가톨릭대학교가톨릭대학교미디어기술콘텐츠학과

 

ENGLISH/中文

ENGLISH

DEPARTMENT OF MEDIA TECHNOLOGY & MEDIA CONTENTS

  • address

    (14662) D212, Dasol Hall, 43, Jibong-ro, Bucheon-si, Gyeonggi-do, Republic of Korea
  • hours of operation

    Mon-Fri 10:00 am-5:00 pm
  • tel

    +82 2 2164 4991

About the Department

The Department of Media Technology and Media Contents operates three curriculum tracks: Cultural Contents, Media Engineering, and Technical Artist, and aims to foster creative and professional talents with future-oriented insights and practical knowledge to be leaders of creation and innovation for the 4th industrial revolution. In addition, it has a multidisciplinary nature that organically combines different disciplines of arts, humanities, and engineering based on IT information technology. Knowledge of Smart ICT Convergence Media is crucial in our current information-based society; computers and IT technologies do not exist on their own, but converge with other advanced technologies (BT, NT, Ubiquitus, etc.) to plan and create technologies and contents that will lead a new paradigm, so students learn basic theories to understand digital media and technology, cultural content planning and creation, and marketing and cultural policies for monetization. In addition, we actively employ 3PBL (Problem-based learning, Project-based learning, Perfomance-based learning) education and provide internship programs at companies in the industry to develop competencies that can be used in the field. Students who want to become a creative professional in the digital media environment with the practical skills required in the technical content industry of the future, are invited to make their dreams a reality in the Department of Media Technology and Media Contents.

Major Course Guide

Year 1 │ Media Information Processing Programming

To learn the basic syntax of the Python programming language and how to program with it, students will learn the basic programming knowledge needed to solve problems in media information processing by practicing writing various applications for the basic programming course.

Year 2 │ Introduction to Digital Storytelling

This course aims to provide an overview and understanding of how the concept and field of storytelling has changed with the advent of the digital paradigm. It explores successful digital storytelling models and how they are being utilized, with specific examples of how digital media technologies and emerging narrative forms in all areas of entertainment and business are converging culturally, socially, and economically.

Year 3 │ Cultural Management Practicum

The purpose of this course is to understand the cultural era, the concepts, characteristics, and methodologies of cultural management, and to strengthen students' practical competence in cultural management approaches and utilization and cultural management entrepreneurship through case analysis and discussion of cultural management projects. Cultural management is divided into arts management and management utilizing culture and arts, and the concepts and characteristics of cultural management, the value of cultural management, the development of cultural management, arts management, cultural consumers and markets, arts marketing, cultural planning and storytelling, cultural city branding, and cultural management and science and technology are discussed. Based on this, the 'Cultural Management Practicum' course provides students with practice in cultural management project planning and management. Cultural management projects are carried out around trend analysis and utilization, project development, market analysis, marketing promotion strategies, etc.

Year 4 │ Human-Computer Interaction

Students will gain a basic knowledge of Human Computer Interaction (HCI) concepts, Interaction Technology, and Usability. Students will also learn how to measure the "user experience" of interacting with products, applications, and systems and the concepts and fundamentals of Agile UX Design.

