foundation in building and understanding games and other forms of interactive media, these are valuable to take—and in some cases may be substituted for CMPM 80K, Foundations of Video Game Design, once they enter the program. Transfer students who are planning a course substitution for the HAVC requirement or CMPM 80K should refer to the School of Engineering portion of the catalog (subheading Course Substitutions).

Finally, transfer students should have completed as many general education requirements as possible.

School of Engineering Policies

Please refer to the School of Engineering section of the catalog (subheading: Admission to School of Engineering Majors) for additional policies that apply to all School of Engineering programs. These policies include admission to the major and the need for students to obtain preapproval before taking courses elsewhere.

Preparation for the Major

It is recommended that high school students intending to apply to the major have completed four years of mathematics (through advanced algebra and trigonometry) as well as any available courses in computer science, arts, and media (especially interactive media). Comparable college mathematics, arts, and media courses completed at other institutions also serve to properly prepare a student for the major.

Major Requirements

The curriculum has 24-26 courses (depending on core programming sequence taken). Fourteen of the courses are upper-division. Several of the required courses and electives are also general education courses. Please consult with the schedule of classes or the general catalog for more information.

Lower- and Upper-Division Requirements

Course requirements are divided into six conceptual areas and may not be credited in more than one area:

Mathematics

Complete all of the following courses:

Mathematics 19A-B, Calculus for Science, Engineering, and Mathematics (students can alternately take Mathematics 20A-B, Honors Calculus. Credit for one or both Mathematics 19A-B may be granted with adequate performance on the CEEB calculus AB or BC Advanced Placement examinations).

Mathematics 21, Linear Algebra, or Applied Mathematics and Statistics 10, Mathematical Methods for Engineers I

Computer Engineering 16, Applied Discrete Mathematics

Computational Foundations

Complete all of the following courses:

Computer Science 12A/L, Introduction to Programming (Accelerated)/Laboratory* (or both Computer Science 5J and 11 or Computer Engineering 13/L)

Computer Science 12B/M, Introduction to Data Structures/Laboratory*

Computer Engineering 12/L, Computer Systems and Assembly Language/Laboratory

Computer Science 109, Advanced Programming

Computer Science 101, Algorithms and Abstract Data Types

*Computer Science (CMPS) 13H/L may be used instead of both CMPS 12A/L and 12B/M

Arts Foundations

Complete both of the following courses:

Art and Design: Games and Playable Media (ARTG) 80G, Visual Communication and Interaction Design

and

A course from the HAVC list below

Games and Playable Media Foundations

Complete all of the following courses:

Art and Design: Games and Playable Media 80H, History of Digital Games

Film and Digital Media 80V, Video Games as Visual Culture

Game Design and Development

Complete all of the following courses.

Computational Media 80K, Foundations of Video Game Design

Computational Media 120, Game Development Experience

Art and Design: Games and Playable Media 120, Game Design Experience

Computational Media 170, Game Design Studio I

Computational Media 171, Game Design Studio II (7 credits)

Computational Media 172, Game Design Studio III (7 credits)

Computational Media 176, Systems Design

Computer Game Engineering

Complete five courses from the following list:

Applied Mathematics and Statistics 131, Introduction to Probability Theory

Applied Mathematics and Statistics 147, Computational Methods and Applications

Computational Media 131, User Experience for Interactive Media

Computational Media 147, Generating Worlds

Computational Media 148, Interactive Storytelling

Computational Media 146, Game Artificial Intelligence

Computational Media 164/L, Game Engines/Laboratory

Computational Media 177, Creative Strategies for Designing Interactive Media

Computational Media 178, Human-Centered Design Research

Computational Media 179, Game Design Practicum (may be repeated for credit; only the first offering counts toward the Computer Game Engineering requirement)

Computer Science 102, Introduction to Analysis of Algorithms

Computer Science 104A, Fundamentals of Compiler Design I

Computer Science 104B, Fundamentals of Compiler Design II

Computer Science 105, Systems Programming

Computer Science 111, Introduction to Operating Systems

Computer Science 112, Comparative Programming Languages

Computer Science 115, Software Methodology

Computer Science 116, Software Design Project

Computer Science 117, Software Design Project II

Computer Science 119, Software for Society

Computer Science 121, Mobile Applications

Computer Science 122, Computer Security

Computer Science 128, Distributed Systems, File Sharing, Online Gaming, and More

Computer Science 129, Data Storage Systems

Computer Science 130, Computational Models

Computer Science 132, Computability and Computational Complexity

Computer Science 140, Artificial Intelligence

Computer Science 142, Machine Learning and Data Mining

Computer Science 143, Natural Language Processing

Computer Science 160/L, Introduction to Computer Graphics/Laboratory

Computer Science 161, Introduction to Data Visualization

Computer Science 162, Advanced Computer Graphics and Animation

Computer Science 164/L, Game Engines/Laboratory

Computer Science 165, Data Programming for Visualization

Computer Science 166A, Game Theory and Applications I

Computer Science 180, Database Systems I

Computer Science 181, Database Systems II

Computer Science 183, Web Applications

Computer Engineering 110, Computer Architecture

Computer Engineering 112, Computer and Game Console Architecture

Computer Engineering 113, Parallel and Concurrent Programming

Computer Engineering 118/L, Introduction to Mechatronics/Laboratory

Computer Engineering 131, Human-Computer Interaction

Computer Engineering 150/L, Introduction to Computer Networks/Laboratory

History of Art and Visual Culture

Complete one course from the following list:

