Portal - Bachelor of Arts with Honours in Computing and Interactive Entertainment (BAHCIEFS) Programme

School of Science and Technology Computing Portal - Computing Portal - Programme Portal - Bachelor of Arts with Honours in Computing and Interactive Entertainment (BAHCIEFS) Programme

Bachelor of Arts with Honours in Computing and Interactive Entertainment

電腦及互動娛樂榮譽文學士
Face-to-Face Full-time  Two Years NMTSSBAHCIEFS
  • Overview
  • Curriculum
  • Study Plan
  • Admission
  • General Information
  • Final Year Project

Introduction

The 2-year fulltime-mode Bachelor of Arts with Honours in Computing and Interactive Entertainment (BAHCIEFS) programme is jointly offered by the Computing Programme Team of the School of Science and Technology and the Creative Arts Team of the School of Arts and Social Sciences.

The Creative Arts Team of the School of Arts and Social Sciences (ASS) is renowned for their range of SSSDP programmes, state-of-the-art studios/laboratories, and quality graduates produced for the creative and entertainment industry in Hong Kong.

More about ASS

The Computing Programme Team of the School of Science and Technology produces the most number of graduates among local Computing departments and her graduates are widely appreciated for their good practical software development skills.

This programme aims to produce graduates to be computing professionals with training in interactive entertainment and user experience design. The graduates should be competent software developers with expertise in user experience enhancement through artistic creation, media production, and computational intelligence.

They should have problem solving skills to apply their competencies in various domains.

This is a unique programme that has brought in two highly sought-after areas together.

This programme provides Direct Application at the HKMU website.

Entry PointsApplication MethodsCode
First Year EntryDirect ApplicationBAHCIEFS
Learning Outcomes

On successful completion of the BAHCIEFS programme, students should be able to:

  • Utilize computer programming for problems solving and software development.
  • Demonstrate artistic creation proficiency in the application and production of creative content.
  • Analyze problems critically and formulate solutions with techniques in computing and creative arts.
  • Perform competently the work of a professional in computing and interactive entertainment.
  • Apply software engineering processes for developing software solutions based on computing and interactive entertainment.
  • Engage effectively in projects involving the integration of techniques in computing and the production of creative artworks.
Career Prospects

Graduates are qualified to work as software developers or other entry-level roles with demand in front-end expertise as well as various roles in the interactive entertainment industry. The training received by the graduates would allow them to continuously develop their technical skills in selected areas. They would also acquire skills and knowledge of the business and industrial world beneficial for possible future promotion to a managerial or leadership position.

Student Achievements

Recently, Shek Ka Chun, Wong Chun Long and Wong Tsz Ying, 3 final year students from the Animation programme of Creative Arts of ASS won the Best Animated Short Film Award with Losing Sight of a Longed Place at the Golden Horse Award 2017.

Computing students have also regularly won prizes in computing and IT contests.

Students testing their 3D work in the studio

Creative Arts Animation students Wong Chun Long, Wong Tsz Ying, and Shek Ka Chun excelled at the Golden Horse Award 2017

Enquiries

Dr. William LAI (Programme Leader)
Tel: 3120 2531

Email: wcflai@hkmu.edu.hk

Dr. Au Yeung Siu Kei Jeff
Tel: 3120 2606

Email: jauyeung@hkmu.edu.hk

Programme Structure

The 2-year programme consists of a balanced set of subject-area courses and language courses.

Core Courses (Creative Arts and Media Production): Provide training in some of the major pillars in the fields of Creative Arts and Media Production.

CodeTitleCreditsCourse LevelHonours Classification
CAMD A300FNew Media Culture5Highera or b
The course aims to investigate the cultures and historical developments of various new media forms, such as Facebook, Twitter, YouTube, mobile phone, hypertext fiction, online games, and so on. Specifically, the course will chart how new media are shaping/reshaping lived culture and what it means to be (post)human.

CodeTitleCreditsCourse LevelHonours Classification
AMVE A307BFVisual Communication and Storytelling5Highera or b

In this digital era full of visual and social media, being able to communicate visually is very important. Animation art is a powerful visual medium and is often used to communicate through storytelling. Visual communication and storytelling cover the important principles of design, visual theories and narrative techniques and how they relate to effective visual communication.

