Entrance Year 2024
Programme Code 73040
Mode of Study Mixed Mode
1 year (Full-time)
1.5 years (Full-time, with internship)
2 years (Part-time)
Fund Type Self-Financed
Credits Required for Graduation 30
Initial Registration Credits
3 for local students
10 for non-local students
Tuition Fees HK$7,440 per credit
Prof. Henry Duh
PhD (Washington), FIET, FBCS, COMPIEAus
*This programme is subject to approval.
MSc in Innovative Multimedia Entertainment (MScIME) is built to supersede, the long-storied MSc in Multimedia and Entertainment Technology (MScMET) prorgramme. MScIME builds upon the foundations of and evolving beyond the earlier iterations of the MScMET programme, which has been a cornerstone of our educational offerings for over 20 years, educating more than 1,000 students in building multimedia products and applications. The new MScIME aims to update the curriculum to adapt to the latest trends in AI, Data science and multimedia technologies and their current and anticipated great impact in the production of multimedia entertainment works and research.
This programme aims to attract top creative talent to shape the future of interactive digital media and entertainment experiences. Students will master the technologies driving industrial change, from AI, Data Science, and future interfaces of media delivery formats to making them graduate with job ready skill and expertise. They will be able to pick specialization areas including games, media art technology, interactive robotics and virtual interaction design. Our curriculum pathways would aim for students to self-select core areas of interest—whether in technical specializations or applied research directions in art, digital and entertainment media—to delve deep into areas that match their backgrounds and passions.
The programme offers students rich learning environments with strong industry engagement. Industry collaborators include NVIDIA, Tencent Games Lightspeed Studios, Unreal Engine etc. The curriculum offers students two pathways to choose with four different focus areas, either Practice Pathway or Applied Research Pathway.
- Media Art Technology
- Entertainment/ Games
- Interactive Toys and Robotics
- Entrepreneurship in Multimedia
Industry-based internship is offered as part of curriculum for selection. Students will be supported by corporation research centres (such as PolyU-NVIDIA Joint Research Centre) to make connections with our industry partners. The structure of subjects are combining lectures, tutorials or practical lab sessions to provide hands-on experience. Graduates will emerge with a skillset primed to pioneer the next generation of digital media and entertainment technology.
Close ties to the Greater Bay Area, Mainland companies, universities and locally here in Hong Kong will provide unparalleled access to leading entertainment companies, from which students can draw inspiration and opportunities. By engineering serendipity across areas from games to application development to immersive experiences, students can build their expertise while building connections across cultures.
Intended Learning Outcomes
Professional /Academic Knowledge Skills
A. Demonstrate mastery of a structured body of knowledge spanning multimedia, AI, ethics, and entertainment theories and practices. Students will gain a systematic understanding of the landscape, with a focus varied entertainment media tools and areas of specialization.
B. Apply to their multimedia skills the innovations introduced by AI, data science to solve complex problems and create engaging and entertaining products using entertainment design and production theories. Students will utilize cutting-edge multimedia production tools and technical skills to create transformative experiences.
C. Employ specialized skills in multimedia design, and team collaboration to deliver impactful group projects. Students will work in teams to combine technical skills and build entertainment experiences that leverage the power of AI and data science.
D. Continuously review and advance knowledge and skills at the frontier of multimedia entertainment. Students will challenge assumptions, take risks, and push the boundaries of what AI and multimedia entertainment can achieve. Furthermore, students would design and apply appropriate methodologies to conduct such exploration. They will emerge with an entrepreneurial mindset to advance the field.
Generic Skills for All-roundedness
E. Develop strategic planning and project coordination skills
F. Craft and convey innovative ideas effectively
G. Foster interpersonal skills to collaborate across disciplines
H. Cultivate creativity and critical thinking for ongoing impact beyond the programme