History of Art and Visual Culture 30, Introduction to European Visual Culture

History of Art and Visual Culture 41, Modern Art in Context

History of Art and Visual Culture 43, History of Modern Architecture

History of Art and Visual Culture 44, Designing California: Architecture, Design, and Environment

History of Art and Visual Culture 45, Photography Now

History of Art and Visual Culture 46, Intro. to U.S. Art and Visual Culture

History of Art and Visual Culture 49, A Short History of the Digital

History of Art and Visual Culture 118, Art of the Contemporary African Diaspora

History of Art and Visual Culture 124E, Southeast Asian-American Visual Culture

History of Art and Visual Culture 135B, German Art, 1905–1945

History of Art and Visual Culture 135H, Topics in European and Euro-American Visual Culture

History of Art and Visual Culture 140A, America in Art

History of Art and Visual Culture 140C, Race and American Visual Arts

History of Art and Visual Culture 140D, Chicano/Chicana Art: 1970–Present

History of Art and Visual Culture 140P, Pop Culture as High Art

History of Art and Visual Culture 141A, Modern Art: Realism to Cubism

History of Art and Visual Culture 141B, Death, Desire, and Modernity

History of Art and Visual Culture 141C, Modern Art: Pop to Present

History of Art and Visual Culture 141E, Histories of Photography

History of Art and Visual Culture 141F, The Camera and the Body

History of Art and Visual Culture 141H, Media History and Theory

History of Art and Visual Culture 141I, Environments, Installations, Sites

History of Art and Visual Culture 141J, Critical Issues in Contemporary Art and Visual Culture

History of Art and Visual Culture 141K, Activist Art Since 1960: Art, Technology, Activism

History of Art and Visual Culture 141N, Deconstructing Data

History of Art and Visual Culture 142, Contemporary Art and Ecology

History of Art and Visual Culture 143B, History of Urban Design

History of Art and Visual Culture 143C, Latin American Modern Architecture

History of Art and Visual Culture 143E, History of Design: The Objects of Technology, 1850–Present

History of Art and Visual Culture 143G, After Utopia: Architecture and the City, 1968–Present

History of Art and Visual Culture 184, Contemporary Documentary Art

Disciplinary Communication (DC) Requirement

Students must satisfy the major's upper-division Disciplinary Communication (DC) requirement by completing the first course in the game design studio sequence CMPM 170.

Comprehensive Requirement

Students satisfy the senior comprehensive requirement by receiving a passing grade in all three courses of the game design studio sequence.

Major Planners

The following are three sample academic plans that students can use to plan their sequence of courses in the major. The first two plans are suggested guidelines for students who begin their studies in their frosh year. Such students, if they plan carefully, will have several openings free to take other breadth courses they find interesting. Plan one is for a student entering UCSC in their frosh year who is prepared to go directly into Mathematics 19A/20A and Computer Science 12A/L. Plan two is for a student entering UCSC their frosh year who needs to take preparatory courses prior to Mathematics 19A or Computer Science 12A/L to ensure a successful outcome in those courses. The third plan is for a junior transfer student who has completed their mathematics, computational foundations, modern art history, and general education requirements.

Plan One

Fall

Winter

Spring

Year 1

ARTG 80H (PE-T)

MATH 19A

College Core

CMPM 80K (IM)

MATH 19B or 20B

CMPS 12A/L (MF)

ARTG 80I (PE-H)*

Composition 2

CMPS 12B/M

Year 2

ARTG 80G

MATH 21 or AMS 10

CMPE 12/L

FILM 80V

HAVC course

CMPS 109

CMPM 120 (PR-E)

ARTG 120

CMPE 16

Year 3

CMPS 101

CMPM 176

Elective / Gen Ed

Game Engineering 1

Game Engineering 2

Elective / Gen Ed

Game Engineering 3

Game Engineering 4

Elective / Gen Ed

Year 4

CMPM 170 (DC)

Game Engineering 5

Elective / Gen Ed

CMPM 171

Elective / Gen Ed

Elective / Gen Ed

CMPM 172

Elective / Gen Ed

Elective / Gen Ed

*ARTG 80I is recommended, but not required.

Plan Two

Fall

Winter

Spring

Year 1

ARTG 80H (PE-T)

MATH 3 (MF)

College Core

CMPM 80K (IM)

CMPS 5J

MATH 19A

Composition 2

CMPS 11

MATH 19B

Year 2

ARTG 80G

CMPS 12B/M

HAVC course

FILM 80V

MATH 21 or AMS 10

CMPE 16

CMPM 120 (PR-E)

ARTG 120

CMPS 109

Year 3

CMPS 101

CMPM 176

Elective / Gen Ed

Game Engineering 1

Game Engineering 2

CMPE 12/L

Game Engineering 3

Game Engineering 4

Elective / Gen Ed

Year 4

CMPM 170 (DC)

Game Engineering 5

Elective / Gen Ed

CMPM 171

Elective / Gen

Elective / Gen Ed

CMPM 172

Elective / Gen Ed

Elective / Gen Ed

 Plan Three

Fall

Winter

Spring

Year 1

(Jr)

ARTG 80H

ARTG 80G

Elective*

CMPM 80K

FILM 80V

CMPS 109

CMPS 101

CMPM 120

ARTG 120

Year 2

(Sr)

CMPM 170 (DC)

CMPM 176

Game Engineering 1

CMPM 171

Game Engineering 2

Game Engineering 3

CMPM 172

Game Engineering 4

Game Engineering 5

*This planner assumes that, in addition to the minimum requirements for transfer students to be admitted to UCSC, they have completed two of these three courses; MATH 21 or AMS 10, CMPE 12/L, and the History of Art and Visual Culture elective; this slot in the planner is for the third course. Not having completed two additional courses may result in a student taking more than two years to graduate.

