BSc(Eng) FT Multimedia and Arts Technology
- Duration:
- 3 Years
Description
This programme is an innovative inter-disciplinary training programme which covers fundamental aspects of the digital economy, creative multimedia production, multimedia social networks, computer-driven animation, multimedia scripting, interactive multimedia design, 3-D graphics, web-based advertisement production, and management and planning of media assets. You will also study computer systems, digital installations and software with a special focus on new media creation, and develop core knowledge of media production and multimedia system design. After completing this programme, you will have developed a combination of technical and creative skills.
The Industrial Experience option allows you to spend a year working in industry.
Modules
Year 1
- Information System Analysis
-
Information System Analysis
The course locates the design methods and the development of computer systems in the wider context of the use of information technology and its impact upon organisations. The topics covered are:
- What are Information Systems and requirements. Why is analysis needed. Systems theory and types of information systems; their relationship with organisational processes and structures. Stakeholders.
- Requirements analysis and project failures
- Elicitation of Requirements. Techniques for eliciting requirements; user participation. Impact on project success.
- Object-Oriented Analysis Techniques. UML notation, including use cases and class diagrams.
- Overview of the software development processes.
- What are Information Systems and requirements. Why is analysis needed. Systems theory and types of information systems; their relationship with organisational processes and structures. Stakeholders.
- Requirements analysis and project failures
- Elicitation of Requirements. Techniques for eliciting requirements; user participation. Impact on project success.
- Object-Oriented Analysis Techniques. UML notation, including use cases and class diagrams.
- Overview of the software development processes.
- Fundamentals of Web Technology
-
Fundamentals of Web Technology
This is a course designed to offer student practical skills as well as understanding of underlying principles of programming the World Wide Web. There will be two hours of lectures per week, and weekly timetabled lab sessions in the Information Technology Lab (ITL) for each student. Major topics include:
- Internet and Web server basics
- Client-side programming using XHTML, Cascading Style Sheets, and Javascript.
- Server-side programming using PHP
- Practical issues on setting up a website
- Internet and Web server basics
- Client-side programming using XHTML, Cascading Style Sheets, and Javascript.
- Server-side programming using PHP
- Practical issues on setting up a website
- Issues surrounding the technical development of web services
- The ability to undertake basic programming using a range of common web languages
- The programming concept of a markup language
- The programming concept of a scripting language
- The programming concept of event-driven computation
- Introduction to Multimedia
-
Introduction to Multimedia
This module gives students an introduction to the representation, analysis and processing of digital multimedia.
Read More - Introduction to Digital Audio
- Bridging Arts and Technology
-
Bridging Arts and Technology
This module investigates the relevance of creativity to computers and their applications. Students will develop ideas through a range of artistic practices to see how creativity informs technological development. Student writing will be developed through exploring narratives of technology, such as science fiction, using this as a springboard to understand the protocols and algorithms that underpin the technologies used in the digital world.
Read More - Arts Application Programming
-
Arts Application Programming
This module will introduce programming to students through designing and building arts applications. Students will learn to build graphics-based applications using Processing and audio applications using Java. By focussing on the range of applications that can be built, students will learn programming skills. The focus on this module is as much on the creativity of ideas as on how to write code to realise these ideas.
Read More - Computer Programming
- Complexity of program design
- Application Programming Interfaces to aid creative development
- Problem solving
- Translate a creative idea into a set of patterns and development steps
- Engage in computational thinking about creative practice
- Work autonomously and in groups
- Computer Systems and Networks
-
Computer Systems and Networks
The course presents the concepts needed to understand typical computers at the level of their 'machine-code' instruction set, and to understand the basic concepts of computer networks.
The material covered includes
- the major components of a computer, including CPU, memory, I/O and buses and the role of bandwidth, latency and power dissipation in determining the relationship between them.
- the use of bits, bytes and data formats to represent numbers, text and programs
- boolean algebra and logic gates
- CPU structure and function: the conventional (von Neumann) computer architecture
- data types, addressing modes and instruction sets
- machine-level program structure and its correspondence to higher-level programs
- the role of wired and wireless networks in modern computer systems
- a basic understanding of typical network technologies, e.g. ethernet, wifi
- the role of protocols such as ethernet in the implementation and use of network technology
- the major components of a computer, including CPU, memory, I/O and buses and the role of bandwidth, latency and power dissipation in determining the relationship between them.
- the use of bits, bytes and data formats to represent numbers, text and programs
- boolean algebra and logic gates
- CPU structure and function: the conventional (von Neumann) computer architecture
- data types, addressing modes and instruction sets
- machine-level program structure and its correspondence to higher-level programs
- the role of wired and wireless networks in modern computer systems
- a basic understanding of typical network technologies, e.g. ethernet, wifi
- the role of protocols such as ethernet in the implementation and use of network technology
- Understand the function and interaction of the principal components of the computer: CPU, buses, memory and I/O modules.
- Understand the various number representations used in typical modern computers.
- Use the laws of Boolean algebra to build and simplify simple combinational logic circuits.
- Convert between some high-level program fragments and assembly-language equivalents, explain this correspondence to others.
- Understand the von Neumann computer architecture and the CPU fetch and execute cycle.
- Understand how network communication between computers is implemented
- Understand the output of programs like tcpdump and be able to use it to explain and investigate network phenomena
- Professional and Research Themes
Information System Analysis
Summary:The course locates the design methods and the development of computer systems in the wider context of the use of information technology and its impact upon organisations. The topics covered are:
Credits:
15.0
Pre-requisites:
None
Aims:
The course aims are to provide successful students with a foundational understanding of the problem of establishing requirements for information systems and with basic skills in applying Object Oriented System Analysis techniques through practical work with (small-scale) examples.