Curriculum

특수교육과 동문회 장학금특수교육과 동문회 장학금을 보여주는 표
Year 1 Introduction to Digital Content Creation, Media Information Processing Programming, Media Technology and Content Studies, Career Exploration
Year 2 Introduction to Digital Storytelling, Media Content Design 1, Developing Ideas and Storyboarding, Introduction to Video Creation, Content Industry Entrepreneurship, Media Content Design 2, Video Content Creation Lab, Introduction to Documentary Planning, YouTube Content Adventure Design, Introduction to Digital Media Engineering, Introduction to Signal Processing, Linear Algebra, Creative Design, Data Structures and Applications, Windows Programming, Media Information Processing Circuits and Applications, Object-Oriented Programming, Digital Media Information Mathematics, Introduction to Smart Media Wearable IoT Convergence
Year 3 3D Animation 1, Video Editing and Special Effects 1, Video Production Seminar, Cultural Management Practicum, Video Directing and Acting Practicum, Media Content Capstone Design 1, Interaction Design, 3D Animation 2, Video Editing and Special Effects 2, Digital Storytelling Capstone Design, Cultural Branding Development Practicum, Comprehensive Design, Introduction to Machine Learning, Image and Video Processing, Game Programming, Technology Management and Strategic Planning, Web Programming, Introduction to Computer Vision, Computer Graphics, Understanding Artificial Intelligence Business Models, Introduction to Robotics, Introduction to Image Processing Algorithms, Media Technology Content Field Practicum I~V
Year 4 Content Marketing, Creative Content Project Design, Interactive Project Practicum, Advertising Planning and Production, Understanding and Practicing Intellectual Property Rights, Understanding Cultural Policy, Digital Video Production, Understanding the Content Industry, Media Content Capstone Design 2, Screenwriting Design, Sound Design and Editing, Creative Media Project Design, Computer Animation, Human-Computer Interaction, Mobile Gaming, Smart Media Capstone Design, Virtual and Augmented Reality, Machine Learning Applications, Visual Special Effects, Computer Graphics and Deep Learning, Computer Vision Applications

Careers after Graduation

Careers after Graduationtable for Careers after Graduation
Education & research Content creation education, computer software education, AI technology education, game creation education, graduate school, research institutes
Enterprise Animation production companies (Disney, Pixar), game production companies (NCSOFT), IT media related companies (Naver, Daum), broadcasting stations, advertising production companies, content distributors, special effects production companies, PC/mobile software programmers
Agencies and Organizations IT-related national research institutes (Korea Electronics and Telecommunications Research Institute), cultural content-related government organizations (Korea Creative Content Agency)
Professions Realistic media specialist, metaverse specialist, XR technology specialist, special effects specialist, game/animation producer, cultural policy researcher, AI technology researcher, digital healthcare specialist, data analyst, computer vision engineer
Other Based on software programming skills, entering IT companies as a software developer for PC/mobile; entering the fields of computer security, big data processing, and software technology in all companies; entering the fields of content production and planning in all cultural content-related industries

Subject-Related Certifications

Information Processor, GTQ Level 1, 2

Departmental Talent

  • Innovative capabilities in the field of immersive media and metaverse
  • Ability to plan media technology and content convergence leading the digital transformation era
  • Global leader with forward-looking research ethics and cultural insight
  • AI-based content technology convergence capabilities

High School Courses Related to Major

High School Courses Related to Majortable for High School Courses Related to Major
General Electives Career Electives
Reading, Language and Media, Literature, Math I, Math II, Calculus, Probability and Statistics, etc. Create art, explore geometry, math, etc.

Academic Activities

Cultural Marketing Club 'RaonS'

RaonS is a group that cultivates the qualities and abilities of cultural planners through the acquisition of overall knowledge about culture and various planning activities. It is a place where members can develop their planning skills through various experiential activities from the field and take the first step to grow as a cultural planner by creating and implementing their own plans, rather than theoretical studies. In 2016, it was selected as the best club in the Education Donation Program organized by the Korea Creative Foundation.

C Language Research Club 'ICON'

ICON is a group of people who study and research C language. The club activities are conducted in a format where seniors in the department become mentors and mentor 2-3 mentees in C language. Since everyone is required to study C language in the Media Information Processing Programming class, a basic course for first-year majors, not only media engineering track students but also cultural content track students enjoy studying C language together in ICON. Not only can members study C language outside of class, but they can also get to know their mentors and receive useful information for their future school life.

For Long, a Club for External Activities

For Long is a study group centered on external activities where members can experience all aspects of a project from the planning stage to design, public relations, marketing, and event execution. They will also gain practical experience through connections with cultural foundations and sponsors. In the first semester, members will work as a festival planning team for the 'Darak' festival, a living culture festival organized by Bucheon Culture Foundation, and in the second semester, they will work on the 'Homework Film Festival', where everyone works together from production to supervision, hosting, and screening. The Homework Film Festival is a film festival that was created because it was disappointing that the works produced through assignments were only viewed one time, and it was designed to serve as a networking opportunity for those interested in filmmaking. We are constantly striving to expand our activities to include community building and practical production capabilities.