Graduate Program

Master’s Degree in Computational Media

The goal of the M.S. in Computational Media (CM) is to help students build on existing strengths and move into new areas of computational media work. The design of the degree ensures, first, that students have a meaningful foundation in the key areas needed for undertaking interdisciplinary CM work. This may require some additional development in one or more areas (e.g., a sequence of computer programming classes). In addition, the M.S. coursework includes both broad and topical classes that help students understand the different ways that innovative work in CM connects the knowledge and methods of the different disciplines that contribute to it. Finally, the M.S. also includes a student-defined thesis, in which they demonstrate their ability to apply their foundational and integrative knowledge while developing novel work through supervised research. The M.S. is appropriate for students continuing in a variety of directions, including pursuing a terminal degree and performing innovative media creation.

M.S. students must complete a minimum of 35 quarter credits of graduate and upper-division courses, including 15 credits of core courses, 10 credits of topical courses, CMPM 204 (5 credits), and at least 2 credits of supervised research. No more than 15 credits may be upper-division undergraduate courses.

Core Courses (15 Credits)

CMPM 201: Introduction to Computational Media (5 credits)

CMPM 202: Computational Media Research (5 credits)

CMPM 203: Computational Media Methods (5 credits)

Topics Courses (10 Credits)

M.S. students are required to take 10 credits of CM topics courses. This category includes all 5-credit CMPM graduate classes, as long as they are not already counted in another category (e.g., it cannot include core courses), in addition to courses available in other departments. Current topics courses are listed below.

M.S. Thesis (7-10 credits)

The M.S. is either a written thesis or a project (with a written report of the project) in lieu of a thesis. It is a substantial undertaking within the CM field, which may emphasize technical, media-creation, or interpretive aspects—or may emphasize more than one area equally. It is reviewed by a committee of at least two faculty that must include at least one member of the CM department and draw half or more of its members from the UCSC academic senate. M.S. students are required to take CMPM 204 (Computational Media Project Definition), in which their written thesis or project topic is developed, as well as CMPM 299, an independent study with the faculty adviser for their written thesis or project.

Additional Requirements

There are three additional program requirements, though students may have completed the necessary work for one or more before admission.

First, all M.S. students must demonstrate an understanding of media creation in a CM context, and must do so by the end of their second year in the program. This can be completed by any of:

  • The Computer Science: Computer Game Design B.S. game studio sequence (CMPM 170, 171, 172) before graduate enrollment.
  • The Art and Design: Games and Playable Media B.A. game studio sequence (ARTG 170, 171, 172) before graduate enrollment.
  • A Digital Arts and New Media (DANM) project group sequence (three DANM 250 courses in same area, in sequence) during or before computational media M.S./Ph.D. graduate enrollment.
  • The Games and Playable Media M.S. project sequence (GAME 270, 271, 272, 273) before computational media M.S./Ph.D. graduate enrollment (due to Professional Degree Supplemental Tuition (PDST) and cohort model, these cannot be taken by students in other programs).
  • At least three graduate or upper-division undergraduate courses from a list of offerings at UCSC that require programming knowledge and are focused on defining and developing CM-related projects (e.g., CMPM 148) during or before CM graduate enrollment. See the media creation courses list below.
  • Petition to CM graduate director, presenting evidence of equivalent coursework at another institution and/or equivalent CM project experience in another context.

Second, all M.S. students must demonstrate an understanding of computer programming sufficient to carry out CM research, and must do so by the end of their second year in the program. This can be completed by either:

  • Taking core programming (e.g., CMPS 12A and 12B) and advanced programming (e.g., CMPS 109) at UCSC or another institution.
  • Petition to CM graduate director, presenting evidence of programming knowledge developed in another context.

Third, all M.S. students are expected to have an understanding of interpretive and critical methods sufficient to carry out CM research. Students who lack such a background are strongly encouraged to take a series of courses in this area, consulting with their adviser regarding which courses would be most appropriate. A set of three courses from those required for the minor in History of Consciousness (HISC) are recommended:

  • HISC 1: Introduction to the History of Consciousness

  • HISC 185: Topics in the History of Consciousness

  • A five-credit graduate or upper-division undergraduate course in an area of the student’s interest from the History of Consciousness course listing (which includes cross-listed courses with programs such as anthropology, political studies, and history of art and visual culture)

Note: In extraordinary circumstances the graduate director can reduce the number of required courses based on a petition presenting past accomplishments, for example, reducing the number of required topics courses by one for each substantial past research publication or system accepted from the petition.

Transfer Credit

Up to 10 credits transferred from equivalent courses in previous graduate work at UCSC or elsewhere can be applied toward the M.S. course requirements. This can satisfy the topics requirement, but is not to exceed the three-course overall limit on transfers from outside institutions. A Course Substitution/Waiver form can be found on the Jack Baskin School of Engineering (BSOE) Graduate Advising website.

Lower-Division Courses

Students who are considering enrolling in lower-division courses in order to fulfill additional degree requirements (e.g., CMPS 12A, HISC 1) may wish to consult with the course instructor and their adviser about instead taking an independent study or directed study (with the course instructor, their adviser, or a third faculty member) that subsumes the work of the course and adds additional content to bring it up to a graduate level. Graduate students must be enrolled in some combination of at least 10 credits of courses or independent studies that are either graduate or upper-division undergraduate courses in order to be considered full-time enrolled.

