animation & interactive media

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The structure of the AIM's coursework programs provide a highly flexible way to discover the contemporary craft and culture of expanded cinema and screen arts. AIM has embraced the massive changes in content delivery brought about by new technologies. Graduate animated and interactive work is now produced and published through computer mediated digital platforms, game consoles, kiosks, and mobile phone networks as often as it is released through forums for traditional film and video. AIM holds that the fostering of experimentation in the moving image as a core tenet. The program allows focused study within the following areas:

Animation is a wondrous illusion. Almost anything can be brought to life and be imbued with personality and, of course, anything becomes possible in the world of animation. It can entertain, explain and fascinate. In all its forms - from the traditional 'bonk 'em on the head' cartoon styles, to TV commercials, sophisticated narrative works and simulations, to experimental, digitally composited, special effects driven and art films - animation is a powerful vehicle for ideas. AIM follows in the traditional of animation as having always been the primary laboratory of cinematic form.

While based upon the heritage of animation and the motion picture arts, the course responds quickly to embrace advances in technology that provide new and exciting frontiers for artistic exploration, expression and communication.
Images, both moving and static, text and sound can be brought together within a computer to provide an experience that is essentially different from any other media type. The quality that distinguishes 'digital' publishing from traditional linear forms is 'interactivity'. Program content need no longer be constrained by a fixed, preordained outcome. An audience can now be an active participant in a program in ways that determine and alter the course of events.

Interactive media has practical applications that exploit the ease with which technology can access and present dynamic audio/visual information. Interactivity can be applied across a vast and varied range of productions including; educational and self-paced learning projects, installations such as museum displays and information kiosks, the design of web sites, computer games and simulations which challenge the intellect or eye-hand coordination skills, through to interactive art, contemplative works, or other forms of personal expression.

There has always been a symbiotic relationship between computer games and film which is mediated by animation craft. The visualisation, simulation and presentation of data, moving images and dynamic sound as calculated on-the-fly at 25 times per second via Real-Time technology within an interactive navigable virtual space has led to a new environment in which to realise cutting-edge concepts and real-time screen art pieces. AIM's interest in computer games and the possibilities inherent in this technology is not new. As part of their studies, students regularly visited and played games in commercial video games palours during the 80s. An interactive stream was formally endorsed within the course in 1990. AIM has expertise in authoring these environments, backed up by many research projects in the field.

animation & interactive media

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