This course introduces the art of visual storytelling and prepares students to write their creative story before translating the idea and text into moving images in animation. Students will be expected to write and re-write their story until it is ready to express it in different media platforms.


CodeTitleCreditsCourse LevelHonours Classification
AMVE A308BFMedia and Animation Production10Highera or b

Students will learn and experience both media production first and then animation production later. It prepares students to use visual and audio language to communicate and express ideas in time-based medium.

The skills learned in media production can prepare students to learn animation and apply them to animated storytelling and production techniques. Aspects of cinematic aesthetics such as image design, visual development and lighting will be covered in this course.


CodeTitleCreditsCourse LevelHonours Classification
AMVE A309BFMedia Management for Interactive Entertainment5Highera or b

Students will learn media management in the course. Interactive entertainment involves creative vision and above-the-line industry practice from proposal writing, fundraising and team-building.

Media management involves important daily operations in managing a creative team with different capacities. Both require knowledge and leadership skills at different levels.

This final semester course is intended for students to be equipped with these industry-related knowledge and know-how in their final year before entering the professional world.


CodeTitleCreditsCourse LevelHonours Classification
AMVE A310BFSound Design and Visual Effects10Highera or b

This course aims to further expand and develop student's creative vision integrating sound design and visual effects to camera footage and computer-generated imagery. It will also integrate principles of sound communication, sound effects, image design and visual storytelling.

It equips students with the necessary technical know-how and theory to turn one's creative vision into make-believe or manufactured “reality” with professional quality.

Core Courses: Provide training in some of the major pillars in modern computing and user experience design.

Code Title Credits Course Level Honours Classification
IT S290F Human Computer Interaction & User Experience Design 5 Middle b

This course consists of two parts. In the first part, students will learn the important theories that underpin the way humans interact with computer-based systems. In the second part, students will learn how to use disciplined approaches to (a) design usable and intuitive interfaces for computer-based systems, and (b) evaluate and compare different interface design with respect to their usability and intended user/business requirements.

This course introduces students to the key concepts, theories and best practices used by user experience engineers to design usable interfaces and improve the quality of interaction with computer-based systems.

Code Title Credits Course Level Honours Classification
COMP S390F Creative Programming for Games 5 Higher a or b

This course aims to develop the students' capabilities in applying programming skills to develop serious games and creative applications. The course consists of three parts.

The first part will teach students how to generate interactive and algorithmic graphics using a game engine. The second part discusses various theories and issues in designing a serious game. The third part introduces various technologies and techniques for enhancing the user experience, which includes using sensors to orient a device in physical space and to interact with game objects. The course will enable students to design and develop serious games and creative applications with an appropriate integration of programming skills and techniques.

Code Title Credits Course Level Honours Classification
COMP S413F Application Design and Development for Mobile Devices 5 Higher a or b

The course aims to provide students with a foundation in designing and developing applications for mobile devices. It enables students to understand the principle and learn skills to create and deploy mobile applications with a mobile programming platform.

Advisory Pre-requisites: Students should have completed most computing courses and should have a solid knowledge in Java.

Core Courses: Provide training in some of the major pillars in Software Development.

CodeTitleCreditsCourse LevelHonours Classification
COMP S350FSoftware Engineering5Highera or b

The course aims to develop in learners the terminology, notations and understanding needed for effective communication with team members during software engineering activities. It also aims to equip learners with the skills to apply software engineering methods and tools in a variety of situation.

Advisory Pre-requisites: Students should have completed most foundation and middle level computing programming courses.


CodeTitleCreditsCourse LevelHonours Classification
COMP S351FSoftware Project Management5Highera or b

As a sequel to COMPS350F, This course aims to develop in learners the know-how of project management recognized as good practices in software development.

Advisory Pre-requisites: Students are expected to have completed at least two semester courses in computer programming and COMP S350F Software Engineering.

CodeTitleCreditsCourse LevelHonours Classification
COMP S202FJava Programming Fundamentals5Middleb

Java is one of the most popular languages in the IT professional world. The aim of this course is to provide students with sound foundation in software development using the object-oriented programming language Java.

The course will cover fundamental object-oriented programming concepts such as classes and objects, and the structure of text-based Java applications. Students will study how to analyze problems and apply object-oriented methodology in software development.


