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This course introduces biomedical instruments and their working principles. Topics include basic concepts of medical instrumentation, basic sensors and transducers, amplifiers and signal processing, and basic physiology related to each measurement.
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This practice-based course introduces students to the photographer’s workflow, emphasizing both technical proficiency and critical engagement with contemporary photographic practice. Students learn essential skills across the image-making process, including digital capture, basic editing techniques, and the production of archival-quality prints. Instruction combines demonstrations, tutorials, and research assignments designed to build technical fluency and conceptual awareness. Beyond technical training, the course situates photography within historical and theoretical frameworks. Students consider the ubiquity of the photographic image in an era of social media, examine how digital technologies have reshaped photography’s role as an artistic medium and as a mode of everyday expression. To inform their own practice, students research, analyze, and present findings on the work of established fine-art photographers, and artists who are leading the use of digital imaging. Through guided group crits of assignments, students learn to give structured feedback as they build a visual vocabulary and deepen their understanding of fine-art conceptual photography. Assignments include three creative projects of increasing difficulty, in-class technical assignments, an artist presentation and a written review.
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In this course, students explore animation and motion blending using a real-time digital game environment. Students engage with and experiment with a range of digital methods such as key-framed animation, motion capture blending, real-time rendering, game-based interaction, digital world building, and alternative forms of digital narrative. The first 6 weeks of the course focuses on learning new techniques and processes, how these are applied, and free exploration and experimentation. The second half of the course focuses on applying the learning to a project that demonstrates high proficiency with advanced digital processes and the application to a meaningful narrative.
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This course surveys the major approaches of human personality, covering classical and contemporary themes, such as psychodynamic theories, behavioral models, humanistic theories, trait theories, social learning theories and personality perspectives indigenous to cultures in Asia.
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This course is designed for students with no prior experience of thinking in a computational manner. Students examine computational thinking as a problem-solving process with the aid of a computer, i.e. formulating a problem and expressing its solution in such a way that a computer can effectively carry it out. By the end of the course, students will be able to derive simple algorithms and code the programs to solve some basic problems in the bioengineering domain.
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In this advanced third-year course, students apply play theory, game mechanics, and game design techniques to create a game that engages meaningfully with an aspect of society. Students examine a range of roles that digital games play in society, including simulation, training, education, and entertainment, and identify a context that a digital game could respond to. The final project of this course is to produce a working game prototype that clearly demonstrates a meaningful response to the societal context that was identified through research analysis. This course has prerequisites.
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This foundation level course introduces the history, genres, aesthetics, practice and relevance of live and performance art along with interaction strategies that facilitate engagement with audiences or augment the performer’s capabilities. This course discusses how art can influence society, the art world and politics through enactments and cross-media interventions in public spaces. Students develop critical and artistic skills to frame live and performance art as a reference for their own practice and gain exposure to technical skills, including interactive media technologies, spatial and site-specific awareness and engineering interactivity through the lens of live and performance art methods. Students apply their knowledge in the creation, development, presentation and documentation of an original interactive or participative performance work. For this project, efficient use of technical resources leads to a deeper understanding of media authoring approaches found in electronic and interactive technologies. This learning forms a foundation for further studies in interactive media, interaction design, exhibit design and product design.
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This course introduces the fundamentals of medical imaging and image processing techniques. This includes X-ray projection imaging, X-ray computer tomography (CT), nuclear imaging, magnetic resonance imaging, ultrasounds and ultrasonic imaging, and optical imaging.
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This course introduces students to three major ethical theories' utilitarianism, Kant's deontology, and virtue ethics. Additional topics include the ethical principles underlying academic integrity, research ethics, and intellectual property. Students examine issues related to the ethics of environmental sustainability and conservation and are challenged apply the ethical theories learned to concrete moral problems, including world poverty, corporate accountability and whistleblowing, and workplace discrimination. This course is graded on a pass/fail basis only.
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This course focuses on creation of films that allow experimentation in various stages of filmmaking processes, including the development of various alternate forms of (non) narrative story structures. Students are exposed to a range of conceptual and production strategies in experimental film using key historical and contemporary examples and then put those ideas into practice through exercises and projects to develop their own experimental film practice. Experience and knowledge gained in this module provide a basis for more developed experimental film production, as well as complementing research into this field. By the end of the course, students can conceptualize, film, edit, and present their own short experimental films.
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