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Mar 11
Thursday

Welcome to Interactive Multimedia Lab!

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EE3001(PROJECTS)

Undergraduate team projects on technology assessment were introduced to the Electrical and Computer Engineering curriculum in 1993. The purpose of the projects is to introduce students to the electronic product creation process. A key objective is to demonstrate to students the relationship among business goals, application/products, engineering practices and technologies. No actual engineering developmental work is conducted in these projects. The deliverables are feasibility reports on the topic of study and are focused on the following aspects:

a. The formulation of a conceptual marketable electronic product or service. The product concerned may include high volume consumer products/services or specialized industrial equipment or processes. Definition of a user feature set will be made and if appropriate industrial design concept and packaging will be considered.

b. Development feasibility. No actual engineering work is performed but students have to show clearly the approaches and technologies needed to realize the final product. Consideration will also include regulatory requirements such as EMI, ESD, etc.

c. To consider costing and realistic pricing policy to realize market potential.

d. To consider the manufacturability aspects of any developed engineering prototype.

e. Preliminary study on market feasibility of the product. This will include market size, acceptance, share, etc.

f. To show realistic planning and scheduling for the project execution. This will also include a budgetary financial planning.

To kick start the projects, a series of lectures are conducted to introduce the students to the various aspects of the project. Following that they are divided into teams of about 8, supervised by a member of the electrical engineering staff. The supervisor will provide a synopsis on the area of study from which the project is to proceed.

Last Updated on Wednesday, 02 December 2009 17:48
 
Innovation Program (EG2604)

Innovation Program (EG2604)

About Innovation Program

Offered in Semester 2 of Academic Year 2007/08

The Innovation Program (IP) is designed to provide undergraduates with an experience of engaging in a semester-long innovative activity. IP is an alternative option under Enhancement Programs and therefore is a formal part of the B.Eng. degree program at NUS. Successful completion of IP earns the participant 4 Modular Credits in this respect. Prizes will be awarded for the best group/student of the semester.

The students taking part in IP will engage themselves on a hands-on basis to create an outcome that has a practical significance. Students themselves, under the guidance of a group of mentors will choose the subject of this engagement. The mentors will monitor the progress, assist in project development, and determine the suitability of each student's effort for awarding the points on completion.

 

IP's Background

 

IP is a version of an existing scheme that had been conducted annually since 1993 at certain primary and secondary schools in Singapore. That original program was designed and developed by A/P Alwis together with the Gifted Education Branch of the Ministry of Education. A/P Marcelo Ang and A/P Loh Han Tong of the Faculty of Engineering and Dr Chew Tuan Chiong, CEO and Director of the Singapore Science Centre made valuable contributions to the development of that program in its early years.

 

IP's Benefits

 

Students will learn that the existing forms of schemes and procedures in engineering practice can be successfully challenged.

Students will learn to appreciate the strengths of existing engineering schemes and procedures.

Students will learn to think critically and creatively.

The program will provide an opportunity to academic staff and alumni to contribute to the broad development of the students.

 


The Process

 

Finding a Problem: We use what is known as the "method of irritation." Finding something that is irritating or that can be considered as a shortcoming, is the basic objective here.

Exploration of the "vicinity" of the problem by finding out "who, what, why, where and how."

Formulation of a problem that has the potential of being solved or a dream that can be achieved to a reasonable extent within the resources available.

Going through a period of idea generation, evaluation, peer review and incubation.

Development of a prototype or a demonstrable system.

Presentation to convince others of the value of the proposed idea, procedure or device.

 


Assessement Criteria


Effort

Students must have completed at least 65 hours of work

Students should have a log book for documentation of all activities related to Innovation Program

Each row of the log sheet must be signed by tutor at each row and the completed log sheet must be submitted to tutor at the end.

The hours indicated will be moderated by the group of IP mentors/tutors.

 


Achievement

Project awarded a grade of A+,A, etc., consistent with the regular modules

 

To get an ā€œSā€ or "CS" grade, students must

Have completed at least 65 hours of work

obtained an achievement of at least grade B-

Last Updated on Wednesday, 18 November 2009 21:35
 
Digital Media Technologies (EE3701)

Digital Media Technologies (EE3701)


module image 2
 

Requires Programming Methodology (CS1101C)
Offered in Semester 2 of Academic Year 2009/10

 

Interactive Digital Media is a new and highly promising market, and its products and services have become increasingly popular and wide-spread in recent years. The underlying technologies have been in a continuous state of innovation since their inception. This module provides a broad view of the state-of-the-art of Digital Media. The major topics covered are: business & market environment, film production technologies, interactive TV technology, music/radio production, interactive entertainment design, mobile media technologies, human-computer interaction and user interface design, virtual reality, mixed reality, and tangible media.

Last Updated on Wednesday, 18 November 2009 21:24
 


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