EXAM LIST
This list is a starting point for the creation of the Ph.D. Qualifying Exam List. Digital Media Ph.D. students choose 50 works from each of the following 4 main categories, for a total of 200 works. The subcategories are representation of possible areas of interests.
1. Media Theory and Related Theoretical Contexts
3. Digital Media Forms and Technologies
4. Self-Defined Specialty Area
1. Media Theory and Related Theoretical Contexts
- Anthologies, Texts, Reference Books
- General Works
- Body/Mind/Technology
- Language and Linguistics
- Intellectual Property
- Narrative
- Philosophy and Aesthetics
- Post-Modernism
- Technology and Culture
- Visualization and Visual Culture
- Other Areas of Media-Related Investigation
Sample bibliography in this area may be found on the Exam List Part1 document.
2. Media Traditions
- Architecture, Urban Design, Spatial Design
- Comics, Animation, and Visual Storytelling
- (Cyber) Narrative
- Film Art
- Graphic Design / Information Visualization
- History of Writing, Print, and Reading
- Modern and Post-Modern Art
- Performance Art / Performance Studies
- Photography
- Play and Games
- Radio and Television
- Other Areas of Media Traditions and Forms
Sample bibliography in this area may be found on the Exam List Part2 document.
3. Digital Media Forms and Technologies
- General Works
- Computer Games and Interactive Narrative
- Digital Art and Performance
- Digital Characters
- Electronic Fiction and Poetry
- Information Archives and Information Design
- Mixed and Augmented Reality
- MOO's, Community, and Synchronous Communications Forms
- Virtual Reality
- Web Design, Hypertext, Hypermedia
- Other Digital Forms
Sample bibliography in this area may be found on the Exam List Part3 document.
4. Self-Defined Specialty Area
Examples of specialty (intented to be suggestive only; this category is for the student to define, since it should prefigure the issues raised in the thesis):
- a sub-category of an existing digital category, such as text-based computer games, or mixed-reality installations in museums.
- an in-depth study of a particular work and its related issues, such as a consideration of the Sims within the tradition of specific gaming and social practices; a consideration of Perseus and related educational archives, including its technical history, social dynamics, usability issues, etc.
- an in-depth study of the ouvre of a particular digital practioner, such as Douglas Engelbart, Shigeru Miyamoto.
- an in-depth study of a non-digital practioner as a way of illuminating potential or actual digital genres, e.g. Faulkner or Tolkien and the encyclopedic storyteller.