CodeTitleCreditsCourse LevelHonours Classification
COMP S203FIntermediate Java Programming and User Interface Design5Middleb

This course aims to provide students with more knowledge in Java programming as well as an introduction to user interface design. Students will study how to design computer user interface, and develop graphical-based computer programs using the Java programming language.

Students will also study how to analyse more difficult problems and apply object-oriented methodology in development.


CodeTitleCreditsCourse LevelHonours Classification
COMP S312FJava Application Development5Highera or b

This course aims to enable students to create maintainable software in Java to meet a great variety of computing requirements. The course covers more advanced concepts in object-oriented programming and also more advanced Java technologies for developing sophisticated applications. Through concepts such as reuse, abstraction, encapsulation, inheritance and polymorphism, students should be able to more capably handle higher problem complexity in their programming work.

Students will also study how to develop applications with multithreading, networking and security support in Java.

Advisory Pre-requisites: Students should have some background in Java.


CodeTitleCreditsCourse LevelHonours Classification
COMP S492FMachine Learning5Highera or b

This course aims to introduce students to the field of machine learning, and develop them to apply machine learning algorithms to real-world problems. It enables students to have a broad overview of different machine learning and deep learning algorithms with a focus of applying these algorithms into real-world problems through practical activities.

Advisory Pre-requisites: Students should have a solid background in computing.


 

Project Courses: The final year project courses provide an opportunity to develop in-depth knowledge and high-level thinking process in a research and development project or an advanced software development project.

CodeTitleCreditsCourse LevelHonours Classification
COMP S496FInteractive Applications Project10Highera or b

This is a project course. Students will attempt a final year project which should provide an opportunity to integrate knowledge and skills acquired in the programme of study. Students will normally form a team to handle one project. Performance will be assessed both at the project level and the individual level.

After the course, students should be able to explain the relevant issues and latest development in the application domain related to his or her project area, to analyse and propose solutions based on interactive media and computing technologies for an identified problem. Students should also be able to implement the proposed solutions with advanced development tools and proper integration of technologies and creative artworks.

Other Activities: In addition to the development of technical knowledge and skills, students are expected to develop their soft skills such as teamwork and communication.

Students are encouraged to participate in various contests, seminars, and workshops for sharpening their competitiveness.

CodeTitleCreditsCourse LevelHonours Classification
Course List5Depends on selection

Study Plan

  • First Year Entry

Students admitted are required to complete 85 credits during the nominal 2-year study period for the degree of Bachelor of Arts with Honours in Computing and Interactive Entertainment.

CategoriesWeightings
Core Courses (Creative Arts and Media Production)35 Credits
Core Courses (Computing and User Experience Design)15 Credits
Core Courses (Software Development)10 Credits
Elective Courses10 Credits
Project Courses10 Credits
English Language Enhancement Courses5 Credits
Total85 Credits
  • First Year
  • Final Year
CodeTitleCategoryCreditsCourse LevelHonours Classification
COMP S350FSoftware EngineeringCore5Highera or b
COMP S351FSoftware Project ManagementCore5Highera or b
CAMD A300FNew Media CultureCore5Highera or b
AMVE A307BFVisual Communication and StorytellingCore5Highera or b
AMVE A308BFMedia and Animation ProductionCore10Highera or b
 English Ehancement CourseENG5Depends on selection-
CodeTitleCategoryCreditsCourse LevelHonours Classification
IT S290FHuman Computer Interaction & User Experience DesignCore5Middleb
COMP S390FCreative Programming for GamesCore5Highera or b
COMP S413FApplication Design and Development for Mobile DevicesCore5Highera or b
AMVE A309BFMedia Management for Interactive EntertainmentCore5Highera or b
AMVE A310BFSound Design and Visual EffectsCore10Highera or b
COMP S496FInteractive Application ProjectProject10Highera or b

+

The 2 elective courses should be taken within 2 years. The year or semester allocation of the courses depends on which courses are selected.

Code Title Category Credits Course Level Honours Classification
Elective Course Elective 5 Depends on selection Depends on selection
Elective Course Elective 5 Depends on selection Depends on selection
The programme requirements & the courses on offer are subject to amendment

NMTSS Subsidy

The program is supported by Non-means-tested Subsidy Scheme (NMTSS). Eligible students will receive $33,200 subsidy per annum. Please refer to NMTSS's website for eligibility and more information.

