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

2. Media Traditions

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.