Year:11/12
Department:Computing and Communications (School of)
Level:Part II (any yr)
Learning Hours:150
Credit Points:15
Weight:0.5
Course Convenor:Dr FGD Taiani
Status:Live
Assessment Rules
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Curriculum Design: Outline Syllabus
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This course consists of 30 hours of supervised tutorials covering a series of key problems in computer science. The aim is to provide students with a chance to work on motivating, challenging problems that require in-depth treatment but that, due to their cross cutting nature, do not fit into existing courses. Problems will be taken from areas that include:
Applied artificial intelligence
Introduction to problems in robotics and mobile systems
Creating virtual worlds
Information Visualization
Ubiquitous computing
Curriculum Design: Pre-requisites/Co-requisites/Exclusions
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Completion of Part I in Computer Science /Computer Science Innovation
Educational Aims: Subject Specific: Knowledge, Understanding and Skills
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The aim of this course is to provide students with exposure to classic problems in computer science and to develop their ability to solve related problems.
Educational Aims: General: Knowledge, Understanding and Skills
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The aim is to teach students general research, problem solving and documentation/presentation skills both in teams and as individuals. Learning Outcomes: Subject Specific: Knowledge, Understanding and Skills
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Understand the purpose and aims of artificial intelligence. Have a broad knowledge of approaches and techniques for developing systems with intelligence. Have knowledge of various examples of real world AI systems. Have studied the application of AI to a specific problem in detail.
Have a basic understand of robotics and mobile systems. Understand the problem of self localization and mapping. Appreciate the wide variety of different approaches to self localization and different mapping techniques.
Understand how to develop simple solution to the problem.
Know about the different applications and uses of virtual worlds in research and industrial settings. Understand how virtual worlds can be created. Have experience of designing aspects of a virtual world.
Have knowledge of a wide variety of different visualization techniques and understand the benefits and disadvantages of each. Be able to select the most appropriate visualization for a given application.
Appreciate the driving vision behind ubiquitous computing and have knowledge of current real world applications of the technologies. Be able to discuss the social impact of such technologies and the issues relating to user interaction.
Learning Outcomes: General: Knowledge, Understanding and Skills
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The aim is to teach students general research, problem solving and documentation/presentation skills both in teams and as individuals.
Curriculum Design: Select Bibliography
back to topCurriculum Design: Single, Combined or Consortial Schemes to which the Module Contributes
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