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Developing an Experiential Common Core Course in Creative Sound Design

Project Overview

Project Title

Developing an Experiential Common Core Course in Creative Sound Design

Project Leader

Prof Andrew Horner

School / Dept

SENG / CSE

Project Duration

Jan 2018 - Dec 2019

Project Description

Through the support of this TD project, the project team aims to develop an experiential common core course in creative sound design.

  • The common core course:
  1. A general introductory course which opens to all students without prerequisites
  2. evolves around weekly fantasy-adventure assignments in mood manipulation through music
  3. redesigns the 4000-level Computer Music class and restructures it as an experiential class with a sense of adventure, magic, fantasy and mystery like in a Harry Potter potions or charms class at Hogwarts, and also to the wider genre of fantasy adventure, including science fiction and HK comics themes
  4. The lecture sessions change accordingly to more of a briefing and de-briefing session format that revolve around the lab assignments.
  • The assignments are very open-endedly experiential and emotive tasks that allow great freedom in musical and technical approaches.

Project Outcome

The project is still ongoing. Project outcomes will be updated upon project completion.

Status

Ongoing

Project Documents
(Only accessible by HKUST users)

Adaptation

Full Project

Social Gaming Platform for COMP2711

Project Overview

Project Title

Social Gaming Platform for COMP2711

Project Leader

Dr Kenneth W T LEUNG

School / Dept

SENG / CSE

Project Duration

Jan 2017 - Dec 2018

Project Description

To tackle the traditional paper-based homework cheating problem, I propose to develop a social gaming platform for students not only to answer homework questions, but also to design their own questions for the course. Designing questions requires students to have a good understanding of the materials covered in class, and it allows students to learn the issues better. The goal of the social gaming platform is to help students to learn the topics and think about the learning outcomes of the course while designing their own questions, and also to create a large enough pool of questions to avoid cheating.

Project Outcome

The project is still ongoing. Project outcomes will be updated upon project completion.

Status

Ongoing

Project Documents
(Only accessible by HKUST users)

Adaptation

Full Project

Weaving a Knowledege Web with Technology

Project Overview

Project Title

Weaving a Knowledege Web with Technology

Project Leader

Dr Brahim Bensaou and Dr Cindy Xin Li

School / Dept

SENG / CSE

Project Duration

Jan 2016 - Jun 2017

Project Description

The project aims to implement the integrated web portal and software that enable the interconnection of teaching material around the knowledge points. Hub nodes in the knowledge web are knowledge points, and they are all cross-referenced with satellite nodes of related teaching materials. The tool will also further facilitate personalized teaching by allowing instructors to track statistically the knowledge points that seems to be the most difficult to comprehend. It will also provide an enhanced interactive learning community.

Project Outcome

The deliverables (mainly in software online portal formats) that were achieved so far sets its target user as course instructors, and provides them with a set of modules including:

- Asset management: essentially an online file system allowing the management of course related files

- Snippet management: allows segmenting and tagging teaching materials, assoicating them with knowledge points. A single set of note, or lecture video can contain multiple tags

- Knowledge graph builder: allows creating, deleting, and viewing a list of knowledge points for a course. It works with the previous two to associate tagged teaching materials to knowledge points. It weaves a virtual knowledge web

- Personalized teaching tool: Once the knowledge web is created, instructor can create pre-defined 'threads' in the knowledge web to guide students to learn and review certain sets of course materials on a personal need. It is still in its trial stage, since this tool needs to work with the student portal

Status

Completed

Project Documents
(Only accessible by HKUST users)

Adaptation

Full Project

Enhancing the Experiential Aspects of COMP4441 Computer Music

Project Overview

Project Title

Enhancing the Experiential Aspects of COMP4441 Computer Music

Project Leader

Prof Andrew Horner

School / Dept

SENG / CSE

Project Duration

Aug 2015 - Jul 2017

Project Description

The project was proposed to achieve the following objectives:

  • To increase the experiential aspects of COMP4441 Computer Music and to adopt a more open-ended approach so that students can reflect on and apply what they learn.
  • In particular, to incorporate musical effects into interactive, hands-on, experiential labs where students can experiment with the parameters and hear the effects directly for themselves to deepen their understanding and appreciation.
  • Students will follow-up their lab work with short reflective exercises to understand how what they have learned in lecture and lab applies to ambient sounds in daily life, listening to recorded music, and live concerts.
  • They will generalize and apply what they have learned in the lecture and labs to develop a music app or game for the student-led course project on a topic of their choosing, where students can build anything that combines music and computers. This allow them to explore and deepen their interests.