Current Topics Courses

CMPM 235: User Evaluation of Technology

CMPM 244: Artificial Intelligence in Games

CMPM 245: Computational Models of Discourse and Dialogue

CMPM 248: Interactive Narrative

CMPM 265: Generative Methods

CMPM 290J: Playable Media

CMPM 290K: Social and Emotional Approaches to Human Computer Interaction

CMPM 290P: Topics in Computational Cinematography

CMPE 231: Human-Computer Interaction

CMPS 260: Computer Graphics

CMPS 261: Advanced Visualization

CMPS 263: Data Driven Discovery and Visualization

CMPS 290L: Topics in Crowdsourcing and Collaboration

DANM 250A: Collaborative Research Project Group: Mechatronics (can be repeated)

DANM 250B: Collaborative Research Project Group: Participatory Culture (can be repeated)

DANM 250C: Collaborative Research Project Group: Performative Technologies (can be repeated)

DANM 250D: Collaborative Research Project Group: Playable Media (can be repeated)

FILM 228: Moving Image Archives and the Frontiers of Information

FILM 230: Expanded Documentary

FILM 234: Toward an Ethics of New Media

Current Media Creation Courses

CMPM 146: Game AI

CMPM 147: Generating Worlds

CMPM 148: Interactive Narrative

CMPM 164: Game Engines

CMPM 179: Game Design Practicum

CMPM 244: Artificial Intelligence in Games

CMPM 245: Computational Models of Discourse and Dialogue

CMPM 248: Interactive Narrative

CMPM 265: Generative Methods

CMPS 160: Introduction to Computer Graphics

CMPS 161: Introduction to Data Visualization

CMPS 165: Data Programming for Visualization

CMPS 183: Hypermedia and the Web

CMPS 260: Computer Graphics

CMPS 261: Advanced Visualization

CMPS 263: Data Driven Discovery and Visualization

Sample Programs

M.S. in One Year (Student with technical CM B.S. degree)

This is a sample program for a student who has completed a bachelor’s degree with significant technical content and a focus on some form of computational media (such as computer games). The B.S. in Computer Science: Computer Game Design at UCSC is such a degree. Such students will have already satisfied the requirement for understanding media creation in a CM context (e.g., by taking the CMPM 170, 171, and 172 sequence at UCSC) and the requirement for demonstrating an understanding of computer programming (e.g., by taking a core programming sequence and CMPS 109 at UCSC). This program is for a student who wants to complete the M.S. degree in one year.

Fall

Winter

Spring

CMPM 201

Topics course

CMPM 204

CMPM 202

Topics course

Elective/independent study (optional)

CMPM 203

CMPM 299 (2–5 credits)

Elective/independent study (optional)

(M.S. thesis approved)

M.S. in Five Quarters (Student requiring technical and interpretive foundation work)

This is a sample program for a student who has graduated from a digital media program or other undergraduate degree that provides experience in media creation in a CM context, but not an understanding of computer programming or interpretive practices.

Fall

Winter

Spring

Year 1

CMPM 201

Topics course

HISC 1

CMPM 202

Topics course

CMPS 12A/L

CMPM 203

HISC 185

CMPS 12B/M

Year 2

CMPM 204

CMPS 109

Elective/Independent Study (optional)

CMPM 299 (2-5 credits)

HISC graduate/upper-division course

Elective/Independent Stud (optional)

(M.S. thesis approved)

 


Ph.D. in Computational Media

The Ph.D. in computational media is designed for those who are already actively working in computational media and want to develop new knowledge that will change what is possible and how we understand it. The Ph.D. program includes all the course requirements of the M.S., with the exception of those related to the M.S. thesis. Ph.D. students have a number of additional requirements, as well. First, they must take additional topics courses, building understanding of a broader set of CM approaches. Second, they must pass both a first-year exam and a comprehensive exam, setting clear milestones for the development of expert-level knowledge in CM. Third, they must engage in substantial independent research that contributes to the development of the field, working closely with CM research faculty. Fourth, they must propose, complete, and defend a significant and novel dissertation project. The Ph.D. is appropriate for those who aim to lead future CM research efforts, within the academy, industry, government, non-profit, and other contexts.

Ph.D. students will complete 15 credits of core courses, 20 credits of topical courses, and 10 credits of courses involved in preparation for the comprehensive examination.

Core Courses (15 Credits)

CMPM 201: Introduction to Computational Media (5 credits)

CMPM 202: Computational Media Research (5 credits)

CMPM 203: Computational Media Methods (5 crednits)

Topics Courses (20 Credits)

Ph.D. students are required to take 20 credits of CM topics courses.  The courses may be any combination of these types (as long as not already counted in another category):

  • 5-credit CMPM graduate classes.
  • Classes in other subject codes that cover the theory and/or practice of a CM area, as listed in the “topics courses.”
  • Up to 10 credits transferred from equivalent courses in previous graduate work at UCSC or elsewhere (not to exceed three course overall limit on transfers from outside institutions, between this and other requirements).

Exam Courses (10 Credits)

CMPM 297: Independent Study (10 credits): preparation for the Comprehensive Exam

Additional Requirements

There are three additional program requirements, though students may have completed the necessary work for one or more before admission.

