Total Credits: 10
Level: Level 4
Target Students: Available to MSc and Part III undergraduate students only in the School of Computer Science. Available to JYA/Erasmus students.
|Spring||Assessed by end of Spring Semester|
Prerequisites: Or equivalent basic knowledge of programming or G64ICP up to 2009/10
Summary of Content:
This module is part of the Human-Computer Interaction theme in the School of Computer Science.
This module covers the history, development and state-of-the art in computer games and technological entertainment. Students will gain an appreciation of the range of gaming applications available and be able to chart their emergence as a prevalent form of entertainment.
Historical aspects of computer games covered will include the emergence of the arcade, the increase in computer networking and the corresponding explosion of multi-player distributed gaming, and the recent interest in mobile and ubiquitous gaming systems. Specific design issues to be considered will include the development of narrative-oriented structures in gaming and the technical issues associated with networking games (including bandwidth, interface constraints and inter-player communications).
The recent emergence of physical gaming will be given full coverage, including issues relating to technical realisation of mobile games, the use of artistic and performance-based elements in physical games and the relationship between sensor systems and game design. Finally, strategies for evaluating games and game design will be described, including formal models of game theory through to ethnographic studies of gaming on-the-streets.
Method and Frequency of Class:
|Activity||Number Of Weeks||Number of sessions||Duration of a session|
|Lecture||11 weeks||1 per week||1 hour|
|Computing||11 weeks||1 per week||2 hours|
Method of Assessment:
|Exam 1||30||Written examination|
|Coursework 1||30||1 x 2000 word individual written report|
|Coursework 2||40||Individual programming and development assignment|
Dr M Flintham
Education Aims: The aims of this module are: To provide an appreciation of the range of gaming applications available; To enable students to chart the emergence of computer games as a prevalent form of entertainment; To consider design issues such as the development of narrative-oriented structures in gaming; To consider technical issues associated with networking games (including bandwidth, interface constraints and inter-player communications); To consider strategies for evaluating games and game design, including formal models of game theory through to ethnographic studies of gaming ‘on-the-streets’.
Learning Outcomes: Knowledge and understanding A2 the use of computers in a variety of social, work, educational and business contexts, socio-technical systems, models of work flow and organisations, cooperative work and learning A3 a range of application domains and areas, including communications oriented interfaces (email, www, telephony), continuous control systems (process control, virtual reality systems), document oriented systems (desktop publishing, spreadsheets), embedded systems (consumer electronics, home appliances), learning technologies A7 ergonomic issues in relation to technologies, workplace and environments, including human anthropometry, human cognitive and sensory limitations, sensory and perceptual effects of display technologies, control design, health and safety, lighting, temperature and noise issues, designing for disability A8 the characteristics, design and use of a variety of input and output devices, both physical and virtual A9 the basic software architectures and te
Offering School: Computer Science
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