Admission

This programme provides Direct Application at the HKMU website.

Entry PointsApplication MethodsCode
First Year EntryDirect ApplicationBAHCIEFS

 

Admission Requirements

A recognized local Higher Diploma and Associate Degree of which the curriculum includes training in programming and information technology.

 

Tuition Fee

The amount of subsidy for the programme under the NMTSS is HK$33,200 per annum. The subsidy is tenable for the normal duration of the study programme concerned and is subject to the students' satisfactory fulfilment for progression in the study programme. The government's terms and conditions apply.

Please refer to Here for tuition fee and details.

 

Admission Application

Students interested in this programme should apply through non-JUPAS Direct Application. The programme code is BAHCIEFS.

Please refer to the program's website for below or more information

  • Application Procedures
  • Online Application
  • Tuition Fees, Scholarships and Financial Assistance

This page provides general information about studying in the BAHCIEFS programme. If you have any question or in doubt, please contact the programme leader.

Programme Study Schedule

Students should follow the prescribed study schedule as given above in this section. Normally a student should take 20 credits in a term or 40 credits in a year, unless a schedule with deviated loading is specifically prescribed.

During the course registration before the commencement of terms, students are usually pre-enrolled with recommended courses (with the exception of General Education courses).



Course Registration Quota

Most courses have a registration quota, and course places are offered to students usually in a first-come-first-serve manner during the course registration period arranged by the Registry.



Students Failed to Complete a Course

To pass a course, students need to pass the course score as well as both overall continuous assessment score (OCAS) and the overall examination score (OES). Students who failed to complete a course should retake the course in the next presentation, or if the course is an elective course, retake the same course or another course with the same category/label (except for the project courses).

Students retaking courses often results in heavier than full-credit loading. They should work out a revised study plan with reasonable level of credit loading and with suitable courses (see the following sub-section on course pre-requisites). They are encouraged to discuss with the programme leader.

Course scheduling may not allow students retaking a course failed in the previous academic years. Students may take the course in distance learning mode if it is available. If not, then it could prolong the study duration due to unable to schedule some courses.

Students may be given a Fail-Resit, which means that the students are given a second chance to sit the examination. This arrangement is essential a grace. Normally the students will sit the final examination in the next regular offering of the course.



Mandatory and Advisory Course Pre-requisites

Mandatory course pre-requisites are conditions that a student must fulfil before taking a course. At the moment, only project courses have mandatory pre-requisites. Please refer to the Course Synopsis section for details.

The absence of mandatory course pre-requisites, however, does not imply that there is no background knowledge considered to be important for successfully complete the course.

Normally students following the prescribed schedule would be considered to be fulfilling the minimal background knowledge for the scheduled courses.

However, students who failed to complete courses in the past may not have the minimal background knowledge for the scheduled courses. They should refer to the advisory course pre-requisites for references on selecting the next courses. They should also discuss with the programme leader about course selection and adding/dropping courses.



Period of Study

The normative period of study of BAHCIEFS is:

  • 2 Years

The maximum period of study of BAHCIEFS students should be the normative period of study plus 2 years (N+2 years).

Students who fail to complete all graduation requirements of BAHCIEFS within the maximum period of study shall discontinue their study in full-time face-to-face mode. They might be able to graduate in ordinary degree if they have passed all first year curriculum, subject to final approval of the school and the university.


Final Year Project

There is a final year project course. The following description is only tentative and subject to changes.

COMP S496F Interactive Application Project
  • Group projects but individually assessed. Each student owns at least one major component of the project, and he or she is responsible for the design, development, and documentation for the owned component(s). All the team members are responsible for the proper integration of all the components into an interactive application.
  • Each team consists of 4 students.
  • Projects are graded based on quality of creative media, problem solving, interactive design, and software engineering.
  • Students are also required to demonstrate good skills in teamwork.

There are pre-requisites for the project course that students must have completed a certain number of credits before they can enroll in the project.

Overview of the Arrangement of Final Year Projects for Computing and Interactive Entertainment Students

For BAHCIEFS students studying in their final year curriculum in 2021/2022

Tentative and subject to change

  • Information
  • Allocation

Some of the rules and descriptions below are subject to approval by the university

The final year project course COMPS496F Interactive Application Project is probably the most important course in the programme. Students will be required to integrate what they have learned and to produce a creative artifact and documentation to describe the concepts, design, and evaluation of the creation.