First, all Ph.D. students must demonstrate an understanding of media creation in a CM context, and must do so by the end of their second year in the program—and before the comprehensive exam. This can be completed by any of:

  • The Computer Science: Computer Game Design B.S. game studio sequence (CMPM 170, 171, 172) before graduate enrollment.

  • The Art and Design: Games and Playable Media B.A. game studio sequence (ARTG 170, 171, 172) before graduate enrollment.

  • A DANM project group sequence (three DANM 250 courses in same area, in sequence) during or before CM M.S./Ph.D. graduate enrollment.

  • The Games and Playable Media M.S. project sequence (GAME 270, 271, 272, 273) before CM MS/PhD graduate enrollment (due to PDST and cohort model, these cannot be taken by students in other programs).

  • At least three graduate or upper-division undergraduate courses from a list of offerings at UCSC that require programming knowledge and are focused on defining and developing CM-related projects (e.g., CMPM 148) during or before CM graduate enrollment. See the list of media creation courses.

  • Petition to CM graduate director, presenting evidence of equivalent coursework at another institution and/or equivalent CM project experience in another context.

Second, all Ph.D students must demonstrate an understanding of computer programming sufficient to carry out CM research, and must do so by the end of their second year in the program—and before the comprehensive exam. This can be completed by either:

  • Taking core programming (e.g., CMPS 12A and 12B) and advanced programming (e.g., CMPS 109) at UCSC or another institution.

  • Petition to CM graduate director, presenting evidence of programming knowledge developed in another context.

Third, all Ph.D. students are expected to have an understanding of interpretive and critical methods sufficient to carry our CM research. Students who lack such a background are strongly encouraged to take a series of courses in this area, consulting with their adviser regarding which courses would be most appropriate. A set of three courses from those required for the minor in History of Consciousness are recommended:

  • HISC 1: Introduction to the History of Consciousness

  • HISC 185: Topics in the History of Consciousness

  • A five-credit graduate or upper-division undergraduate course in an area of the student’s interest from the History of Consciousness course listing (which includes cross-listed courses with programs such as anthropology, political studies, and history of art and visual culture)

Note: In extraordinary circumstances the Graduate Director can reduce the number of required courses based on a petition presenting past accomplishments. For example, reducing the number of required topics courses by one for each substantial past research publication or system accepted from the petition.

Transfer Credit

Up to 10 credits transferred from equivalent courses in previous graduate work at UCSC or elsewhere can be applied toward the M.S. course requirements. This can satisfy the topics requirement, but is not to exceed the three-course overall limit on transfers from outside institutions. A Course Substitution/Waiver form can be found on the BSOE Graduate Advising webpage.

Lower-Division Courses

Students who are considering enrolling in lower-division courses in order to fulfill additional degree requirements (e.g., CMPS 12A, HISC 1) may wish to consult with the course instructor and their adviser about instead taking an independent study or directed study (with the course instructor, their adviser, or a third faculty member) that subsumes the work of the course and adds additional content to bring it up to a graduate level. Graduate students must be enrolled in some combination of at least 10 credits of courses or independent studies that are either graduate or upper-division undergraduate courses in order to be considered full-time enrolled.

Ph.D Field Examinations

The Ph.D. requires two examinations before the qualifying examination.

First-Year Examination

The Ph.D. first-year exam measures students’ understanding of, and ability to synthesize and apply, core computational media knowledge (history, theory, research approaches, and evaluation methods). This is the material covered in the CM core courses.

There are three possible outcomes of the first-year exam:

  • Pass at Ph.D. level

  • Pass at M.S. level

  • Fail

Students who pass at the Ph.D. level are done with the exam. Students who pass at the M.S. level may elect to leave the program with an M.S., upon completion of all M.S. requirements. Both students who pass at the M.S. level and students who fail have the option to take the exam again. Students who pass at the M.S. level may elect to either take the exam again in the summer offering (before the beginning of fall quarter) or wait a year for the spring offering. Students who fail may only take the exam again in the immediately following summer offering. Students who take the exam again may not decrease their outcome (e.g., a student who passes at the M.S. level in spring, then fails in summer, retains the option of completing the M.S.). Students may only take the exam twice. Students are recommended for dismissal from the program immediately if they either (a) fail twice or (b) fail once and elect not to take the exam again.

In extraordinary circumstances the graduate director may give a student the option of taking the first-year exam without having taken the core coursework (CMPM 201, 202, and 203) during any quarter. Those who pass may complete the degree without taking the core courses.

Ph.D. Comprehensive Examination

The Ph.D. comprehensive exam measures students’ preparation to perform independent CM research. It must be taken (for the first time) no later than the end of a student’s third year in the program (the ninth quarter, excluding summer quarters). Before taking the exam, students must have completed the requirements for understanding media creation and computer programming, as well as demonstrated an understanding of interpretive practices (as outlined above). Students enroll in a 10-unit independent study (CMPM 297, usually with their adviser), and take an exam evaluated by adviser and graduate director (with another faculty member stepping in if adviser is graduate director). The exam itself includes:

  • Reading a significant body of material in two or three depth areas of CM—from a list developed by student, adviser, and course instructor—integrating it, and writing one or more essays about it.

  • A portfolio review of CM projects, with (a) a detailed written description of the computational system-building goals and process of at least one project led (in this aspect) by the student and (b) a detailed written description of the media-making goals and process of at least one project led (in this aspect) by the student. The projects may be from during or before enrollment in program, and the written descriptions may be of the same or different projects.

