Computer Programming (Postgraduate)
This module provides an introduction to the principles of programming in the context of designing and constructing complete programs. Programming techniques will be introduced and practical work will form an integral part of the course and of the assessment of students. The first half of the course will concentrate on program structures. The second half will cover representation of abstract types such as lists and trees using the types such as records and arrays provided in imperative programming languages.
Creating Interactive Objects (Undergraduate)
Interactive objects are physical devices controlled by microcontrollers using simple sensors and actuators. The module provides students with skills, knowledge, and experience of designing and prototyping interactive physical objects using contemporary microcontrollers. The module covers basic electronics, control circuits, sensors (analogue and digital), output (analogue and digital), microcontrollers, simple networking, and microcontroller programming using the popular Arduino open-source platform. It additionally touches on topics of interaction design and evaluation to provide a framework in which students can prototype and understand interactive objects.
Digital Media and Social Networks (Postgraduate)
Content description: ------- How does the way we feel and express emotional behaviour affect our interaction with technology? What if we could use a ''head nod'' for ''liking'' things on Facebook? Can we create assistive technology to help people suffering from social disorders (e.g., autism)? Affective and Behavioural Computing is a multidisciplinary field of research and practice concerned with these questions, and understanding, recognizing and utilizing human emotions and communicative behaviour in the design of computational systems. ----- The following list aims to clarify the content and provides a representative list of topics: ¿ Overview: affective and behavioural computing; ¿ Theories in psychology, cognitive science and neuroscience: affect, emotion and social signal processing; ¿ Computational models; ¿ Emotion, affect and social signals in Human-Computer Interaction (HCI); ¿ Sensing: vision, audio, bio signals, text; data acquisition and annotation, databases and tools; ¿ Processing: extracting meaningful information and features; ¿ Recognition: applying machine learning techniques; ¿ Programming refresher: Hands-on lecture on programming for affective and behavioural computing using relevant libraries; ¿ Evaluation: automatic analysers, and emotionally and socially intelligent systems; ¿ Affect and social signal expression and generation (virtual characters, robots, etc.); ¿ Affect and social signals for Mobile HCI; ¿ Applications (entertainment technology/gaming/arts; clinical and biomedical studies, e.g., autism, depression, pain; etc.; implicit (multimedia) tagging; affective wearables); ¿ Ethical issues.
Digital Media and Social Networks (Undergraduate)
Introduction to Online Social Networks (OSN) Characteristics of OSNs Basic Graph Theory Small World Phenomenon Information propagation on OSNs Influence and Content Recommendation Sentiment Analysis in Social Media Privacy and ethics
Software and Network Services Design (Postgraduate)
This module provides an introduction to Object Orientated Programming using Java to enable students to do practical work in Mobile Services (ECM7205)