Courses for masters program
* Introductory subjects are offered in English in the Fall semester and Japanese in the Spring Semester.
|INTRODUCTORY||INNOVATION PIPELINE 1|
|INNOVATION PIPELINE 2|
|INNOVATION PIPELINE 3|
|Theory/Strategy subjects||DESIGN Track||ENTERTAINMENT THEORY AND CREATIVE STRATEGY|
|DESIGN THINKING AND BUSINESS STRATEGY|
|CREATIVE CONCEPTION FOR TRANSMEDIA|
|TECHNOLOGY Track||COMPUTING SYSTEM ARCHITECTURE|
|DIGITAL MEDIA INNOVATION|
|COMPUTATIONAL SERVICE ARCHITECTURE|
|INFORMATION SECURITY TECHNOLOGY|
|PERCEPTION AWARE COMPUTING|
|MANAGEMENT Track||MEDIA AND CONTENT BUSINESS|
|THEORY OF BUSINESS MEDIA|
|BUSINESS STRATEGY IN THE ERA OF CHANGE|
|NEW VENTURE ACCELERATION|
|POLICY Track||MEDIA POLICY|
|INTELLECTUAL PROPERTY TACTICS|
|CONTENTS CREATIVITY AND ECONOMICAL IMPACT OF OTAKU CULTURE|
|GID THEORY/STRATEGY 1, 2|
|CEMS THEORY/STRATEGY 1, 2|
|Project subjects||(Requisite)||INTRODUCTORY PROJECT|
|INTERNATIONAL PROJECT 1|
|INTERNATIONAL PROJECT 2|
|Independent Research for Master in Media Design||INDEPENDENT RESEARCH FOR MASTER IN MEDIA DESIGN|
|Optional subjects||KMD ENGLISH 1-4|
|PRESENTATION THAT MATTER 1-4|
INNOVATION PIPELINE 1
This course is designed as a Solo Project. Each student sets one's own theme and concept based on observation and analysis from the various aspects of people/objects/society. Working with hands to realize the concept and assessing based on data, students present a product and release it via documents/website/moving images.
INNOVATION PIPELINE 2
This course will be conducted mostly as a form of group project. Providing products/services, making prototypes, creating services/models by understanding business structure and rules, demonstrate attractive moving images/presentation.
INNOVATION PIPELINE 3
Regarding a theme such as Seed in Real Project, the class conducts a mini-project with a help of instructors who are not involved with the project that evaluate them. At Project Showcase students will show their work and put the projects into a format of academic conference.
ENTERTAINMENT THEORY AND CREATIVE STRATEGY
This course explores the core mechanism of "fun", and explores how the mechanisms apply to expression techniques for entertainment design using state-of-the art technologies. Students will gain a basic understand of Funology and theories for play, as well as learn both techniques and technologies for innovative expressions. The goal of this course is to provide theoretical basis for "entertaining" experience design. The course also aims to train students for creative idea generation.
DESIGN THINKING AND BUSINESS STRATEGY
We will learn, discuss and practice design driven innovation.
Embodied interaction aims to design new experiences based on the human ability to recognize the world in bodily action. With understanding the human model of cognition and action, learning technologies to manipulate our visual or haptic perceptions, each student group will required create their own embodied interaction experience beyond virtual reality, augmented reality or tangible user interfaces.
CREATIVE CONCEPTION FOR TRANSMEDIA
Media are not fixed to the device anymore - we need new creative approach for transmedia. In order to design future media, how should we have the creative approach? Media are like a mirror of human wants, needs, and instincts. We have been externalizing such desires including dreams through our human bodies and senses, whenever we are making any products, media design and contents. In this course, we foresee the future creation of transmedia from the view of synesthesia and media aesthetics.
COMPUTING SYSTEM ARCHITECTURE
In real project, everybody should build complex systems. To establish this purpose, you should learn modeling method of complex information systems, architecture of computers, and design method of information systems. In this class, you will understand modeling and design method of information systems learning with computer architecture, operating system, system structure, and protocol stacks.
This lecture will be given in English in Academic Year 2015. As most of the class material is written in Japanese and English, and as you can answer in Japanese in the examination, you may take the class even if your English skill is not perfect. The Internet is now a global common digital infrastructure to exchange various kind of digital information of huge volume. When we are to investigate new services, most of them are disconnected to the Internet in some degree. This suggests us that just an Internet user is not sufficient skill as a KMD student, but required to understand how the Internet works even briefly. In this class, various notions related to the Internet is given, several of important communication protocols are discussed to obtain brief overview of the Internet architecture. But due to time constraint, only DNS is covered in this class as all application layer protocols because DNS is an infrastructure service.