There are three possible outcomes of the comprehensive exam:

  • Pass at Ph.D. level

  • Pass at M.S. level

  • Fail

As with the first-year exam, students who pass the comprehensive exam at the Ph.D. level are done with the exam. Students who pass at the M.S. level may elect to leave the program with an M.S., upon completion of all M.S. requirements. Both students who pass at the M.S. level and students who fail have the option to take the exam again, in a future quarter, not later than the middle of their fourth year in the program (the 11th quarter, excluding summer quarters). Students who take the exam again may not decrease their outcome (e.g., a student who passes at the M.S. level in spring, then fails the following fall, retains the option of completing the M.S.). Students may only take the exam twice. Students are recommended for dismissal from the program immediately if they either (a) fail twice or (b) fail once and elect not to take the exam again.

Qualifying Examination and Advancement To Candidacy

The Ph.D. qualifying examination measures students’ preparation to begin Ph.D. research. It must be taken (for the first time) no later than the end of a student’s fourth year in the program (the 12th quarter, excluding summer quarters). It has two parts: first, a detailed written description of a proposed dissertation project, distributed to the committee before the oral examination; second, an oral presentation of the project, followed by questioning from the committee.

The committee policy for the CM Ph.D. follows that of UC Santa Cruz. Specifically: The qualifying examination committee shall consist of at least four examiners, one of whom is not a member of the student's department. The department shall submit to the Office of the Graduate Dean at least one month before the proposed examination a list of four qualified persons who are willing to serve on the examination committee, and who meet the following conditions:

  • The chair of the examination committee must be a tenured faculty member.

  • The student's thesis adviser cannot chair the examination committee.

  • The outside member must be (a) a tenured faculty member from a different discipline on the University of California, Santa Cruz, campus, (b) a tenured faculty member of the same or different discipline from another academic institution involved in research and graduate education, or (c) a qualified person outside of academia with significant research experience (as determined by the Graduate Division).

After passing the qualifying examination, students advance to candidacy. Students who do not pass the examination may take it again, but must do so no later than the end of their fifth year in the program. Students may only take the examination twice. Students are recommended for dismissal from the program immediately if they either (a) fail twice or (b) fail once and elect not to take the examination again.

Ph.D. Dissertation

The Ph.D. dissertation is a significant contribution to the CM field. It may emphasize technical, media-creation, or interpretive aspects, but must have a significant secondary contribution from at least one of the other areas—and may also emphasize areas equally. It requires an oral defense before a faculty committee, as well as a final dissertation document reviewed by that committee (distributed to the committee before the defense, and revised after the defense in response to committee comments). The committee must include at least two members of the CM Department.

Current Topics Courses

CMPM 235: User Evaluation of Technology

CMPM 244: Artificial Intelligence in Games

CMPM 245: Computational Models of Discourse and Dialogue

CMPM 248: Interactive Narrative

CMPM 265: Generative Methods

CMPM 290A: Topics in Computational Media

CMPM 290J: Playable Media

CMPM 290K: Social and Emotional Approaches to Human Computer Interaction

CMPM 290P: Topics in Computational Cinematography

CMPE 231: Human-Computer Interaction

CMPS 260: Computer Graphics

CMPS 261: Advanced Visualization

CMPS 263: Data Driven Discovery and Visualization

CMPS 290L: Topics in Crowdsourcing and Collaboration

DANM 250A: Collaborative Research Project Group: Mechatronics (can be repeated)

DANM 250B: Collaborative Research Project Group: Participatory Culture (can be repeated)

DANM 250C: Collaborative Research Project Group: Performative Technologies (can be repeated)

DANM 250D: Collaborative Research Project Group: Playable Media (can be repeated)

FILM 228: Moving Image Archives and the Frontiers of Information

FILM 230: Expanded Documentary

FILM 234: Toward an Ethics of New Media

Current Media Creation Courses

CMPM 146: Game AI

CMPM 147: Generating Worlds

CMPM 148: Interactive Narrative

CMPM 164: Game Engines

CMPM 179: Game Design Practicum

CMPM 244: Artificial Intelligence in Games

CMPM 245: Computational Models of Discourse and Dialogue

CMPM 248: Interactive Narrative

CMPM 265: Generative Methods

CMPS 160: Introduction to Computer Graphics

CMPS 161: Introduction to Data Visualization

CMPS 165: Data Programming for Visualization

CMPS 183: Hypermedia and the Web

CMPS 260: Computer Graphics

CMPS 261: Advanced Visualization

CMPS 263: Data Driven Discovery and Visualization

Sample Programs

Ph.D., Not Seeking M.S. Degree (Students with Technical CM M.S. Degree)

This is a sample program for a student who has completed a master’s degree with significant technical content and a focus on some form of computational media (such as computer games). The M.S. in Games and Playable Media at UC Santa Cruz (offered in Silicon Valley) is such a degree. Such students will have already satisfied the requirement for understanding media creation in a CM context (e.g., by taking the CMPM 270, 271, 272, and 273 sequence at UCSC) and the requirement for demonstrating an understanding of computer programming (such master’s degrees generally only accept students who know how to program). This program is for a student who wants to complete the Ph.D. without getting a second M.S. in the process.

