DCT’s undergraduate program emphasizes on the student’s understanding and practice ability of integrated digital media. Based on the three cultivation goals of “literacy”, “theory” and “skill”, DCT has two professional core curriculums in “media culture” and “communication technology”.Each field can connect and complement each other and is fulfilled by professional faculty through class design, research projects, teaching methods, etc.
Mass Communication is a filed which concern about how to improve the public communication and public welfare. It's a popular research field since the communication studies has been developed. The example such as political communication and news industry research are two typical issues in this field. Even nowadays, on the one hand, mass communication has developed into focusing on diverse aspects from production and industry to service and audience. Issues such as environment and ethncity have also boomed in the near decades. On the other hand, with the communication technology innovation, audiences are not in the passive position but reverse into an active one and bring out the issues like civil journalism and digital journalism.
Due to the considerable profitability, media industries have become an important part of the economic system. Besides, the production and distribution of media industries are so influential that can affect other kinds of industries. Therefore, the issues media industries focusing on are not only the organization of different media companies, the environment of policies and law are also the interests if this research field. Moreover, as the globalization has been ubiquitous, media industries are not just about the domestic development but also about the global conglomerates. The main topics in this fields put the emphasis on the research such as media economics, political media economics, news industry research, media policies and regulations, global media markets and industries, etc.Media industries is one of the important fields which combine society and economics.
Audience and Popular Culture is talking about the roles that the audience play in the media and popular culture and the paradigm has been changed with its long history. In the early years, audiences are perceived as passive receptors or namely the dependent variables of the media effect research. However, in the recent years, the concepts of active audiences have been brought up in this field meaning audiences are capable of making their own decision and creating their own meaning. With the web 2.0 coming, audiences have transformed into the production position becoming “prosumer” instead. Audience studies has its own rich history and diversity including Use & Gratification, Interpretation, Fans, Audience as Commodities, Subcultures, Identities, etc. Since the social networking media and digital games have becoming popular around the world, the position and roles of audiences is still unstoppably changing which is still a popular issues to work on.
Interactive Science emphasize on the interaction mediated by the communication technology, using the innovative research methods to conduct the interaction process and effects (e.g. User Experience and Behavior) and moreover to develop an interaction system or media with high usability. It’s an interdisciplinary research field combining communication studies, cognitive psychology, sociology, information science and design, creating a field considering human-human, human-media, human-environment and human-culture interaction relationships and analyzing and solving the impact between human and technology. Besides, equipped with state-of-the-art facilities, such as Communication and Cognition Laboratory, Virtual Studio and Digital Media Center, the interaction science has become the first and the best research field in Taiwan.
With the unstoppable Communication technology innovation, the media organization and communication process has been changed as well. The interactivity has become the new characteristics of every media and platform and therefore interactive economics has emerged as a new field for research. The interactivity economics which combines different knowledge background such as media economics, media management, and persuasive communication has become an emphasis of our research fields. Also with the synthesis with the theories and methodology of the “Interactivity Science,” the interactivity economics can talk about the communication process, distribution and consumption of the digital media.
Based on the innovation and design of content and forms of the entertainment media, “entertainment technology” is a field emphasizing on the process and effect of entertainment technology. There are different levels to conduct research in this field, from psychological and physiological indicators to user/audience’s cognition, attitude and behavior; moreover it can be apply to the whole society and culture. Nowadays, the entertainment technology focus on digital games (including PC, TV, Mobile phone, and somatosensory games), social-networking sites, mobile device, and 3D television and how these technologies affect children, adults and the elderly. Besides, the research outcome of entertainment technology can become useful knowledge to apply on health communication and education. The related knowledge backgrounds include media psychology, cognitive psychology .