DIGITAL MEDIA INNOVATION
We learn digital technologies for the advancement of media such as motion pictures and sound. We also learn practical issues in the actual media applications through the usage of advanced digital media systems. In addition, we challenge to create high-quality motion picture contents such as 4K or 3D cinema.
COMPUTATIONAL SERVICE ARCHITECTURE
This course is focusing on computational services which are used in the Internet. Services and application used network, have designs and implementation to withstand scalability and performance. Such designs include client-server, or peer-to-peer mechanisms, application protocol structure, definition method in data structure, operating system structural design, and user interface. This course will be using some typical distributed operating system with some services application to understand the mechanism of computational services used inside the Internet.
INFORMATION SECURITY TECHNOLOGY
PERCEPTION AWARE COMPUTING
In this course, we discuss the basics of human cognition/activities and how to capture/detect physical and cognitive activities using sensors. The majority of the course will be about explorative data analysis and visualizations using sensor data with a focus on application cases from Perception Aware Computing. Perception Aware Computing is computing that understands how we humans perceive our environment. With computers being more and more integrated into our surrounding, the limiting factor is no longer memory, battery power or processing speed, but human attention. For Computing to become useful in everyday situations, the interface needs to vanish as much as possible. Computing needs to become pro-active. Computing that deals with recognizing the users cognitive states can be called perception aware. We discuss the basics of human perception and how to recognize specific cognitive states using sensors. The sensing modalities covered include inertial motion sensors (found in most smart phones), computer vision, optical eye tracking as well as electrooculography etc. We explore basic research methodology related to experimental setups, giving the students a check list what to take care of when they design experiments or user studies, limiting biases and unwanted effects on the collected data. The students will learn to apply filtering and frequency analysis related to the sensing modalities. They will perform simple data analyses on sample projects and explore visualizations based on time series data. The machine learning part covers feature extraction and some common machine learning models used to understand human behavior (e.g. Hidden Markov Models, Support Vector Machines). In the last part, we will discuss how to induce long term behavior change utilizing perception-aware computing principles and work on a final project. The project can include an experimental setup related to reading detection using smart glasses, a data visualization on smart phone data, the concept for a mobile app related to concentration etc. depending on the students interests and ideas.
MEDIA AND CONTENT BUSINESS
The content business today is seeing rapid evolution in digitalization and networking technologies. These technologies go beyond what conventional business environments can cope with and require the development of new structures throughout the production process. The objective of this class is to learn not only knowledge, but also practical techniques for developing businesses. We will examine success stories in new startups to investigate content financing, marketing, and management techniques while also acquiring concrete business skills in areas such as human resources management and negotiation.
This class is designed for the understanding of global society and its possibilities/problems and provided as a sequence of workshops of analysis and discussions. We analyze the dynamic changes that was brought by the globalization of society that is based on the boarder-less communication platform in the several fields of culture, technology, education, economics, policy, governance, journalism and so on. After these analysis, we discuss about the problems and the future possibilities of each field based on the results of our analysis. Final challenge is to develop a new service concept based on the discussions. The goal of this course is providing the deep understanding on the current situation of global society and developing the insight about it.
THEORY OF BUSINESS MEDIA
This course will cover the Analysis and the Attributes of each Media such as Movie, Music, Publication, Paper, Animation, Game and the Internet. The current Issue and the Problem will be shape out and the future direction and the business opportunity will be discussed.
BUSINESS STRATEGY IN THE ERA OF CHANGE
Now that we are coming to the second half of the first decade of the 21st century, the transformation of almost unprecedented magnitude is sweeping throughout the world. Days of "world order" is over, with different set of players emerging such as communities based upon the social media and organizations crossing traditional boundaries of private/public sectors, in addition to sovereign nations & businesses of various sizes and with models. Business leaders today are both blessed and challenged in the ever-changing environment. They are equipped with many new technological tools described as "Big Data" which can serve as strong support for their decisions. At the same time, they are faced with different sets of challenges and expectations from a variety of stakeholders. The growth exists in emerging markets and business expansion into these markets is critical for their growth strategy, while they need to resolve social issues such as poverty, education, absence of infrastructure and resource constraints etc. there. In the face of the changes, goals/objectives of companies go far beyond the shareholder value and profit maximization and thus business leaders need new approach as well as new skills and mindset. How should the companies identify their own unique strengths and design sustainable competitive position in the ever-changing globalizing world? How should they create new value and capture it when various stakeholders expect them to resolve social issues in addition to making profit?
NEW VENTURE ACCELERATION
The course takes students through the entire process of new venture creation. Initially exploring opportunity spaces and then culminating in developing an idea until the point it is investor ready and able to be presented. Through an iterative methodology, with continuous client validation, students develop ideas which are tested with real potential clients.
