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Liberal Arts Education Transformation For Life
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Programme Elective Courses

(Any 4 courses, 12 credits)


This course will explore the design requirements for professional quality broadcast graphics and title design for animation and multimedia projects. Using combinations of still images, graphics, video footages and audio sound tracks, we will examine the relationships of motion, pacing, textures, transitions, design and composition in space and time. Emphasis will be placed on compositing techniques, design concepts, art direction, aesthetics and the overall style of professional motion graphics productions. Asset management, aspect ratios, resolutions, interpolation algorithms, colour depth and image stabilization techniques are also addressed. The Adobe CC software package will be used to illustrate the principles and techniques, and to produce the projects.

Storytelling is an essential part of new media cultural production. This course introduces students to characteristics and techniques of new media storytelling, helps them to gain hands-on experience in producing multimedia artifacts, and investigates social and ethical issues involved in new media storytelling.

Development of cultural and creative industries is key to the growth of the contemporary knowledge-based economy. This course introduces the principles of the cultural and creative industries and covers the work of creative industries practitioners who explore the expression of culture and creativity for artistic gains.

This course introduces students to the concept, history, and techniques of interactivity in art and design, with an emphasis on interactive designs in computer animations. The course will explore the participatory and performative nature of interactive art and designs from various perspectives, including media studies and human-computer interaction studies.

This course offers an introduction to some of the main theoretical issues that photography occasions. The medium of photography will be addressed from philosophical, technological, and art-historical perspectives. A special attention will be given to the analogue-digital transformation of photography, and the implications that this might have with respect to the epistemology of photography (how photographs provide knowledge), and photography’s artistic capacities.

Animation means ‘giving life to,’ which is augmented by sound design and its integration with images. This course will enlighten students to discover the power acoustics have on human experience and creative process. Students will learn how to imagine, create and notate soundscapes.

Non-fiction video encompasses a wide range of genres and serves many different purposes. It is not limited to the forms of documentary we see on TV. This type of video-making raises important questions having to do with the nature of images, their intended impact on society, perception, cognition, truth, and story-telling techniques. It is especially important during the digital era nowadays, the usage of digital imaging has penetrated our ordinary life and an enormous number of non-fiction visual materials were produced daily. Drawing on cinematic examples from diverse national contexts, especially videos from East Asia, this course foregrounds the formal complexities of contemporary non-fiction video in order to explore their theoretical as well as ethical, social, and political implications. Particular emphasis will be paid to new media and the online content that these media facilitate.

This course is an introduction to the history, concepts, and issues of installation of digital art. It will explore the uses of digital art in a variety of contexts, including theatres, musical, exhibition spaces such as museums, trade fairs, and various types of entertainment centres. Students will explore various modes of human-machinery interaction, including input-systems (e.g., sensors, motion capture, etc.), output-systems (projection, sounds, etc.), and hybrid reality where live actions of humans are mixed with digital elements.

This course is designed to teach students the process of computer game design. It will focus on the practical aspects of game design, but will also introduce students to the history of games, especially board and card games, and the theoretical basis for gameplay in general. Students will learn to develop game ideas, create design documents, create basic computer games using popular design tools, collect player feedback, and revise their game designs.

Production design translates written words for the screen, creating visual effects for narratives. This course introduces students to basic elements of production design and train students on how to use appropriate techniques to design.

This course offers a production-based introduction to the principles of virtual and augmented reality. The course is a combination of lectures and lab-based exercises, where the fundamentals of VR /AR technology is described and practiced. During the course, students will, as a project, design a basic Virtual Reality application.

This course teaches students the theoretical, historical and experiential dimensions of the visual medium of drawing. Students will learn how to interpret artworks and assess claims made on the nature, function and value of drawing. In addition to the understanding of the theoretical and historical issues of drawing, students will learn to conceive and execute a drawing project by applying the knowledge and techniques they learn from the course.

Videogames are increasingly accepted as an art form with cultural legitimacy similar to film or television. This course aims to improve student understanding of videogames as artworks, with a focus on learning to write formal analyses of videogames. Students will first learn theories about aspects of videogames such as gameplay, narrative, and aesthetics. With these theories, students will learn to analyze in writing how particular videogames achieve their effects.

This course does not involve creating, designing, or programming videogames, and requires no technical skills. Students do not need to own or purchase any videogame equipment for the class. Registered students will be able to access Lingnan-owned videogame consoles and computers to play assigned games.

Digital technologies, pervasively employed in the production, processing, distribution, and reproduction of images, have had a profound impact on the terrain of the visual in the contemporary mediascape. The ‘new media’ have become a privileged site where discussions of technology, visuality, global media, identity and contemporary popular culture converge. This course will focus on some of the key debates in the field. It will examine how digital technologies have changed conceptions of presence and reality, and transformed experiences of the body and self. We will also look at the implications of digital technologies for urban and architectural space, for artistic practice, scientific communication, and entertainment. The debates will be examined in light of examples of digital imaging, interfaces, websites, animation, videogames, electronic art, and virtual reality simulations.