Computing Module Syllabi- Year 1
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1 Computing Module Syllabi- Year 1 MATHEMATICAL MODELLING FOR PROBLEM SOLVING IS51002D Term(s) Taught: Full Year (Autumn and Spring) (module can be taken for one term only for 15 credits) Credits: 30 2 hours lecture and 1 hour tutorial per week Additional Information: none This module introduces the basic mathematical tools, both discrete and continuous, for supporting computational and algorithmic inquiry. Particular attention is paid to notions of experimentation, reasoning, and generalization. Explain basic propositional logical manipulations, and apply them to sets; Explain the need for different number systems; Understand what a prime number is and perform arithmetic modulo prime bases; Infer and precisely specify attributes of functions and relations; Appropriately use combinations of trigonometric or special functions; Use rules of probability to compute likelihoods of events in simple situations; Derive and explain properties of trees and graphs; Represent abstract locations in vector coordinate systems, and derive and apply transformation matrices; Understand what a proof is, and apply particular proof techniques. Convert from functional forms to pictorial approximations; Draw graphs with appropriate scales to discover relationships between quantities. Acquire confidence and fluency in numerical and symbolic reasoning; Approximate tastefully and reason probabilistically. Assignments: 4 twice-termly written tests Examination: 3 hour no-choice unseen examination *If here for one term only: alternative assessment given Course materials only NUMERICAL MATHEMATICS IS51026A Term(s) Taught: Autumn
2 Additional Information: 2 hours lecture and 1 hour tutorial per week none This module introduces fundamental numerical tools to support computational and algorithmic inquiry, and to enable effective computational experimentation. explain the need for different number systems; understand what a prime number is and perform arithmetic modulo prime bases; appropriately use combinations of trigonometric or special functions; represent abstract locations in vector coordinate systems, and derive and apply transformation matrices; convert from functional forms to pictorial approximations; draw graphs with appropriate scales to discover relationships between quantities. acquire confidence and fluency in numerical reasoning; approximate tastefully. 1x coursework 1x exam *If here for one term only: alternative assessment given INTRODUCTION TO PROGRAMMING IS51008C Term(s) Taught: Full Year (Autumn and Spring) or Autumn only Credits: 30 or 15 2 hours lecture and 2 hour lab per week Additional Information: Recommended: Combine with; Yr1 Creative Projects AV Computing This course will introduce the fundamentals of programming and object orientation.
3 Understand and explain the basic ideas of programming, including variables and memory Design and implement small programs that use simple control structures, including loops. Design and implement small programs that introduce new classes and objects Develop a programme with several interacting classes and objects Fundamental skills of problem decomposition and programming are transferable across all of the Computing degree programmes 1x coursework 1x project 1x exam *If here for one term only: alternative assessment given FUNDAMENTALS OF COMPUTER SCIENCE IS51009C Term(s) Taught: Full Year (Autumn and Spring ) (module can be taken for one term only for 15 credits) Credits: 30 2 hours lecture and 1 hour tutorial per week This module aims to bootstrap the ability to understand, and to interact with, computer systems. A largely practical overview delivered through labs and two assignments. explain the current context and future trends in computation explain the basic model of a computer simulate and explain integer arithmetic and logical operations as implemented by ALUs describe similarities and differences of data languages explain functions of a modern computer operating system interact with computer systems provided by the College construct simple assembly programs build a simple relational database and query it using basic SQL basic computer literacy and numeracy convert data between representations 2x Practical Coursework
4 1x exam *If here for one term only: alternative assessment given BUSINESS ENTERPRISE IN THE DIGITAL ERA IS51010C 3 hours lecture/lab per week This module covers emerging online technologies and trends and their influence on the electronic commerce marketplace. The aim of this module is to produce graduates who are independent, creative and reflective Business Computing practitioners with a detailed understanding of Business Enterprise in the digital era. To gain an understanding of the roles of business professionals participating in the phases establishing a business enterprise Possess a detailed understanding of knowledge and skills necessary create and deploy business computing systems in commercial contexts Demonstrate an understanding of advances in the use of computers in business Analyse case studies and give practical examples of the use of computers in business Design and build business and computing systems for Internet and mobile environments Understand various business and revenue modules and how to market on the Web To be able to understand the security, legal and ethical issues that may arise when computing systems are used in Business The ability to work independently and in groups and reflectively evaluate their own work. 1x group project 1 x coursework Information Systems: Foundations of E-business, 4th Ed By Steven Alter Prentice Hall, 2002ISBN:
