On the basis of
A strong background in programming, user interface design or game development.
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
- Be able to ask questions of research and development projects to verify results
- Be able to ask questions of researchers and other students to improve understanding of the work
- Have a improved ability to discuss technology and defend an opinion
- Improved ability to present work to a group
- Improve the quality of inquisition
As the field of game technology changes quickly, the specific technologies covered will change each year.
The current coverage will include:
- Augmented Reality gaming
- VR Gaming revolution
- Mobile phone game development
- Camera based interactions for gaming
- EEG Brain computer interface gaming
- Artificial Intelligence
- Big data
- Game Analytics
Net Support Learning
Teaching Methods (additional text)
Various advanced game interfaces will be presented, and students will investigate deeply one of these interfaces more deeply. 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)
An oral exam based on the lecture material and the students' project.
Alphabetical Scale, A(best) – F (fail)
Internal with periodic external examiner. Next time with external examiner is autumn 2016.
Ordinary resit for the oral exam. Projects cannot be rework and resubmitted.
Publications will be available through the course website. New technologies will be available in laboratories, but students are expected to have their own web camera and laptop.
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 is necessary to ensure that the course is offered. The course will not run if less than five students have preregistered by the start date.
The course will run for the first time in 2017.