Project Outcome

  • Redesigned the Computer Music class as an experiential class with a sense of adventure, magic, fantasy, and mystery like a Harry Potter potions or charms class at Hogwarts.
  • Made each lab assignment a wild and seemingly unachievable musical adventure, and structured the entire course around these challenges
  • The list of the labs created:

    • Lab1: Music in a Universe without Time
    • Lab2: Interstellar X
    • Lab3: Alien Ringtones
    • Lab4: Music for Kings and Congregations
    • Lab5: Congregation Horror Story
    • Lab6: Congregation Love Song
    • Lab7: Congregation Misery
    • Lab8: Hello Kitty Soundbites
    • Lab9: Gatekeeper of Hell
    • Lab10: Star Wars Lightsaber Duel
    • Final Project: Mind-Bending Mood Warping or Mutant Animal Orchestra

Status

Completed

Project Documents
(Only accessible by HKUST users)

Adaptation

Full Project

Flipping the Classroom with iPad

Project Overview

Project Title

Flipping the Classroom with iPad

Project Leader

Dr Kenneth Wai-Ting Leung

School / Dept

SENG / CSE

Project Duration

Jan 2015 - Aug 2016

Project Description

The purpose of this project is to apply flipped classroom approach to  COMP1001 Exploring Multimedia and Internet Computing, by:

  • Redesigning and revamping the in-class activitiesand standardize them on iPad.
  • Updating the lecture slides with reference to the features of the iPad learning tools.
  • Preparing interactive online video lectures with in-lecture quizzes to help students pick up the required knowledge and assess their study.
  • Revising the assessment methods of COMP1001.
  • The revamped course will be offered to students in Fall 2015. Flipped classroom approach will be adopted. We will collect feedbacks from the students to evaluate the learning impact of the project.

Project Outcome

The project outcomes are yet been updated.

Status

Completed

Project Documents
(Only accessible by HKUST users)

Adaptation

Full Project

Enhancing Students’ Learning with Interactive Demonstrations

Project Overview

Project Title

Enhancing Students’ Learning with Interactive Demonstrations

Project Leader

Prof Raymond Chi-Wing Wong

School / Dept

SENG / CSE

Project Duration

Jan 2014 - Jun 2015

Project Description

This project aims to develop a web-based demonstration system in Learning Management and Evaluation System (LMES) with an in-class demonstration that carries pre-defined input datasets and after class interactive demonstration that allows students to modify input datasets to obtain different output for their assignments. Each demonstration is classified into two types, problem-driven demonstrations (illustrating problems studied in the course) and concept-driven demonstrations (illustrating concepts used in the course). The demonstrations are related to real-life applications and by implementing them in the common core course (COMP 1942), it is believed that the demonstrations can enhance students’ interest and learning.

Project Outcome

  1. To have in-class demonstrations of concepts introduced in class.
  2. To have interactive demonstrations of concepts after class.
  3. To incoporate user tracking features in the interactive demonstrations to record users' behavior.

Status

Completed

Project Documents
(Only accessible by HKUST users)

Adaptation

Full Project

Online C Programming Learning Suite

Project Overview

Project Title

Online C Programming Learning Suite

Project Leader

Prof Gibson Lam

School / Dept

SENG/ CSE

Project Duration

Jul 2013 – Jun 2015

Project Description

This project aims to embed a set of interactive Web-based tools within the C Programming Bridging Course (COMP1029C) to enhance students’ learning. All the course materials (including lecture and practicing materials) can be put in the online course in that the students can access and practice on the course materials seamlessly anywhere via any device with Web browsing capability.

Project Outcome

The deliverable of the project is an Online C Programming Learning Suite that includes a set of interactive Web-based tools for learning and practicing C programming skills. These tools include:

  • a complete Web-based programming environment for writing and running C programs
  • a line-by-line interactive Web-based illustration of the execution of those C programs
  • an authoring tool for embedding the above tools within the online course.