5 INTRODUCTION TO GAMES DEVELOPMENT IS51013C 3 hours lecture/lab per week This module gives students the opportunity to develop a computer game in an environment that mirrors industry practice. It enables students to combine specialist technical skills acquired in other courses with industry standard software. Explain the types of software used in games development (e.g. engines, middleware, editing tools) Explain and critique the development practices used in the games industry Present and critique prior examples of games and other cultural applications use an existing engine, tools and middleware to make a computer game, individually and in a group develop a complete computer game to a specific spec Work independently and in groups to produce a basic piece of work Propose, plan and execute a small project 1x Group project YEAR 1 CREATIVE PROJECTS IS51013D Credits: 30 2 hour lecture and 2 hour lab per week Additional Information: Recommended: Combine with; Introduction to Programming AV Computing This module is intended as an introduction to creative practice. Students work individually and in groups to conceive, develop and produce finished practical soft-ware projects in creative computing, making the fullest possible use of their creative and coding skills at level 1. Each
6 project is uniquely specified to allow students the fullest possible creative choice, and projects are mentored by module leaders to ensure that they are at the appropriate level, and to provide students with specific programming and practical suggestions where required. All student projects must feature the creative use of digital media technologies through applied programming. In addition to allowing students to develop their skills in a chosen area of interest, this module encourages students to make coherent judgments regarding the application of their computing skills as they develop and reinforce their technical knowledge through creative projects. Demonstrate an understanding of the way industry standard software development is changing the way we produce and consume cultural and technological artefacts. Develop and use software to make their own creative projects, individually and in a group. Produce a digital artefacts using several different applications, including those designed by themselves. 1 x Website evidence of Creative Computing Project, including project description, operational software / video evidence 1x creative projects exercise Joshua Noble, Programming Interactivity: A Designers Guide to Processing, Arduino, and open-frameworks, OReilly Media, 2009 John Whitney Sr., Digital Harmony - On the Complementarity of Music and Visual Art, Byte Books, 1980 AdrianoAbbado,PerceptualCorrespondencesofAbstractAnimationandSyntheticSound, Leonardo, Volume 21, Issue 5, MIT Press, 1988 Andy Hunt, Ross Kirk, Richard Orton, Benji Merrison, A generic model for compositional approaches to audiovisual media, Cambridge Journals, 1998 Rodrigo F. CG diz, Fuzzy logic in the arts: applications in audiovisual composition and sound synthesis, NAFIPS, 2005 Michael Faulkner/D-FUSE, vj audio-visual art + vj culture, Laurence King Publishing Ltd, 2006 Mick Grierson, Audiovisual composition, into the pill, 2007 AUDIO VISUAL COMPUTING IS51016B Knowledge of programming 2 hour lecture and 2 hour lab per week Additional Information: Recommended: Combine with; Introduction to Programming Yr1 Creative Projects
7 This module will cover the technical fundamentals of computing techniques used in digital media with a particular focus on sound / music computing and computer graphics. Understand and explain the basic mathematical and theoretical principals of audio visual computing. Understand and explain many sound processing and graphics techniques used in contemporary creative software. Understand and explain the use of digital media in a business context. Write basic but complete sound and graphics software systems Handle and manipulate digital media files Manipulate mathematical representations of audio-visual media Understand the use software libraries in software development Work with digital data files 1X Coursework 1X Exam Learning Processing. Daniel Shiffman Morgan Kaufman(2008) Processing. Casey Reas and Ben Fry. MIT Press (2007) 3D Math Primer for graphics and Games development Fletcher Dunn and Ian ParberryWordware publishing Inc. Mathematics for Computer Graphics, John Vince WEB PROGRAMMING IS51018A Term(s) Taught: Autumn 2 hour lecture and 2 hour lab per week This module is an introduction to the basic concepts essential in the design and implementation of client-side web-based applications. It will cover a basic introduction to the Web, followed by more detailed lectures and labs on current best practice such as HTML5, CSS3 and JavaScript. Discuss the benefits of client-side interactivity for web applications. Understand web page structure and the Document Object Model. Understand and use HTML5 and CSS3.
