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Mr Gokhan Solak

Gokhan

Email: g.solak@qmul.ac.uk
Room Number: Peter Landin, CS 401

Teaching

Data Analytics (Postgraduate)

This module focuses on the range of approaches, methodologies, techniques and tools for data analysis, and the use of data analysis findings to inform decision-making in an industrial / business context. It exposes students to a range of industry-standard statistical and data analysis techniques and tools, and fosters awareness of the challenges associated with working with large datasets. The module also covers topics related to the legal, social, ethical and professional issues associated with data storage and analysis. Students will undertake practical work including empirical data analysis and summarisation / presentation of the results to a range of relevant stakeholders.

Graphical User Interfaces (Postgraduate)

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 modules 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.

Graphical User Interfaces (Undergraduate)

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 (eg the proliferation of books with titles such as 'the idiots guide to') to realise that designers often simply fail to make interfaces usable. This module introduces you to basic concepts of psychology and communication, which inform the way in which interfaces should be designed. The centre of the module is the hands-on coursework undertaken in small teams where you will design, prototype, and evaluate interactive user interfaces for a specific set of user requirements. The module comprises lectures, problem classes, and lab sessions.

Object-Oriented Programming (Undergraduate)

Major topics include the concepts of class, object, method, subclass, inheritance and their use in programming. The relevance of the object oriented style with respect to concrete software problems will be stressed both in lectures and labs. There will be two hours of lectures per week, and each student will have a weekly timetabled lab session. In addition, you will be expected to spend further time outside scheduled lab periods in the lab (or at home machines if they are available), and to read textbooks and review notes.

Software Engineering (Undergraduate)

Software Engineering is concerned with applying engineering principles to the production of software. This module provides the management principles, theoretical foundations, tools, notation and background necessary to develop and test large-scale software systems. The practical part of the module consists of lab assignments in which students use a range of relevant tools (a Java programming IDE, unit testing tool, configuration management tool, UML design tool, and project planning tool). Aims To ensure students have the necessary understanding of the principles and tools needed to build and test large-scale software systems. In particular, it provides the necessary background for students to undertake a significant group project assignment in subsequent modules or employment.

Research

Research Interests:

Robotic manipulation, machine learning, artificial intelligence, inductive logic programming
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