Students taking the course must fulfill the mandatory per-requisites, or they would have to wait until the per-requisites are met next year.

COMPS496F Interactive Application Project (10 Credits)

This is an group project course.

Students will attempt a final year project which should provide an opportunity to integrate knowledge and skills acquired in the programme of study. Students will form a team to handle one project. Performance will be assessed both at the project level and the individual level. After the course, students should be able to apply the skills, techniques, and technologies on achieving a purpose in an integrated manner. Students should be able to produce a creative artifact, and to describe the concepts and ideas behind the creation. Students should also be able to collaboratively manage a project and to write effective project reports.

Mandatory prerequisites: Students taking the project course must have completed at least 30 credits out of 45 credits in the Year 3 curriculum of the BAHCIEF programme.


Advice for Students Going into Year 4

Year 3 students should start prepare for the Final Year Project course as soon as the Year 3 curriculum ends. There are activities related to the Final Year Project course in the summer period before Year 4.

1. Essentials of the Final Year Project

A final year project should begin with the following two issues:

  • A project topic
  • One or more main techniques or technologies as the basis

This is the tentative list of project topics for 2021/2022.

  • MR Artworks Presentation
  • MR / Hybrid (Board)Gaming Experience
  • VR/AR Life Experience

A project topic describes the domain or area in which the project should serve a purpose. Some examples are listed below:

  • Game for a serious purpose
  • Game for pure entertainment
  • Education, STEAM, edutainment
  • Promotion for a product, a service, or a message
  • Publicity and community exposure
  • Social need

Main techniques and technologies will be the basis from which students will build their projects' creative artifact. Students may choose one or more in their projects with at least one involving coding. Some examples are listed below:

  • Mobile technology 1
  • Virtual reality 1
  • Augmented reality 1
  • Natural interaction devices and biosensors 1
  • Environmental Sensors 1
  • Interactive storytelling
  • Digital media (video, audio, animation)
  • Game design

Note 1: These techniques and technologies involve coding.

2. Project Allocation
  • A list of potential topics are available in the first week of the Autumn 2021 term.
  • An (optional) project introduction seminar will be held around the same period. You will receive an email notifying you of the exact date.
  • Students should form a team and submit a project nomination form. Each team can nominate up to 4 project topics.
3. Supervisors
  • Each project team will normally be assigned two supervisors, one from Creative Media and one from Computing.
  • The supervisor is allocated according to their expertise and familiarity with the project topic.
  • Project teams should take initiative to make appointments with one or both supervisors regularly. They should consult only the Creative Media supervisor for matters related to the creative side of the project and the Computing supervisor for the computing side of the project.
4. Group Forming and Nomination
  • Students should form a group of 4 before project nomination.
    • Those groups with size not equal to 4 persons will be re-organized by us so that groups of 4 persons will be formed.
    • The re-organization may include split of group.
    • Those groups with 3 persons may have one additional member added to the group.
  • Each group or student (in individual projects) will nominate their preferred topics.
  • In principle, groups with a higher Year 3 GPA have a higher priority in project allocation.
    • Year 3 GPA of an individual is the average of the 40 credits core courses in Year 3 (excluding the English course for Year 3 entry students).
    • A group's GPA is equal to the best individual GPA in the group.
    • Special requirements of projects, and also students' familiarity with the project area (such as self-nomination projects) will also be considered.
  • Group projects are assessed both group level and individual contribution level.
    • Individuals will have to submit evidence (such as reports) to prove their contributions. In the past, there are groups in which two members received good grades but the other member failed because of unable to demonstrate contributions.
    • Group work and project management are important in group projects.
5. English Writing
  • Improve your English writing now.
    • You should be able to write proper sentences that are grammatically correct and semantically making-sense before the course.
    • Easy and proven way to improve English writing: read English newspapers/articles/books every day, write your emails, whatsapp, etc in English.
6. Programming
  • Improve your programming skills now.
    • All final year projects require demonstration of programming and computational skills. If you are not too good in programming, you should improve now.
    • Some technologies like mobile computing requires more programming than others. Choose the main technique according to the skill set of your team members.

The Final Year Project is very challenging, and it is another level of difficulty compared to your Year 3 courses. Please prepare well before taking this course.