8 Understand and use JavaScript. Gain practical experience of the above. Be aware of usability and accessibility issues. Combine the above concepts to create an interactive website. 100% coursework (consisting of five short formative assignments worth 5% each, and one large summative assignment worth 75%). W3 Schools Online Web Tutorials, Marijn Haverbeke, 2012 Eloquent JavaScript: A Modern Introduction to Programming free online text ( INTRODUCTION TO DIGITAL MEDIA IS51019A Term(s) Taught: Autumn Some web programming experience 1 hour lecture and 1.5 hour lab per week This course will give a broad introduction to the creation of digital media and rich media websites and applications. It will cover both technical issues of programming with media and also contextual topics of project management and the design of applications to a particular commercial or other brief. understand and describe the use of computational concepts and technology in media and the creative arts understand and describe the technologies that underly rich media websites understand and describe the representation of sound, images and video on a computer Create simple digitally based creative works Apply basic aesthetic criteria to the creation of digital work Acquire, manipulate and use a range of digital media (images, sound, video) Develop rich media applications Present, orally and in writing, a reflective discussion of their own work Create a website that effectively presents, and acts as a showcase of, their work Deliver a digital media project to a specified brief Design a digital media project within the context of the broader commercial, social, ethical and legal context of a project brief
9 1x coursework (web media project) PROBLEM SOLVING FOR COMPUTER SCIENCE IS51021B Some web programming experience and discrete maths 2 hour lecture and 2 hour lab per week This module introduces students to a number of classical problems in computer science. As a result of attending this module, students should have the ability and confidence to tackle new problems using a general and abstract approach to their algorithmic solution. Declarative vs. Imperative knowledge. The concept of a problem specification in computer science. The concept of a correct algorithmic solution in computer science. The idea that there are many different algorithms which solve the same problem. The idea that the same algorithm can be programmed in many different ways. The idea that a programming language is syntactically and semantically well-defined. The concepts of abstraction and generalisation. The differences between data and programs. Types and Values The main function of a compiler. How to specify a problem. How to generalise and abstract problems. How to implement solutions (programs) to problems. How to test the correctness of a program. How to break down problems into smaller ones. How to compose solutions to solve bigger problems. How to parameterise solutions to problems using functions. Understanding Compiler and Run-Time error messages. All the above skills are transferable to other subjects in Computer Science. 1 x coursework 1 x exam
10 INTRODUCTION TO COMPUTATIONAL ARTS PRACTICE IS51025A 2 hour lecture and 2 hour lab per week This module gives BSc Digital Arts Computing students the opportunity to develop their own creative computing practices. It enables students to combine specialist technical skills acquired in other Computing modules with industry standard software and to relate their learning in Critical Studies to their own practice. This module is closely related to Year One Creative Projects, and may share some teaching. However, there a stronger focus on fine arts practice and a greater emphasis on relating the theoretical and contextual material learned in Critical Studies to their practice. demonstrate an understanding of the way industry standard software development is changing the way we produce and consume cultural and technological artefacts develop and use software to make their own creative projects, individually and in a group produce a digital artefacts using several different applications, including those designed by themselves make imaginative and selective use of historical, theoretical and contemporary models for understanding and developing their creative work make critical judgements about their work and its relationship to contemporary art practice Work independently and in groups to produce a basic piece of work Propose, plan and execute a small project 1 x coursework Joshua Noble, Programming Interactivity: A Designers Guide to Processing, Arduino, and open-frameworks, OReilly Media, 2009 John Whitney Sr., Digital Harmony - On the Complementarity of Music and Visual Art, Byte Books, 1980 Adriano Abbado, Perceptual Correspondences of Abstract Animation and Synthetic Sound, Leonardo, Volume 21, Issue 5, MIT Press, 1988 Andy Hunt, Ross Kirk, Richard Orton, Benji Merrison, A generic model for compositional approaches to audiovisual media, Cambridge Journals, 1998
11 Rodrigo F. Cdiz, Fuzzy logic in the arts: applications in audiovisual composition and sound synthesis, NAFIPS, 2005 Michael Faulkner/D-FUSE, vj audio-visual art + vj culture, Laurence King Publishing Ltd, 2006_ Mick Grierson, Audiovisual composition, into the pill, 2007
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