Software and Systems Engineering
Hardware Systems Architecture: 10 weeks- Semester 3
Overview |
This unit covers hardware systems, software systems and network systems. |
Subject Matter and Learning Experiences |
Students will investigate hardware components, network components, architecture and management and network/Internet technologies. |
Integrated |
SEI
- Security
- Hacking
- Viruses, Malicious and 'Buggy' Programs
- Competition in the Software/Hardware Industry
- Equity and accessibility
- The Internet
- Network systems and Security
- Cryptography
- The Future of ICTs
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HCI
- Desktop, command-line and windowing metaphors
- Computer-supported cooperative work
- Virtual Reality and multi-user environments
- Input/Output device interfaces
- Physical and computational interfaces and suitability
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Extension |
- Investigation of systems security, management and administration
- Systems integration and Thin-client/remote computing options
- Boolean logic
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Assessment |
Students will engage in a scaffolded research task [RT2] over a period of 2 weeks (mixture of class and own time) where they investigate a database system, commenting on query capability, interface design and usability. Students will sit for a test [T3] in a supervised session for reporting purposes. |
Algorithm Theory and Design: 8 weeks - Semester 3
Overview |
In this unit, students are introduced to the standard Algorithmic elements (assignment, sequence, selection, iteration and modularization) to describe algorithms. |
Subject Matter and Learning Experiences |
This unit introduces students to Design methods suitable for implementation in Algorithmic/Visual programming languages. they will learn methods of step-wise refinement and top-down analysis along with simple programming constructs and drag-and-drop RAD environments. Using the DDE cycle, students specify and then implement these simple algorithms in a platform game authoring environment (like Game Maker)and a RAD environment (like Delphi) |
Integrated |
SEI
- Software distribution models.
- Hacking and malicious programming.
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HCI
- Command-line vs visual programming.
- User-proofing, error trapping.
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Extension |
- Recursion
- Use of commercial game engines (like Game Maker) to implement algorithmic concepts using drag and drop strategies.
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Assessment |
Students will collect and analyze information [WT2] and will sit for a supervised examination [EX3]. |
Games Programming 1: 9 weeks - Semester
4
Overview |
This unit will concentrate on decision and Control Logic and Windows programming |
Subject Matter and Learning Experiences |
Students will learn decision structures, loops and their application in windows-based application programming. Event handling and modularisation will be the focus here, wherever possible seeking general solutions to varied problems. |
Integrated |
SEI
- Games and society - gender bias, games audiences and their effects.
- Game playing cultures - local and global.
- Games standards, content and classification.
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HCI
- Principles of user-centred design including usability analysis, design error.
- Planning and construction of interaction spaces for a targeted audience using a RAD environment.
- Windows visual components.
- Conducting usability tests.
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Extension |
- Use a platform game authoring program (like Game Maker) to code aspects of a game in both 'drag and drop' and 'run a script' modes.
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Assessment |
[MP2] [T4] |
Games Programming 2: 7 weeks - Semester
4
Overview |
This unit will concentrate on compound data structures, user interaction and graphics programming. |
Subject Matter and Learning Experiences |
In this unit, students will explore graphical interactivity and experience elements of game engine programming and use. The emphasis will be on game development |
Integrated |
SEI
- Communication using visuals and hypertext and effects on user
- Accountability, responsibility for damage caused by inadequate or faulty software
- Software distribution and licensing models.
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HCI
- Ergonomics and the gamer.
- Designing prototypes given standards.
- re-designing poor interfaces with reference to audience, accessibility and useablity.
- Control and error trap interactivity in a windows system.
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Extension |
- Use graphics languages (like DirectX, OpenGL etc) for hardware and software rendering of graphical processes
- Use of static structures like records, user-defined types and objects
- Use of dynamic structures like sets, files and pointers
- Develop help systems online and in print
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Assessment |
[MP2cont] [EX4] |
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