Course Information Undergraduate prospectus

Emergent Technologies

Course summary

Course code: COMP1750
Level: 6
Credits: 30
School: Architecture, Computing and Hums
Department: Computing and Information Sys.
Course Coordinator(s): Ioannis Paraskevopoulos / Stella Doukianou

Specification

Pre and co requisites

L5 courses in Computing or Digital Media.

Aims

This course aims to develop knowledge and understanding of the recent developments of Gaming-related hardware, game input and visualisation technology. It is designed to enhance the skillset of the students with adding value by extending their ability to use a variety of hardware that relates to gaming and interactive technologies and apply techniques and processes to develop games and digital media that go beyond the conventional input (e.g. keyboard, mouse) and output (e.g. flat screens) methods or interaction with the user. The topics of this module are by its own nature cutting-edge of Emergent Technologies and, as such, the content will vary, but will include two key areas:

- Game Input and Interaction Techniques e.g. Motion Capture using Inertia Measurement Unit Sensors (IMUs), Infrared Cameras (IR), Pressure / Touch sensors, Brain Machine Interfaces.
- Visualisation Techniques e.g. Field-of-View displays, Augmented and Virtual Reality.

Learning outcomes

On successful completion of this course a student will be able to:

1 Display knowledge of the history of gaming related hardware and appreciation of likely future hardware and software developments and their likely impact on gaming technology and interaction design

2 Use appropriate research skills to construct and review an evidence-based body of literature to follow the developments in Emergent Technologies relevant to Digital Media and Games
3 Design and develop gaming systems that exploit relevant emergent technologies and can be applied to a variety of domains including digital media

4 Critically appraise and evaluate the use of Emergent Technologies in a Computer Gaming, and Digital Media context.

Indicative content

• Introduction and history of Game Input Devices and Displays
• Motion Capture for Gaming (optical sensors, IMUs, pressure sensors, touch sensors)
• Visualisation using FOV head-mounted displays, Augmented and Virtual Reality
• Design paradigms for innovative interactions using Emergent technologies in Digital Media and Games
• Natural User Interfaces for Emergent Technologies

Teaching and learning activity

Concepts will be introduced in lectures and practical exercises, and problem solving will be done through tutorials and/or laboratory work. A block delivery model will be followed, where content will be delivered in a 3-hour session with a balanced mix of learning and teaching activities. Guest lectures from industrial partners will be also arranged.

Assessment

Report - 40% weighting, 40% pass mark.
A report on individual research in and design proposal of at least one emergent technology applied into innovative game design. 3000 words. Learning outcomes 1 & 2.

Coursework - 60% weighting, 40% pass mark.
A working game prototype entailing at least one of the emergent technologies covered in lectures. Emphasis will be given on the design paradigm applied. Learning OUtcomes 1 - 4.

Students do not need to pass all components in order to pass the course.