Fundamentals of Web Technology
Summary:This is a course designed to offer student practical skills as well as understanding of underlying principles of programming the World Wide Web. There will be two hours of lectures per week, and weekly timetabled lab sessions in the Information Technology Lab (ITL) for each student. Major topics include:
Credits:
15.0
Pre-requisites:
The students need to have taken a course on procedural programming.
Aims:
The aim of this course is to provide students with a basic understanding of the operation of the World Wide Web and teach students practical skills for programming the Web. In the course of doing so they will gain hands-on experience with the use of web programming languages and technologies. They will also develop an understanding of the important programming concepts such as a markup language for text layout design, and a scripting language.
Objectives:
At the end of this course students will have an understanding of:
Core Skills:
This course will help students develop a range of skills including analytic problem solving through exercises and coursework, communication skills through coursework and report writing, and team-working skills through discussing with TAs and other students.
Extra Costs:
There are no additional costs to study this module, unless you exceed your print credit and choose to purchase additional print credit.
Introduction to Multimedia
Summary:This module gives students an introduction to the representation, analysis and processing of digital multimedia.
Credits:
15.0
Aims:
This module aims to provide students with: - an overview of the various types of multimedia, including images, audio and video - a basic knowledge of discrete-time signals and systems - an introduction to frequency-domain representation of signals and systems - knowledge of the theory and practice of quantisation and sampling of multimedia signals - an overview of visual and auditory perception as they relate to multimedia - an understanding of digital representations of images, audio and video including various colour space representations - an introduction to multimedia processing systems - a high-level view of the applications of practical multimedia systems
Bridging Arts and Technology
Summary:This module investigates the relevance of creativity to computers and their applications. Students will develop ideas through a range of artistic practices to see how creativity informs technological development. Student writing will be developed through exploring narratives of technology, such as science fiction, using this as a springboard to understand the protocols and algorithms that underpin the technologies used in the digital world.
Credits:
15.0
Aims:
The aim of this module is to remove the perceived barrier between technology and creativity. Students will be encouraged to explore how visual (e.g. drawing), performance and narrative skills can inform and enhance the creation of technologies. Students will use a range of art practice to break down assumptions of what technology should do and look like. Core writing skills (creative and essay skills) will also be developed through investigating narratives of technology, e.g. science fiction, and contrasting this with factors, such as protocols and algorithms, that underpin the technologies we use. The aim is to enable students to be as confident drawing their ideas as discussing flows of information in protocols, or the appropriate data structures to store their data.
Objectives:
New module under development for 2012/13. Information pertaining to this module will appear once approved.
Core Skills:
Explore a more reflective attitude towards methods of learning Manage one's own learning and development including time management and organisational skills Numeracy and literacy in both understanding and presenting cases involving a quantitative and qualitative dimension
Books:
"Fahrenheit 451", Ray Bradbury, Harper Collins, 2008, ISBN 978-0-00-654606-1 [this edition preferred but other editions acceptable]
Arts Application Programming
Summary:This module will introduce programming to students through designing and building arts applications. Students will learn to build graphics-based applications using Processing and audio applications using Java. By focussing on the range of applications that can be built, students will learn programming skills. The focus on this module is as much on the creativity of ideas as on how to write code to realise these ideas.
Credits:
15.0
Pre-requisites:
None.
Aims:
The aim of this module is to focus on what computer programmes can do - i.e. the applications that can be developed - and use this to extract key structures and features of the chosen programming language (Java). This will encourage an exploratory approach as students see how modifying arts applications results in different outputs. Programmes will be built using a top-down approach, with a focus on what the application needs or should do, rather than by gradually developing programming skills. The aim is by stressing creativity of development students will become aware of what underpins the applications. Students will be encouraged to develop their own ideas for projects, being judged on an imaginative approach as much as on their correct coding.
Objectives:
The objective is to provide a programming module that focuses on the applications that can be created, rather than on gradually building up a detailed knowledge of programming. Students will be encouraged to build and decompose applications using processing (visual applications) and Java (music API). The rationale is that the structures and notation can be explained in the context of each application, thus getting students to focus on how programming can be used to generate creative applications.
Core Skills:
Computer Systems and Networks
Summary:The course presents the concepts needed to understand typical computers at the level of their 'machine-code' instruction set, and to understand the basic concepts of computer networks.
The material covered includes
Credits:
15.0
Pre-requisites:
None
Aims:
The aim of this course is to provide students with a basic understanding of how a computer works, how programs are executed by the CPU at the machine level, and how computer networks function. They will gain this firstly by studying the major components of a computer, the interaction between them, and how computers communicate over networks. Secondly, they will learn how to use logic gates -- the computer's building blocks -- and put them together to build simple arithmetic and logic functions. Thirdly, students will learn some assembly language and understand how high-level programming concepts are related to their machine language implementation. Finally, they will learn how computer networks function, and will understand how low-level network traffic implements communication between computers.
Objectives:
Core Skills:
This course will help students develop a range of skills such as
Books:
David A. Patterson & John L. Hennessy, Computer Organisation and Design (Morgan Kaufmann 2012),
Year 2
- Creative Group Project
-
Creative Group Project
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Read More - Web Site Design And Authoring Tools
-
Web Site Design And Authoring Tools
The module examines the principles and the tools that can be used for website design, implementation and evaluation. The students apply their knowledge during labs.
Read More - Interactive Media Design and Production
-
Interactive Media Design and Production
This unit will provide principles of interactive media production and design using conventional media processing tools.