Fall

Winter

Spring

Year 1

CMPM 201

Topics course

Topics course

CMPM 202

Topics course

CMPM 297

CMPM 203

Topics course

CMPM 297

(First-year exam)

Year 2

CMPM 297 (10 credits)

(Passes comps)


CMPM 297 (15 credits)

CMPM 297 (10 credits)

CMPM 297 (5 credits)

(Passes QE/advancement)

Year 3

CMPM 299 (15 credits)

CMPM 299 (15 credits)

CMPM 299 (15 credits)

Year 4

CMPM 299 (15 credits)

CMPM 299 (15 credits)

CMPM 299 (15 credits)

(Dissertation defense)


Ph.D., Seeking M.S. Degree (Students with Non-technical Master’s Degree)

This is a sample program for a student who has completed a master’s degree with significant arts content and a focus on some form of computational media (such as digital art). The M.F.A. in Digital Art and New Media at UC Santa Cruz is such a degree. Such students will have already satisfied the requirement for understanding media creation in a CM context (e.g., by taking one of the DANM 250 sequences at UCSC) but not necessarily the requirement for demonstrating an understanding of computer programming (such master’s degrees generally focus on the strength of the student’s arts portfolio, rather than technical skills). This program is for a student who wants to complete the Ph.D. while getting an M.S. in the process.

Fall

Winter

Spring

Year 1

CMPM 201

Topics course

CMPM 12A/L

CMPM 202

Topics course

CMPS 12B/M

CMPM 203

Topics course

CMPS 109

(First-year exam)

Year 2

CMPM 297

Topics course

CMPM 297

CMPM 297 (10 credits)

CMPM 299 (2 credits)

(M.S. thesis approved)

CMPM 297 (15 credits)

Year 3

CMPM 297 (10 credits)

CMPM 297 (15 credits)

CMPM 297 (10 credits)

CMPM 297 (5 credits)

(Passes QE/advancement)

Year 4

CMPM 299 (15 credits)

CMPM 299 (15 credits)

CMPM 299 (15 credits)

 

Year 5

CMPM 299 (15 credits)

CMPM 299 (15 credits)

CMPM 299 (15 credits)

(Dissertation defense)

Ph.D., Also Seeking M.S. Degree (Students with Technical Non-CM B.S.)

This is a sample program for a student who has completed a bachelor’s degree with significant technical content but little focus on any form of computational media. The B.S. in computer science at UC Santa Cruz is such a degree. Such students will have already satisfied the requirement for demonstrating an understanding of computer programming (e.g., by taking a core programming sequence and CMPS 109 at UCSC) though students strongly focused on theoretical computer science may need to take an advanced programming course. This program is for a student who wants to complete the M.S. degree on the way to the Ph.D.

Fall

Winter

Spring

Year 1

CMPM 201

Topics course

CMPM 179

CMPM 202

Topics course

CMPM 148

CMPM 203

Topics course

CMPS 290J

(First-year exam)

Year 2

CMPM 204

Topics course

CMPM 297

CMPM 297 (10 credits)

CMPM 299 (2 credits)

(M.S. thesis approved)

CMPM 297 (15 credits)

Year 3

CMPM 297 (10 credits)

(Passes comps)

CMPM 297 (15 credits)

CMPM 297 (10 credits)

CMPM 297 (5 credits)

(Passes QE/advancement)

Year 4

CMPM 299 (15 credits)

CMPM 299 (15 credits)

CMPM 299 (15 credits)

 

Year 5

CMPM 299 (15 credits)

CMPM 299 (15 credits)

CMPM 299 (15 credits)

(Dissertation defense)

Master’s Degree in Games and Playable Media

The goal of the M.S. in games and playable media is to prepare students to make professional contributions to the creation of games and other forms of media that invite and structure play. The degree is offered through the UC Santa Cruz location in Silicon Valley, enabling connection and collaboration with local industry. The curriculum includes deep engagement with game creation as well as a focus on professional development. Students can also take advantage of the strong course offerings in games and related technologies on the Santa Cruz campus, as well as make connections with the department’s field-leading research groups. The M.S. in games and playable media is a four-quarter program that begins in fall quarter and ends in the following summer. Students are expected to complete coursework in one academic year, without leaves of absence.

Requirements for the Games and Playable Media Master’s Degree

Course Requirements

Each student is required to take 46 credits, though the game art, game writing, and game sound requirements will likely lead to more. Required courses are as follows:

  • Games and Playable Media 221, 222, and 223; Professional Development for Game Makers 1, 2, and 3; 6 credits (2 credits each)

  • Games and Playable Media 230, Fundamentals of Game Engineering, 5 credits
  • CMPM 265, Generative Methods, 5 credits

  • Games and Playable Media 270, 271, and 272; Games and Playable Media Studio 1, 2, and 3; 15 credits (5 credits each)

  • Games and Playable Media 273, Game Development Intensive (10 credits)

  • Two courses from the game engineering electives list below, 10 credits, (5 credits each); can be upper-division undergraduate if appearing on approved list for games and playable media M.S. degree; often satisfied by taking CMPM 265, Generative Methods and Games and Playable Media 230, Fundamentals of Game Engineering.

Before entering the Game Development Intensive (Games and Playable Media 273), students must satisfy the game art, and game sound requirements, as described below:

  • The game art requirement is satisfied by (a) having completed, with a grade of B- or better, two or more courses in a relevant area of art, at any institution, at either the undergraduate or graduate level (such as courses CMPM 25, and CMPM 26); or (b) by satisfactorily completing (S or grade of A or B) course Games and Playable Media 210, Game Art Intensive; or (c) by submitting a portfolio of prior work in one or more areas and undergoing an examination to determine level of art proficiency.

  • The game sound requirement is satisfied by (a) having completed, with a grade of B- or better,  two or more courses in a relevant area of music, sound effects, or game audio, at any institution, at either the undergraduate or graduate level; or (b) by satisfactorily completing course (S or grade of A or B) Games and Playable Media 215, Audio Direction; or (c) by submitting a portfolio of prior work in one or more areas and undergoing an examination to determine level of game sound proficiency.