Learning about the general project construction. The theme ranges from economy to cultural activities for encouraging creativity and self-expression. Lectures on general theories about building content, public service, business, NPO, consortia, organizations and other projects. In particular, presenting models for planning and providing workshops, production of content and management of public consortia, NPO and companies.
In the past, industries have been categorized in terms of information format and transmission medium, but the spread of broadband telecommunications networks and the increasingly interactive nature of broadcasting networks have rendered these distinctions meaningless. Where broadcasting and communications used to be different sectors, digitalization, IP technology, and networking have combined with increasingly diverse demand to create sustainable momentum towards the convergence of industrial structures and legal frameworks. In this class, we investigate media convergence policy and how it attempts to deal with paradigm shifts created by changes in media sector technology, industrial structures, service formats, and consumption formats.
INTELLECTUAL PROPERTY TACTICS
Countries find it increasingly important to take a strategic approach to intellectual property in order to adapt to the increasingly fierce global competition in this area. In this class, we review the directions for Japanese intellectual property policy, analyze present case studies and compare intellectual property policies in other countries. Our focus is on intellectual property policy in the area of digital media and content, and more specifically on questions of copy right policy, patent and trademark policy, unfair competition prevention policy, and international standardization policy.
There is no class in AY2016.
"Anime", "Game", "Comic", and "Cosplay" are some of the aggressive and innovative forms of pop culture found in Japan. These so called "Otaku" cultures are now focused throughout the globe and giving Japan an important role to enhance innovative creativity. It also delivers a new sense of atmosphere in terms of "Kawaii", and "Moe". These delivered contents and subcultures distributed from Japan have created trans-national cultural boom referred to as "Japan Cool" or "Cool Japan" and now creating an inevitable cultural influence.Furthermore, political strategy suggests favorable international competitiveness to claim these cultural deliverables as the seeds of creativity influencing its national branding.Objective of this course is to understand how the roots of these otaku cultural activities in Japan have expanded internationally as one of Simulacra with creators, and activists of the fields: How the technology has been created, and knowing its real motivation to drive these sub-cultural activities. This course will first address the backgrounds and characteristics as well as its innovative expansion of "Otaku" culture recognized internationally, that were once born in the age of competing creativity that comes from Social Darwinism inherent during the phase of its economic growth and development of Japan. Target of this workshop is for whom wishes to know further on Japanese Otaku Culture in General.
CONTENTS CREATIVITY AND ECONOMICAL IMPACT OF OTAKU CULTURE
This Course will be held in English and with Japanese Terms, and for Japanese, only speakers, translation will be followed if requested. "Comic", "Anime", "Game", "Idol", and "jpop Songs" are some of the aggressive and innovative forms of pop culture found in Japan started and accelerated from the middle 1960s The contents originated from books and magazines transformed and recreated to comics, novels, game and many other forms of medium and contents, thus creating media mix as example, Televi-Manga(TV Anime) spreading throughout houses and families. These contents are inspired to secondary creativity by the fans: amateur creators. Community events, in 1962, Japan SF Convention starts, and the seeds of World''''s Largest Doujin publishing convention "Comic Market" starts on 1975. These Otaku cultural convention and meetings up-rises and evolves to create cultural forms on Otaku community, and now spreading throughout the world. In this Future Direction Chair-ship Lecture, we focus on the spiral of contents creation and contents consumption. Lecture will provide a knowledge to understand the protocols of creativity inspired by consuming of the contents(Secondary creativity, thirdly creativity).
Introductory Project is a learning platform by engaging in team-based projects to tackle on real world problems and strategies. Student may take maximum of 2 projects, and decide on 1 project before end of the term.
In Real Projects, students examine current issues confronting society in the area of media design and practice problem solving as compound, practical research encompassing the four creative skills of design, technology, management and policy. Students collaborate with faculty members on research and work proactively with society at large as they develop and master the five skills (fieldwork, strategy, creative thinking, prototyping, execution and verification) necessary for project implementation. Students are required to demonstrate a creative approach to their research and to the roles they play on their teams.
INDEPENDENT RESEARCH FOR MASTER IN MEDIA DESIGN
Students enrolled in this class formulate their own individual research plans based on the practical results they have achieved in Real Projects and the compound perspectives they have gained in their study of the design skills, technology skills, management skills, and policy skills required for media design. Guidance focuses on the approaches and techniques required to identify research themes related to issues currently confronting society, and propose and verify original, creative solutions. Students are required to provide their advisors with regular reports on their progress and receive advice and guidance on the writing of academic papers from both their advisor and other faculty members.