Read More - Graphical User Interfaces
-
Graphical User Interfaces
Computers are tools that people interact with and through for work and pleasure. Nowadays computers are ubiquitous and are fundamental to all sorts of devices such as washing machines, cars, mobile phones, airplanes, televisions, and musical instruments. However, it is still very difficult to design user interfaces which are simple, intuitive, and easy to use you only have to look at the number of help books (e.g. the proliferation of books with titles such as 'the idiots guide to ') and courses to realise that designers often simply fail to make interfaces usable.
This course introduces you to basic concepts of psychology and communication which inform the way in which interfaces should be designed.
The course comprises lectures, problem classes, and lab sessions.
Lectures
The lectures teach you the basics of:
- Cognitive psychology principles relevant to the design of GUIs
- A framework of GUI design guidelines which you can use to inform and evaluate GUI design
- An introduction to techniques for analysing artefacts and situations to inform the design of suitable GUIs
- An iterative design process
- Evaluation techniques with users, heuristics, and models
- Interaction beyond the visual modality
The lectures are also used to outline coursework to be completed in the lab sessions, and to provide feedback and discussion opportunities about the coursework as it evolves.
Problem classes
Problem classes provide you with a chance to develop your Java skills in order to develop the complex interactivity required in the coursework.
Lab sessions
The lab sessions are a time for you to complete programming exercises set in the early part of the course, and coursework as the course progresses. Lab sessions are compulsory as they are used to assess your progress and to identify problems that you are having. Interesting ideas, and pertinent problems will be discussed in the following lecture.
Exercises
You will undertake exercises individually to help develop your Java Swing capabilities for the first third of the course.
Coursework
The majority of the lab time is for the coursework which is itself strongly linked to the lecture material. You will work in small teams to complete coursework which is composed of three parts:
- Design iterative design of a GUI to support the key requirement(s) you identified in the requirements capture stage.
- Implementation of interactive prototype.
- Evaluation you will evaluate your own prototype and another groups prototype using methods taught in the lecture.
- Cognitive psychology principles relevant to the design of GUIs
- A framework of GUI design guidelines which you can use to inform and evaluate GUI design
- An introduction to techniques for analysing artefacts and situations to inform the design of suitable GUIs
- An iterative design process
- Evaluation techniques with users, heuristics, and models
- Interaction beyond the visual modality
- Design iterative design of a GUI to support the key requirement(s) you identified in the requirements capture stage.
- Implementation of interactive prototype.
- Evaluation you will evaluate your own prototype and another groups prototype using methods taught in the lecture.
- be able to construct GUIs
- understand basic principles of psychology and communication which inform the design of GUIs
- understand how to analyse activities and situations to inform the design of suitable GUIs
- understand, and have experienced, an iterative design process
- be able to evaluate your own and other peoples GUI designs
- be able to reflect upon different design and techniques and to critique their applicability
- Preece, J., Rogers, Y. and Sharp, H. Interaction Design. John Wiley and Sons (2001)
- Benyon, D., Turner, P., and Turner, S. Designing Interactive Systems. Addison-Wesley (2004) [note that this is also useful for the Interaction Design course]
- Raskin, J. The Humane Interface. Addison-Wesley (2000)
- H. Thimblebly, User Interface Design, ACM Press (1990)
- Procedural Programming
-
Procedural Programming
This is a laboratory-based course supported by lectures. Each student will have a weekly timetabled lab session. These sessions will be backed up by a weekly two-hour lecture.
Topics include the use of:
- basic control structures
- arrays and other datatypes
- methods and recursion
- simple search and sort algorithms
- basic control structures
- arrays and other datatypes
- methods and recursion
- simple search and sort algorithms
- Scriptwriting: Creativity and Technique
-
Scriptwriting: Creativity and Technique
Please see the School of Languages, Linguistics and Film website for information regarding this module.
Read More - Production Skills
-
Production Skills
Please see the School of Languages, Linguistics and Film website for information regarding this module.
Read More - Society, Culture and Space
-
Society, Culture and Space
Please see the School of Geography website for information regarding this module.
Read More - Creating Interactive Objects
-
Creating Interactive Objects
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Read More - Sound Design
-
Sound Design
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Read More - Sound Recording and Production Techniques
-
Sound Recording and Production Techniques
New module under development for 2012/13. Information pertaining to this module will appear once approved.
Read More - Internet Applications
-
Internet Applications
This course builds upon the Programming Fundamentals and Telecoms and Internet Fundamentals courses, introducing the students to the major internet applications. It focuses on the TCP/IP protocol suite from OSI layers 5 through to 7, though some appreciation is given to transport layer protocols as part of the socket-programming topic.
Read More
Creative Group Project
Summary:New module under development for 2013/14. Information pertaining to this module will appear once approved.
Credits:
15.0
Aims:
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Objectives:
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Core Skills:
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Extra Costs:
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Web Site Design And Authoring Tools
Summary:The module examines the principles and the tools that can be used for website design, implementation and evaluation. The students apply their knowledge during labs.
Credits:
15.0
Pre-requisites:
ELE105
Aims:
To introduce the principles of website design To give students an understanding of the use of software tools in website design and development To give students experience of designing and implementing websites.
Objectives:
Understand the essentials of user-centred design principles. Design a website that is easy to use by a variety of different user groups Explain the function of various software tools that can be used for website development Explain the strengths and weaknesses of the design of a particular website Implement a website Use website development tools
Core Skills:
Understand and apply website design principles Understand and apply website evaluation principles
Books:
(UCWD) User-centered web development: An HCI approach by D.D. McCracken and R.J. Wolfe; Pearson Prentice Hall; 2004
Extra Costs:
There are no additional costs to study this module, unless you exceed your print credit and choose to purchase additional print credit.
