Full Title:Embedded Multimedia Programming
Language of Instruction:English
Module Code:PROG C8020
 
Credits: 5
Valid From:Semester 1 - 2014/15 ( September 2014 )
Module Delivered in No Programmes
Module Description:Students completing this module will understand the theory and programming techniques relating to the various digital media used in multimedia. Students will be able to integrate various digital media into code that is developed using an object oriented language within a windowing environment.
Learning Outcomes:
On successful completion of this module the learner should be able to
  1. understand the theory and programming techniques relating to the various digital media used in multimedia
  2. understand the theory and programming techniques relating to the integration of various media into a multimedia environment
  3. understand the theory and programming techniques relating to the embedding of multimedia functionality into code that is developed using an object oriented language within a windowing environment
 

Module Content & Assessment

Indicative Content
Media
Non-temporal media (text; graphics); temporal media (sound; animation; video); compression techniques; colour
Media Integration
Double buffering; synchronisation; interaction
Multimedia Effects
Static; dynamic
Object Oriented Multimedia
­Multimedia API (functionality; data structures; file formats); multimedia framework (classes; methods)
Assessment Breakdown%
Course Work100.00%

Full Time

Course Work
Assessment Type Assessment Description Outcome addressed % of total Marks Out Of Pass Marks Assessment Date Duration
Practical/Skills Evaluation The Continuous Assessment component will normally consist of one individual assignment (35%), one group assignment (35%), one student presentation (15%) and attendance & contribution (15%). The learning and teaching methodology will place a particular emphasis on coding and problem-solving activities. There will be one 3-hour lab timetabled class per week. In this lecture/practical class, the delivery of new material will be integrated with the practical implementation of that material. This flexible mode of teaching will allow students to derive maximum benefit from the class. The teaching/learning methodology will employ active learning techniques to facilitate effective student participat 1,2,3 100.00 0 0   0
No Project
No Practical
No End of Module Formal Examination
Reassessment Requirement
No repeat examination
Reassessment of this module will be offered solely on the basis of coursework and a repeat examination will not be offered.

DKIT reserves the right to alter the nature and timings of assessment

 

Module Workload & Resources

Workload: Full Time
Workload Type Workload Description Hours Frequency Average Weekly Learner Workload
Lecturer-Supervised Learning (Contact) Lab based lectures using Active Learning 3.00 Every Week 3.00
Directed Reading Students will be given material to read outside of class hours 3.00 Every Week 3.00
Independent Study Students will work on assignments outside of class hours 3.00 Every Week 3.00
Total Weekly Learner Workload 9.00
Total Weekly Contact Hours 3.00
This course has no Part Time workload.
Resources
Recommended Book Resources
  • Haase, C. & Guy, R. 2007, Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java™ Applications, 1 Ed., Prentice Hall [ISBN: 9780132413930]
  • Waldo, J. 2010, Java: The Good Parts, O'Reilly Media [ISBN: 9780596803735]
This module does not have any article/paper resources
Other Resources
  • Conference Proceedings: ACMACM Proceedings, Proceedings of ACM Siggraph conferences
  • Website: www.gamedev.net