Project

Completion of a master's project is required for the master's degree. These are generally collaborative projects, created together with other students in the games and playable media M.S. program. Projects are typically performed by students during Games and Playable Media 273, Game Development Intensive. Students are evaluated based both on their individual contributions to the project and on the overall success of the project as a whole. Each project will be demonstrated via a public presentation, and this demonstration comprises part of the final project evaluation.

Evaluation of projects is performed by a committee consisting of at least three people, comprised of at least the games and playable media program director and the games and playable media creative director, and which may contain members of the games and playable media program faculty, or members of the games and playable media program advisery board, or other instructors in the games and playable media program.

Game Engineering Electives

The following courses may be used to satisfy game engineering electives for the games and playable media M.S. degree:

Graduate courses:

CMPM 235: User Evaluation of Technology

CMPM 244: Artificial Intelligence in Games

CMPM 245: Computational Models of Discourse and Dialogue

CMPM 248: Interactive Storytelling

CMPM 265: Generative Methods

CMPS 221: Advanced Operating Systems

CMPS 223: Advanced Computer Security

CMPS 229: Storage Systems

CMPS 232: Distributed Systems

CMPS 240: Artificial Intelligence

CMPS 241: Knowledge Engineering

CMPS 242: Machine Learning

CMPS 253: Advanced Programming Languages

CMPS 260: Computer Graphics

CMPS 261: Advanced Visualization

CMPS 262: Computer Animation

CMPS 272: Evolutionary Game Theory

CMPS 277: Principles of Database Systems

CMPS 278: Design and Implementation of Database Systems

Computer Engineering 202: Computer Architecture

Computer Engineering 215: Models of Robotic Manipulation

Computer Engineering 216: Bio-inspired Locomotion

Computer Engineering 218: Mechatronics

Computer Engineering 231: Human-Computer Interaction

Computer Engineering 233: Human Factors

Computer Engineering 248: Games in Design and Control

Computer Engineering 250: Multimedia Systems

Computer Engineering 253: Network Security

Computer Engineering 263: Data Compression

Computer Engineering 264: Image Analysis and Computer Vision

Games and Playble Media 230, Fundamentals of Game Engineering.

Upper-division undergraduate courses:

CMPM 146: Game AI

CMPM 148: Interactive Storytelling

CMPM 164: Game Engines

CMPM 177: Creative Strategies for Designing Interactive Media

CMPM 178: Human-Centered Design Research

CMPM 179: Game Design Practicum

CMPS 115: Software Methodology

CMPS 119: Software for Society

CMPS 122: Computer Security

CMPS 128: Distributed Systems: File Sharing, Online Gaming, and More

CMPS 130: Computational Models

CMPS 140: Artificial Intelligence

CMPS 142: Machine Learning and Data Mining

CMPS 160: Introduction to Computer Graphics

CMPS 161: Introduction to Data Visualization

CMPS 162: Advanced Computer Graphics and Animation

CMPS 165: Data Programming for Visualization

CMPS 166A: Game Theory and Applications I

CMPS 166B: Game Theory and Applications II

CMPS 180: Database Systems I

CMPS 181: Database Systems II

CMPS 183: Web Applications

CMPE 110: Computer Architecture

CMPE 112: Computer and Game Console Architecture

CMPE 118: Introduction to Mechatronics

CMPE 131: Human-Computer Interaction.

Transfer Credit

Up to three School of Engineering courses fulfilling the degree requirements of the M.S. degree may be taken before beginning the graduate program through the concurrent enrollment program.  The game art, game writing, and game sound requirements of the M.S. program may also be satisfied through courses from other institutions or prior UCSC coursework. Petitions should be submitted along with the transcript from the other institution. For courses taken at other institutions, copies of the syllabi, examinations, and other coursework should accompany the petition. Such petitions are not considered until the completion of at least one quarter at UCSC.

At most, a total of three courses may be transferred from concurrent enrollment and other institutions.

Review of Progress

On an ongoing basis, the faculty reviews the progress of every student. Students not making adequate progress toward completion of degree requirements (see the Graduate Handbook for policy on satisfactory academic progress) are subject to dismissal from the program. Students with academic deficiencies may be required to take additional courses. Full-time students with no academic deficiencies are normally expected to complete the degree requirements at the rate of at least two courses per quarter, and move forward through the course sequences together with their cohort, remaining on track to complete the degree in a single four-quarter year.

Students receiving two or more unsatisfactory grades (U or grade below B) in the School of Engineering (SoE) courses, or who receive an unsatisfactory grade (U or grade below B) in a course in the Games and Playable Media Studio sequence, are not making adequate progress and will be placed on academic probation for the following quarter of registered enrollment. Withdrawing or taking a leave of absence does not count as enrollment. Part-time enrollment is counted as a half quarter of enrollment. Students who are on academic probation or are not enrolled full time are no longer guaranteed any previously committed funding. Should students receive an unsatisfactory grade (U or below B) in a School of Engineering course while on probation, the Computational Media Department may request the graduate dean to dismiss that student from the graduate program. If after being removed from probation, the student again receives an unsatisfactory grade (U or below B) in a School of Engineering course, he or she will return immediately to academic probation.

Graduate students experiencing circumstances or difficulties that impact their academic performance should contact their adviser and the graduate director immediately. Students may appeal their dismissal.

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Revised: 09/01/17