Interactive Media Design and Production
Summary:This unit will provide principles of interactive media production and design using conventional media processing tools.
Credits:
15.0
Pre-requisites:
ELE105, ELE207
Aims:
To study human aspects and interaction in the creation of artistic and informative media structures using commercial tools To practice presentation and design using interactive media tools To learn about different aspects of tools for interactive media To introduce optimizing principles for web images To discuss principles of image, video and graphics
Objectives:
Explain the fundamentals of hypermedia analysis and comprehension Demonstrate the skills needed for interaction in the creation of artistic and informative media structures Demonstrate skills in presentation design according to human thinking, action and creative dimensions Explain different aspects of interactive media dimensions including combinations of media production and information sciences, arts subjects, marketing, administrative sciences and education Interpret models through which interactive media can be analysed Explain how interactive multimedia is produced Demonstrate skill in producing interactive multimedia Explain how interactive multimedia is managed.
Core Skills:
Analyse information in the literature. Present a coherent report on a topic that is initially unfamiliar. Assess information and produce a summary.
Books:
Digital Multimediaby Nigel Chapman, Jenny Chapman
Graphical User Interfaces
Summary:Computers are tools that people interact with and through for work and pleasure. Nowadays computers are ubiquitous and are fundamental to all sorts of devices such as washing machines, cars, mobile phones, airplanes, televisions, and musical instruments. However, it is still very difficult to design user interfaces which are simple, intuitive, and easy to use you only have to look at the number of help books (e.g. the proliferation of books with titles such as 'the idiots guide to ') and courses to realise that designers often simply fail to make interfaces usable.
This course introduces you to basic concepts of psychology and communication which inform the way in which interfaces should be designed.
The course comprises lectures, problem classes, and lab sessions.
Lectures
The lectures teach you the basics of:
The lectures are also used to outline coursework to be completed in the lab sessions, and to provide feedback and discussion opportunities about the coursework as it evolves.
Problem classes
Problem classes provide you with a chance to develop your Java skills in order to develop the complex interactivity required in the coursework.
Lab sessions
The lab sessions are a time for you to complete programming exercises set in the early part of the course, and coursework as the course progresses. Lab sessions are compulsory as they are used to assess your progress and to identify problems that you are having. Interesting ideas, and pertinent problems will be discussed in the following lecture.
Exercises
You will undertake exercises individually to help develop your Java Swing capabilities for the first third of the course.
Coursework
The majority of the lab time is for the coursework which is itself strongly linked to the lecture material. You will work in small teams to complete coursework which is composed of three parts:
Credits:
15.0
Pre-requisites:
A good working knowledge of Java.
Good written skills would be useful.
Aims:
The course aims to teach the basics of designing graphic user interfaces and to provide some understanding of what makes interfaces appropriate for their intended use and audience.
Through self-directed learning students will learn techniques for the construction of graphic user interfaces.
Objectives:
At the end of the course you should:
Core Skills:
Communication skills
1 Communicate effectively in writing in a style appropriate to the situation(may include visual/graphic media where appropriate)
Examination, exercises, design studio and coursework test such skills.
2 Close read and synthesise information from extended documents including abstract ideas/ arguments to extract lines of reasoning
The recommended course reading list provides the material to develop these skills.
3 Understand, interpret and use specialist vocabulary
An understanding of the basic principles of psychology and communication which inform the design of GUIs is acquired.
4 Make an oral presentation
Groups evaluate and defend their own and evaluate another group's prototype in studio practice.
Working with others
5 Establish and maintain co-operative working relationships and agree ways to overcome difficulties
Courseworks are done in small teams and facilitates the development of these skills.
6 Plan and agree group objectives , responsibilities and working arrangements
Courseworks enable students to develop and practice the above skills.
7 Interact effectively and create opportunities for others to contribute to discussions; exchange information and ideas and modify responses
Courseworks enable students to develop and practice the above skills. Groups have to evaluate another group's prototype. Lectures provide feedback and discussion opportunities.
8 Review work with others , including factors that influence the outcome.
Courseworks enable students to develop and practice the above skills. Groups have to evaluate their own prototype.
Problem Solving
9 Explore the problem, identifying key areas and compare and choose the appropriate tools/ methods for its resolution (and be able to justify that choice)
Lab sessions are an important means for problem exploration and resolution and are used to monitor progress.
10 Plan and implement methods, review progress and revise as necessary
Individual exercises help develop programming capabilities, group coursework have progress monitored as milestones of development.
11 Apply agreed methods to check the problem has been resolved
Evaluation of own and peer prototypes using evaluation methods taught in lectures consolidates such skills.
Numeracy
12 Select and use numerical information and methods appropriate to the discipline
Courseworks require students to select between programme options design
13 Carry out multi-stage calculations, including those of a large data set
The iterative design process will test such a skill.
14 Explain and justify the choice of methods and the results of calculations
Justification of design choices are part of the assessment process
The use of information technology
15 Search and select appropriate information from a range of sources based on judgements of relevance and quality
Courseworks enable students to develop and practice the such skills in a group setting, with feedback from peers and assessors.
16 Use a software package to manage references
Not applicable
17 Use a range of methods to explore, develop and exchange information
Courseworks enable students to develop and practice such skills in a group setting.
Learning how to learn, (improving own learning and performance.)