Some Information about the Final Year Project Course

1. Grading
  • Grading criteria
    • Scope of problem and project
    • Creativity and quality of artifact
    • Application of techniques
    • Report writing
    • Project management
  • Each team will receive a team grade, and all members of the team will receive the same grade.
    • If a member is found to contribute significantly less than the required, the member may receive a grade deduction or a Fail grade.
2. Schedule

The following shows a rough schedule of the FYP course. The academic calendar has changed due to the pandemic, the following schedule will change accordingly. This is just for your reference only.

MonthsMilestonesMajor Tasks
September Project Nomination. Studying the topic area and issues of the problem (Research)
Meeting with supervisors and teammates for defining the project
OctoberPresentation #1
Submission of Project Proposal
Testing technologies and developing solution for project proposal
Writing the report
November Designing the prototype system
Implementing the prototype system
December Continuing design and implementation
JanuarySubmission of Interim ReportWriting the report
FebruarySystem DemoContinuing design and implementation
MarchMock Presentation
Submission of Reviews
Designing tests and evaluation
Finalizing the solution and the design of the artifact
Starting to evaluate the artifact
AprilSubmission of Abstracts & BiographyWorking on anything in order to improve the project quality
MayFinal PresentationSubmission of Final Report
Writing the report
3. Classes

There will be around 4 to 6 face-to-face workshop classes for students in this course. They will join students from other computing FYP courses in the classes.

  • How to start a project?
  • How to manage a project?
  • How to write the project proposal?
  • How to write the interim proposal?
  • How to write the final report?
  • How to design evaluation and experiments?
  • How to give an effective presentation?
  • Discussion on IT career development
4. Components of FYP

The following diagram describes the components of a FYP.

IE-Projectcomponent
5. Past FYP Showcase

There is no previous FYP for this programme because it is new, but there are a lot of similar FYP in the Creative Arts programmes and the Computing programmes. You can browse the Showcase of Computing FYP.

CIE Final Year Projects 2021/2022

Updated: 24-Sep-2021

Allocation Results

TEAM PROJECT ID TITLE CA SUPERVISOR COMP SUPERVISOR
Among us Project #2 MR / Hybrid (Board) Gaming Experience Ms Patsy Yuen Dr CM Tang
AFOP Project #3 VR/AR Life Experience Dr William Lai Dr Keith Lee
JSDK Project #3 VR/AR Life Experience Dr William Lai Dr CM Tang
GLHF Project #3 VR/AR Life Experience Dr William Lai Dr Henry Leung
Amigos Project #3 VR/AR Life Experience Dr William Lai Dr Henry Leung
LOL Project #2 MR / Hybrid (Board) Gaming Experience Ms Patsy Yuen Dr CM Tang
TAKY Project #3 VR/AR Life Experience Dr William Lai Dr Keith Lee

 

Supervisors

SUPERVISOR EMAIL
Dr. William LAI wcflai@hkmu.edu.hk
Ms. Patsy YUEN ypyuen@hkmu.edu.hk
Dr. Henry LEUNG mfleung@hkmu.edu.hk
Dr. Chung Man TANG cmtang@hkmu.edu.hk
Dr. Keith LEE lklee@hkmu.edu.hk
Dr. Jeff AU YEUNG jauyeung@hkmu.edu.hk

 

Group Membership

TEAM COORDINATOR MEMBER #1 MEMBER #2 MEMBER #3 MEMBER #4
Among us OUYANG Xiaolong FAN Cheuk Nam CHAN Hing Fung GU Jiahao
AFOP HUEN Tsz Wa CHOI Chun Kit LAM Cheuk Hei MAN Yuk Kin
JSDK CHONG Man Kit CHENG Chi Hong MAK Tsz Fung CHAU Tsz Kin
GLHF LAM Yau KEUNG Yin Ming LEUNG Chi Ho WOO Cheuk Yin
Amigos LEUNG Ka Kit SIU Ming Ho BAI Yang SUEN Ka Hi WAT King Chun Charles*
LOL WONG Tsz Hang CHEN Zhuozheng KONG Qingchang CHIU Wai Chuen
TAKY CHAN KA KIT CHAN CHING MAN CHOY Wai Yan MAK Chak Sang

 

  • Subject to confirmation