Status

Completed

Project Documents
(Only accessible by HKUST users)

Adaptation

Full Project

Extending Gong for the Support of Teaching Speech Recognition

Project Overview

Project Title

Extending Gong for the Support of Teaching Speech Recognition

Project Leader

Prof Brian Mak

School / Dept

SENG / COMP

Project Duration

Jan 2005 - Dec 2005

Project Description

This project intended to enhance the GONG system to support the tuition of speech recognition. Software available from Cambridge University was used to extend the system so that speech segmentation techniques might be effectively taught to students. Student feedback and observation during usage was used to refine the development.

Project Outcome

  • In this adaptation project, the original Gong system was enhanced to support teaching speech recognition. Specifically, a speech recognizer wholly developed by our own speech research group was integrated into the Gong system. Different acoustic models, grammar networks, and dictionaries could also be loaded into the system so that they could be compared in terms of their capabilities to produce better recognition accuracies. Their differences could be visually compared by performing word-by-word “forced alignment” on a common recorded message using the common recognizer. In addition, the recorded message might also be visualized in the time domain as a waveform, or in the spectral domain as a spectrogram.

  • The new Gong system was used by the students of the COMP621F course offered in Spring 2005, and a follow-up survey showed that most students agreed that the new Gong was useful in comparing different acoustic models, and helped visualize input speech message.

  • In brief, a major deliverable was a new Gong system that has a built-in speech recognition capability. It was believed that there are many teaching applications for the new Gong, and it could be used to enhance the learning of speech recognition technologies.

Status

Completed

Project Documents
(Only accessible by HKUST users)

Adaptation

Adaptation from Gong, a web based communication tool

Plagiarism Detection for Programming and Natural Languages

Project Overview

Project Title

Plagiarism Detection for Programming and Natural Languages

Project Leader

Prof David Rossiter

School / Dept

SENG / COMP

Project Duration

Jan 2004 - Dec 2004

Project Description

This project aimed to assess a submitted document, determine its level and location of plagiarism by comparing its content with that of other documents. The proposed tool was part of the system, Mark My Words, so it could be adopted as a regular assessment item. Because it addressed plagiarism of both computer and natural languages, the tool could be applied across disciplines. The data might provide valuable insight into the level of plagiarism, and so might be employed widely in planning future educational policies.

Project Outcome

  • Plagiarism detecting was supported in two modes: 1) automatic flagging of suspect text in a number of files when those files are submitted to the server, and 2) selection of particular text segments by a marker during the marking of an assignment.

  • The program allowed the degree and location of plagiarism to be reliably determined. The types of plagiarism which couold be detected include  plagiarism from the web, plagiarism from other students and  self-plagiarism from previously submitted assignments

  • Template was also developed which advised students how to avoid plagiarism. These were enhanced based on user feedback to provide step-by-step assistance in academic citation formats.

Status

Completed

Project Documents
(Only accessible by HKUST users)

Adaptation

Adaptation from Mark My Words

 

Improving Time Management for Students through the Use of an Educational Game

Project Overview

Project Title

Improving Time Management for Students through the Use of an Educational Game

Project Leader

Prof David Rossiter

School / Dept

SENG / COMP

Project Duration

Jan 2004 - Sept 2004

Project Description

Time management is a major problem encountered by students entering university and it impacts greatly on their learning. For instance, they do not always start working until the deadline is near, resulting in a rushed and poor quality assignment. They have to stay up late, attending early morning lectures with minimal attention or even missing them completely. This project aimed to cultivate an appreciation of effective time management which was achieved through an entertaining but educational game-style simulation.The time management program was similar to the popular ‘Sims’ set of games. Students interacted with the main (simulated) game character ‘Sim’, helping it to perform the major daily tasks they themselves were required to do. In working through this simulation, they learnt how to plan their time effectively.

Project Outcome

  • The major outcome of this project was the educational software which teaches time management in an original and engaging manner. Project website : http://www.cs.ust.hk/time_management/
  • Essential parameters in time management are embodied as different entities and attributes in the game.
  • A conference paper named, “Improving time management for students  through the use of an educational game” on the project was presented at the Teaching & Learning Symposium 2004.

Status

Completed

Project Documents
(Only accessible by HKUST users)

Adaptation

Full Project

 

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