18 Develop appropriate research strategies & take responsibility for learning with minimum direction
Identification of user requirements and iterative design of a GUI enhance such skills. Understand how to analyse activities and situations to inform the design of suitable GUIs.
19 Manage learning using available resources
Online and library resources are used to support this courses learning infrastructure.
20 Evaluate strengths and weaknesses, challenge received opinion and develop own criteria and judgement
Evaluation of own and peer prototypes using methods taught in lectures consolidates such skills which are evaluated in presentations.
Personal & professional development
21 Collect, record and analyse data relating to potential occupational areas
Professional context and importance of good GUI is stressed
22 Reflect on and record development of own career ideas
Not applicable
Books:
Good books to read in conjunction with this course are:
Other relevant books are:
Extra Costs:
There are no additional costs to study this module, unless you exceed your print credit and choose to purchase additional print credit.
Procedural Programming
Summary:This is a laboratory-based course supported by lectures. Each student will have a weekly timetabled lab session. These sessions will be backed up by a weekly two-hour lecture.
Topics include the use of:
Credits:
15.0
Pre-requisites:
- None - .
Aims:
The major aim of this course is to teach you how to write simple programs fluently and correctly. In the course of doing this you will also learn to read and understand programs, and some basic use of an operating system. The course is given using Java under Linux, but the skills you will learn are intended to be transferable.
Objectives:
By the end of the module you will be able to: - write code at a procedural level fluently and accurately, - explain the functioning of your code to others and document it suitably, - read similar code written by others, understand it, track down errors, and make modifications. - explain technical programming concepts and discuss issues related to them.
Core Skills:
By the end of the module you will be able to: - solve problems by thinking algorithmically, - recognize when an algorithmic solution can be used to solve a range of problems - recognize the underlying logic within problems and solutions, - explain programming concepts, - compare and contrast related technical concepts - discuss issues: arguing a case based on evidence for both sides of the argument then drawing evidence-based conclusions. Programming develops a range of skills such as logical thinking and problem solving. The course also focuses on technical writing skills. These transferable skills are developed in the context of programming.
Scriptwriting: Creativity and Technique
Summary:Please see the School of Languages, Linguistics and Film website for information regarding this module.
Production Skills
Summary:Please see the School of Languages, Linguistics and Film website for information regarding this module.
Society, Culture and Space
Summary:Please see the School of Geography website for information regarding this module.
Creating Interactive Objects
Summary:New module under development for 2013/14. Information pertaining to this module will appear once approved.
Credits:
15.0
Aims:
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Objectives:
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Core Skills:
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Extra Costs:
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Sound Design
Summary:New module under development for 2013/14. Information pertaining to this module will appear once approved.
Credits:
15.0
Aims:
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Objectives:
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Core Skills:
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Extra Costs:
New module under development for 2013/14. Information pertaining to this module will appear once approved.
Sound Recording and Production Techniques
Summary:New module under development for 2012/13. Information pertaining to this module will appear once approved.
Credits:
15.0
Aims:
New module under development for 2012/13. Information pertaining to this module will appear once approved.
Objectives:
New module under development for 2012/13. Information pertaining to this module will appear once approved.
Core Skills:
New module under development for 2012/13. Information pertaining to this module will appear once approved.
Extra Costs:
New module under development for 2012/13. Information pertaining to this module will appear once approved.
Internet Applications
Summary:This course builds upon the Programming Fundamentals and Telecoms and Internet Fundamentals courses, introducing the students to the major internet applications. It focuses on the TCP/IP protocol suite from OSI layers 5 through to 7, though some appreciation is given to transport layer protocols as part of the socket-programming topic.
Credits:
15.0
Pre-requisites:
ELE103, ELE161
Aims:
The course aims to provide an in-depth knowledge of contemporary and widely-deployed Internet Applications, providing the student with an insight into their functionality and inter-relationship. This includes DNS, SNMP and traditional non-real-time data delivery services such as e-mail, file transfer protocol and telnet. In addition, new real-time and low access latency services including voice over IP, multimedia transport and multimedia retrieval technologies are addressed. The Internet Applications course is complementary to the Internet Protocols course as it is examining OSI layers 5-7, whilst the latter considers layers 1-4.
Objectives:
Explain the primary applications that are operating over the Internet infrastructure, their role and implementation. Describe the operation of these protocols. Explain the demands they place on the underlying infrastructure. Design simple internet applications using the socket construct.
Books:
Internetworking with TCP/IP Vol 1: Principles, Protocols and Architecture by D. Comer; 5th Edition; Prentice Hall 2006; ISBN 0131876716
Extra Costs:
There are no additional costs to study this module, unless you exceed your print credit and choose to purchase additional print credit.
Year 3
- The Geopolitics of Life: an Anatomy of the Post 9/11 World
- Enterprise Management
-
Enterprise Management
Introduction to business and management concepts and theories. Development of these concepts and theories in an engineering/technology context.
Read More - Communication Systems Electronics
-
Communication Systems Electronics
New module under development for 2012/13. Information pertaining to this module will appear once approved.
Read More - Entrepreneurship in Information Technology
-
Entrepreneurship in Information Technology
The aim of this module is to increase your awareness of the commercial opportunities available to you in the area of Information Technology. We examine how to cultivate an entrepreneurial mind set and discuss the routes available for turning your ideas into business ventures. The course provides an introduction to a number of crucial business skills such as financial planning, business planning and how to sell yourself and your ideas.
Please note that numbers on this course are limited. Priority will be given to Computer Science students who have this course on their recommended programme.
Read More - Highlight the importance of commercialisation of technology-based ideas both in the University and the industrial environment.
