Advanced course in Game Technology
- 5 ECTS
On the basis of
A strong background in programming, user interface design and image processing.
Expected learning outcomes
At the end of the course students shall
- Understand a range of advance gaming technologies
- Have developed a deep understanding of one area of advanced technology used in games
- Be able to describe and present the use of an advanced game technology
- Be able to discuss the ethical and social impacts of new technology in games
As the field of game technology changes quickly, the specific technologies covered will change each year.
The current coverage will include:
- Augmented Reality gaming
- Mobile phone game development
- Move and Kinect camera based gaming
- EEG Brain computer interface gaming
- Artificial Intelligence
Net Support Learning
Teaching Methods (additional text)
Various advanced game interfaces will be presented, and students will investigate deeply one of these interfaces. Students will also read and present journal and conference papers on advanced game technologies. These presentations may be from remote locations using video conferencing systems.
Form(s) of Assessment
Oral exam, individually
Form(s) of Assessment (additional text)
- Portfolio counts 60%
- Oral exam counts 40%
- Must pass both to pass the course
Students are expected to write an individual report on a specific game technology, and perform a presentation to the class about the technology that they have investigated. The students are expected to implement a prototype of the game technology as part of the report. Thus the internal portfolio will contain a prototype, a report, and the presentation. All of this work is individual. Without the presentation the student will not pass the portfolio.
The oral exam will cover all the topics covered and the presentations from the students.
Alphabetical Scale, A(best) – F (fail)
Internal with periodic external examiner. First time with external examinaner is autumn 2010.
There is no re-sit examination for projects.
Publications will be available through the Fronter page for the course. New technologies will be available in laboratories, but students are expected to have their own web camera.
This is a very agile course which will focus on new and emerging technology. Thus individual topics may change if there is a significant new technology available at the start of the course.
Preregistration in Fronter is necessary to ensure that the course is offered. The course will not run if less than five students have preregistred by August 20.