Uu game media technology




















Once your disciplinary background has been found to be in accordance with the requirements, you will be invited for the matching activities to assess your eligibility. As the educational profile is primarily targeted towards teaching in the Dutch school system, the courses and the internships are by default in Dutch. Should a non-native student start per September and do the educational profile during the first semester of the academic year, most of the courses will be in English.

The course in subject-related methodology, however, will be in Dutch. There will be limited placement opportunities in bilingual or international schools. Admission is possible if the candidate masters the Dutch language for reading and listening at B2 level.

Sufficient passive control of the Dutch language can be demonstrated 1 during an interview or 2 by passing the Reading and Listening components of the State Examination NT2 before the start of the course minimum score points. If a student start the educational profile in February all courses will be in Dutch, which means they need enough command of the Dutch language to follow all classes in Dutch. This command can be demonstrated through the aforementioned NT2 test or during an interview.

The programme will try to find an internship in a bilingual or international school. If you already have a Dutch second degree in teaching and want to obtain a first degree in teaching, it is necessary to understand and speak Dutch fluently. Visit the website of DUO in Dutch for more information and the conditions that must be met.

Full participation in this first week is a requirement for further participation in the profile. Science-based entrepreneurship SBE is a foundational source of innovation and thereby for economic growth. There are many routes towards entrepreneurship; whether it is finding a science-based product while working at a large company or performing research in an incubator. The SBE profile has been created with the goal of providing a path in entrepeneurship for students in all science programs. Read the full desription and how to apply on the Science-based Entrepreneurship Profile page.

Skip to main content. The profile options for the master's programme Game and Media technology are the following:. Communication Profile. UU News 13 January Additional security for university e-mail. Study delay due to circumstances beyond your control. Study delay due to circumstances beyond your control? Apply for financial support until January 31st. Heating back on in buildings Utrecht Science Park. The heating back is back on in buildings Utrecht Science Park after a some problems on 6 January.

By visiting this site you are consenting to the use of cookies on this site. We will also assess whether you are capable of completing the Master's programme within the set period. The Admissions Committee will determine which courses are required in your specific case. Literature M. Cheong, M. Computational Geometry: Algorithms and Applications 3rd edition.

Springer-Verlag, Heidelberg, ISBN General principles of data analysis: overfitting, the bias-variance trade-off, model selection, regularization, the curse of dimensionality. Linear statistical models for regression and classification. Clustering and unsupervised learning. Support vector machines. Neural networks and deep learning. Knowledge of elementary probability theory, statistics, multivariable calculus and linear algebra is presupposed. Sound and music provide powerful ways for impacting the human experience involved in the engagement with games and media.

For instance, they are of crucial importance for the interactive and immersive qualities of games, which are key aspects in making games worthwhile to play. Sound and music are also crucial in the context of media technology. In order to enhance users experiences when listening to, interacting with and searching for music from large collections of digitized music that became available over recent decades, new technologies for processing digitized music and sound information need to be developed.

In this course, you will learn how to apply and develop computational methods to extract, process and utilize music information from digital sound and music in the context of newly emerging research areas within games and media. You will learn how sound and music information is crucial for the human experience, and how the computational modelling of sound and music contributes to the enrichment of this experience in games and media. This encompasses that you will get to know both basic concepts on how human listeners extract, make sense of and give meaning to information from sound and music, and how these basic concepts are used, researched and applied through computational technology.

The course will cover key topics for sound and music technology in the context of games and media, such as interactivity and immersion in games through sound and music A , classification and retrieval of similar musical objects in multimedia B , and the utilization of the emotional and affective qualities of music in games and media A, C. You will learn what specific technologies are developed and required within these key topics, such as automatic pattern discovery, voice separation, automatic segmentation, and feature extraction and manipulation B.

For studying, discussing and employing these technologies you will get to know different representation forms of music information in audio and symbolic data A, B , different musical dimensions such as melody, rhythm, harmony, timbre and loudness A, B , and how they are modelled through computational features A, B, C. Moreover, you will learn about different general strategies for developing computational models for sound and music processing, such as model-based versus data-driven approaches, and about the challenges of evaluating these models.

Course form Lectures that cover basic terminology and techniques, discussions of research papers about which students will give presentations, as well as learning by doing through a final project.

Students will present their project in the final week. The goal of computer vision is recognize and understand the world through visual information such as images or videos.

This course is about the algorithms and mechanisms to extract and classify information from images and video. An immersive game experience requires realistic game physics. In this course a number of topics regarding game physics are covered. These topics include rigid body physics, numerical integration methods, collision detection and collision resolution, soft body physics, physics engine design and implementation.

This course covers multimodal multisensory perception and interaction. The course starts with a discussion of the fascinating world of human visual, auditory and tactile perception and the use of its potential in designing novel interfaces for interacting with virtual worlds. Furthermore, augmented reality is covered as one particular example of multimodal interaction. In the practical part, students will apply the theoretical background of multimodal perception and multisensory input to concrete state-of-the-art examples e.

In this course the use of AI techniques in games is explored, for instance in serious gaming and training. Distributing game control over several independently operating agents is discussed, several path-planning techniques useful for computer games are investigated, and dynamic re-planning algorithms useful for dealing with dynamic environments are described. Furthermore, machine learning techniques such as evolutionary algorithms with neural networks are discussed, as well as some techniques and solutions for multi-agent cooperation.

The course Computer Animation discusses a variety of topics related to computer animation, such as: motion capture, blending, inverse kinematics, physics-based animation, and more.



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