- Creatively explore commercial opportunities within information technology.
- Introduce the different routes available to take an idea to market.
- Develop the skills required to start a business venture.
- Explain the key considerations involved in intellectual property and idea protection.
- Introduce the key aspects of financial management required in the development of a business venture.
- An understanding of entrepreneurship and the enterprise culture.
- Demonstrate knowledge of the elements required to generate opportunities and to commercialise technology-based ideas.
- An understanding of the process involved in protecting and validating ideas.
- Demonstrate knowledge of the importance of business and financial planning and how to develop a business plan.
- Identify the sources available to fund ideas.
- Work through problems as an effective team member.
- Evaluate and present outcomes through oral presentation.
- Independently manage learning and the use of a wide range of resources with minimal guidance.
- Critically appraise progress of independent work.
- Make informed decisions about career choice and applications for jobs or further study.
- Interaction Design
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Interaction Design
Traditionally, interactive systems design has focussed on enhancing people's efficiency or productivity. For example, to increase the speed with which tasks can be completed or to minimise the number of errors people make. Economic and social changes have led to a situation in which the primary use of many technologies is for social interaction and fun; i.e. in which there is no quantifiable output and no clear goal other than enjoyment. Computer games, mobile music players and online communities are all examples where the quality of the experience is the primary aim of the interaction.
This course explores the challenges these new technologies, and the industries they have created, present for the design and evaluation of interactive systems. It moves away from a human-computer interaction model which is too constrained for real world problems and provides students with an opportunity to engage with theories relating to cultural dynamics, social activity, and live performance. It explores the nature of engagement with interactive systems and between people when mediated by interactive systems.
Read More - establish the importance of social context, aesthetics and experience for interaction design
- analyse the impact of technology on human relationships and social organisation
- identify novel uses of technology to aid interaction, creativity, performance and engagement.
- provide analytic perspectives, tools and techniques that support design for user experience.
- provide experience of programming for interactional data
- To explain the contrast between conventional HCI and interaction design.
- To compare Ethnomethodology, Activity Theory and Distributed Cognition as approaches to the analysis of social context
- To provide a basic grounding in the phenomenological analysis of user experience
- To introduce concepts and models for human social interaction
- To introduce performance methods, concepts and techniques as an approach to design
- To build and exhibit an interesting interactive artifact
- Sound Recording and Production Techniques
- Digital Audio Effects
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Digital Audio Effects
This course introduces digital audio effects and related subjects. The main emphasis will be on the use of digital signal processing and its applications to the creation or modification of sounds and sound effects.
Read More - C++ For Image Processing
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C++ For Image Processing
This course gives students a practical introduction to C++ and uses this programming language to examine applications in low level image processing. Areas covered include image representation examining perception, sampling and display, and image transforms and image enhancement using point and spatial operations. Also considered are image processing methods such as convolution, frequency filtering and image restoration, compression and segmentation.
Read More - Industrial and Professional Perspectives
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Industrial and Professional Perspectives
This module is intended to equip students with a better understanding of the industrial and professional context of their subject area, to enable them to see more clearly the relevance of their studies, and to inspire them to become more proactive partners in both their studies and their subsequent career. It includes significant input from external industrialists and structured, themed opportunities for students to meet with them, as well as an integrating thread of academic content.
Read More - Directing Drama
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Directing Drama
Please see the School of Languages, Linguistics and Film website for information regarding this module.
Read More - Scriptwriting: Adaption and Original Script
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Scriptwriting: Adaption and Original Script
Please see the School of Languages, Linguistics and Film website for information regarding this module.
Read More - Creative Production
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Creative Production
Please see the School of Languages, Linguistics and Film website for information regarding this module.
Read More - Urbanism, Culture and Modernity
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Urbanism, Culture and Modernity
Please see the School of Geography website for information regarding this module.
Read More
Enterprise Management
Summary:Introduction to business and management concepts and theories. Development of these concepts and theories in an engineering/technology context.
Credits:
15.0
Aims:
This is a module aimed at giving students an initial understanding of key business concepts that will then be developed further both in this module and in subsequent modules taken on the above degrees. The QAA in its Engineering Benchmark statement and the industry recommend that Engineering students take at least one business module as part of their degree programme in order that they obtain key skills. This module has been specifically designed to fulfill the needs of Electronic Engineering students based in the UK. The case studies and examples used in the module will be representative of the International Business environment.
Objectives:
Demonstrate relevant knowledge and understanding of organisations, the external environment in which they operate and how they are managed. Demonstrate relevant knowledge and skills that can be applied in an organisation to respond to change in both the internal and external environment. Explain each of the areas of business covered in the module and how they interact. Apply knowledge to practical and 'real-life' management situations. Apply knowledge of management to business scenarios in the International market
Core Skills:
Research a topic; Work as part of a team in organising time and sharing tasks; Manage time effectively and produce written progress reports and a final report on time; Write an essay that communicates a reasoned argument in a structured, clear, concise and well-presented manner; Demonstrate skills of critical thinking, analysis and synthesis in class discussions and assessment.
Books:
A. Palmer and B. Hartley (2009), The Business Environment, 6th Edition, published by: McGraw-Hill; 007711972X
Extra Costs:
There are no additional costs to study this module, unless you exceed your print credit and choose to purchase additional print credit.
Communication Systems Electronics
Summary:New module under development for 2012/13. Information pertaining to this module will appear once approved.
Credits:
15.0
Aims:
New module under development for 2012/13. Information pertaining to this module will appear once approved.
Objectives:
New module under development for 2012/13. Information pertaining to this module will appear once approved.
Core Skills:
New module under development for 2012/13. Information pertaining to this module will appear once approved.
Extra Costs:
New module under development for 2012/13. Information pertaining to this module will appear once approved.
Entrepreneurship in Information Technology
Summary:The aim of this module is to increase your awareness of the commercial opportunities available to you in the area of Information Technology. We examine how to cultivate an entrepreneurial mind set and discuss the routes available for turning your ideas into business ventures. The course provides an introduction to a number of crucial business skills such as financial planning, business planning and how to sell yourself and your ideas.
Please note that numbers on this course are limited. Priority will be given to Computer Science students who have this course on their recommended programme.
Credits:
15.0
Pre-requisites:
None
Aims:
Objectives:
Core Skills:
Concise and effective presentation: presentation and written reports. Teamwork.
Interaction Design
Summary:Traditionally, interactive systems design has focussed on enhancing people's efficiency or productivity. For example, to increase the speed with which tasks can be completed or to minimise the number of errors people make. Economic and social changes have led to a situation in which the primary use of many technologies is for social interaction and fun; i.e. in which there is no quantifiable output and no clear goal other than enjoyment. Computer games, mobile music players and online communities are all examples where the quality of the experience is the primary aim of the interaction.
This course explores the challenges these new technologies, and the industries they have created, present for the design and evaluation of interactive systems. It moves away from a human-computer interaction model which is too constrained for real world problems and provides students with an opportunity to engage with theories relating to cultural dynamics, social activity, and live performance. It explores the nature of engagement with interactive systems and between people when mediated by interactive systems.
Credits:
15.0
Pre-requisites:
GUI or Interactive System Design or by arrangement with course leader.
Good java/general programming skills.
Aims:
This course aims to:
Objectives:
Core Skills:
Communication skills
1 Communicate effectively in writing in a style appropriate to the situation (may include visual/graphic media where appropriate)
Examination, exercises, and coursework test such skills.
2 Close read and synthesise information from extended documents including abstract ideas/ arguments to extract lines of reasoning
The recommended course reading list provides the material to develop these skills.
3 Understand, interpret and use specialist vocabulary
An understanding of the basic principles of psychology, sociology, and ethnomethodology is acquired.
4 Make an oral presentation
There is scope for students to present and discuss work orally in lectures.
Working with others
5 Establish and maintain co-operative working relationships and agree ways to overcome difficulties
N/A
6 Plan and agree group objectives , responsibilities and working arrangements
N/A
7 Interact effectively and create opportunities for others to contribute to discussions; exchange information and ideas and modify responses
Courseworks enable students to develop and practice the above skills. Lectures provide feedback and discussion opportunities. In addition there is scope for students to present work and engage in discussion about the topics covered
8 Review work with others, including factors that influence the outcome.
Courseworks enable students to develop and practice the above skills, as does critical reflection in the lectures.
Problem Solving
9 Explore the problem, identifying key areas and compare and choose the appropriate tools/ methods for its resolution (and be able to justify that choice)
N/A
10 Plan and implement methods, review progress and revise as necessary
N/A
11 Apply agreed methods to check the problem has been resolved
N/A
Numeracy
12 Select and use numerical information and methods appropriate to the discipline
Courseworks require students to select between different analytic approaches.
13 Carry out multi-stage calculations, including those of a large data set
N/A
14 Explain and justify the choice of methods and the results of calculations
Justification of approach are part of the assessment process
The use of information technology
15 Search and select appropriate information from a range of sources based on judgements of relevance and quality
Courseworks enable students to develop and practice the such skills in a group setting, with feedback from peers and assessors.
16 Use a software package to manage references
N/A
17 Use a range of methods to explore, develop and exchange information
N/A
Learning how to learn, (improving own learning and performance.)
18 Develop appropriate research strategies & take responsibility for learning with minimum direction
Coursework is self-directed with students selecting from a range of open ended possibilities.
19 Manage learning using available resources
Online and library resources are used to support this course's learning infrastructure.
20 Evaluate strengths and weaknesses, challenge received opinion and develop own criteria and judgement
Coursework involves critical reflection on their own, and other's work using approaches covered in the course.
Personal & professional development
21 Collect, record and analyse data relating to potential occupational areas
N/A
22 Reflect on and record development of own career ideas
N/A
Extra Costs:
There are no additional costs to study this module, unless you exceed your print credit and choose to purchase additional print credit.
Digital Audio Effects
Summary:This course introduces digital audio effects and related subjects. The main emphasis will be on the use of digital signal processing and its applications to the creation or modification of sounds and sound effects.
Credits:
15.0
Aims:
This course covers the entire field of digital audio effects, including some depth in the subfields and related subjects. It is concerned with the use of digital signal processing and its applications to the creation or modification of sounds and sound effects. It explains what can be done in the digital processing of sounds in the form of computer algorithms and sound examples resulting from these transformations. It describes signal processing concepts and software implementations, as well as advances in filters, delays, modulators, and time-frequency processing of sound. It primarily cover time-domain, non- linear, time-segment, time-frequency, source-filter, spectral, bitstream signal processing, spatial effects, time and frequency warping, and the control of audio effects. It is a core component necessary to provide engineering students with training in advanced music and audio technologies, and to give them the technical background and skills they need to create the tools used in audio production, audio engineering, and broadcasting. The lectures assume that the students have some basic knowledge of digital signal processing, and build upon that knowledge to teach students how to analyze and modify any musical audio signal. The lectures will use standard teaching materials and sample MATLAB code and audio files. The students will also gain an understanding of the creation, modification and modelling of digital audio, and understand how the complex algorithms are used in many common applications.
Objectives:
Methods to create a physical model of a sound or musical instrument. How audio signals are filtered, and which filter is appropriate for a given task. How to create common effects, such as wah-wah, flange, vibrato, tremolo, trill, echo... How time segment processing is performed. Specialised processing techniques often applied to audio, such as nonlinear and spectral processing, and when and how they are applied. Phase vocoder technology and how phase vocoders are used to create effects. How to do time scaling and pitch shifting on a signal, and how different methods are applied for speech and music, and for polyphonic and monophonic situations.. The effects of 3d sound, and how to reproduce a 3 dimensional effect using a minimum number of channels. Gain a general knowledge of how audio effects are produced, and how each of the audio effects mentioned in class fit into a general theory of audio analysis and effect creation.
Books:
Computational Auditory Scene Analysis by D.F. Rosenthal and H.G. Okuno; Lawrence Erlbaum Assoc. 1998; ISBN 0805822836
Extra Costs:
There are no additional costs to study this module, unless you exceed your print credit and choose to purchase additional print credit.
C++ For Image Processing
Summary:This course gives students a practical introduction to C++ and uses this programming language to examine applications in low level image processing. Areas covered include image representation examining perception, sampling and display, and image transforms and image enhancement using point and spatial operations. Also considered are image processing methods such as convolution, frequency filtering and image restoration, compression and segmentation.
Credits:
15.0
Pre-requisites:
DCS100, DCS104
Aims:
The main purpose of this course is to provide an introduction to basic concepts and methodologies for digital image processing.
Objectives:
Be able to use the C++ programming language Be able to implement low level image processing algorithms. Understand image file formats Implement contrast enhancement by histogram manipulation Know frequency domain transform methods Use filtering algorithms for image smoothing and sharpening
Core Skills:
This course will help students develop a range of skills such as problem solving through exercises and courseworks of increasing difficulty, written and oral communication skills and will improve their skills in working with others fostered through justification of their own approaches and choices in discussions with teaching assistants and other fellow students.
Books:
Text books: Digital Image Processing (2nd Edition), by Rafael C. Gonzalez, and Richard E. Woods, 793 pages, Prentice Hall, 2002, ISBN: 0201180758. C++: The Complete Reference, (4th Edition), by Herbert Schildt, 1056 pages, McGraw-Hill Osborne Media, 2002, ISBN: 0072226803. Reading: Digital Image Processing using MATLAB, by Rafael C. Gonzalez, and Richard E. Woods, 793 pages, Prentice Hall, 2002, ISBN: 0201180758. Simplified Approach to Image Processing, A: Classical and Modern Techniques in C, by Randy Crane, (Hewlett-Packard Professional Books), 336 pages, Prentice Hall, 1996, ISBN: 0-13-226416-1 Fundamentals of Digital Image Processing, by Anil K. Jain, 592 pages, Prentice Hall, 1988, ISBN: 0133361659. Algorithms for Image Processing and Computer Vision, by J. R. Parker, 432 pages(with CD-ROM), John Wiley & Sons, 1996, ISBN: 0471140562.
Extra Costs:
There are no additional costs to study this module, unless you exceed your print credit and choose to purchase additional print credit.
Industrial and Professional Perspectives
Summary:This module is intended to equip students with a better understanding of the industrial and professional context of their subject area, to enable them to see more clearly the relevance of their studies, and to inspire them to become more proactive partners in both their studies and their subsequent career. It includes significant input from external industrialists and structured, themed opportunities for students to meet with them, as well as an integrating thread of academic content.
Credits:
15.0
Extra Costs:
There are no additional costs to study this module, unless you exceed your print credit and choose to purchase additional print credit.
Directing Drama
Summary:Please see the School of Languages, Linguistics and Film website for information regarding this module.
Scriptwriting: Adaption and Original Script
Summary:Please see the School of Languages, Linguistics and Film website for information regarding this module.
Creative Production
Summary:Please see the School of Languages, Linguistics and Film website for information regarding this module.
Urbanism, Culture and Modernity
Summary:Please see the School of Geography website for information regarding this module.
Careers
This programme will develop your technical and creative skills which will equip you for a career in a wide range of fields including digital media, music and film production, computer gaming, communications and the internet. Typical jobs include: Computer Animator, Video Game Developer, Art Director, Film and Music Content Producer and Interactive Web Designer.
Entry Requirements
Specific Condition(s): GCSE Grade Mathematics grade B or higher required, A level Mathematics recommended.
Student Projects
Soduku on the go
Haider Jabbar enjoys a good puzzle, that's why he's a computer scientist.
Read moreSoduku on the go
Key Contacts
Undergraduate Admissions Administrator
Student Voices

Rehan Ahmad
BSc Computer Science"College atmosphere is very friendly and I found it very easy to mix with different people"
Read moreRehan Ahmad
"I chose Queen Mary because it has an incredible Computer Science Department. I also like the affiliation with the University of London and I wanted to attend a campus-based university in London. My favourite place on campus is the halls of residence because they make me feel like I am living at home, but with lots and lots of friends.
Queen Mary provides some of the best study facilities for students. The Library is open over the weekend so students can take advantage of that to complete their course work. Staff and lecturers are approachable, and you can discuss any academic-related problems.
My course consists of a wide range of modules such as Programming, Databases, and Networking with the aim of satisfying industrial needs. That makes it more exciting. Lecturers use a variety of teaching methods and these keep us interested and encourage us to contribute during classes.
College atmosphere is very friendly and I found it very easy to mix with people."

