MultiMediaTechnology
3D Prototyping and scripting
Semester | 1 |
---|---|
Academic year | 1 |
Course code | MMTB1PUSUE |
Type | UB |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Real-time polygon modelling and texturing in a 3D modelling software (e.g. Maya, Blender); Import process of assets (e.g. 3D models, audio) into game engines (e.g. Unity); Lighting; Shading; Scripting; Visual scripting, evaluation and identification of different quality criteria of 2D and 3D assets; development of a game level from block-out to playtest.
Learning Outcomes:
Graduates can explain the requirements for real-time assets and real-time capability for game engines in their own words. They are able to modify simple textured polygon models in 3D modelling software and create them independently. They are familiar with suitable quality criteria for pre-built assets and apply them confidently. They also use a structured import process to load various assets, such as 3D models or sounds, into a game engine for use there. Using a scripting language, they develop simple interactive applications in which users can manipulate objects using common input methods.
Superior module:
Creativity and Media
Module description:
Students - can explain terms and basic principles of visual communication in their own words. - are able to name the basics of information processing. - are able to develop simple design solutions for interactive multimedia projects, taking into account design recommendations (grid, layout, color, typography, etc.). - can independently analyze and evaluate design solutions on the basis of given criteria. - can implement their own solution within a design context. - can explain in their own words the requirements for realtime-capable assets or realtime-capability for game engines. own words. - can modify simple, textured polygon models in a 3D modeling software and create them themselves. - know suitable quality criteria for prefabricated assets and can apply them. - use a game engine asset import process to load and use assets (e.g. 3D models, sounds) in a game engine. a game engine and use them. - use a scripting language to create simple interactive applications in which users can manipulate objects using standard input methods. - know various creativity techniques and have gained initial experience in their application in interdisciplinary teams. - know different types of linear and interactive multimedia projects. - can name successful works and concepts in the field of tension between technology, creativity and society. - use different approaches to a creative process and know about the importance of a diverse pool of sources of inspiration. - can conceptualize and present ideas for multimedia projects.
Basics media design
Semester | 1 |
---|---|
Academic year | 1 |
Course code | MMTB1GMGIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Design principles, implementation and communication of design basics; design laws and principles; basic colour theory, typography, layout (focus on digital and interactive applications), design and style guides, UI patterns; sound and motion as design elements; interpretation and communication of designs: analysing, evaluating and implementing designs; development of layouts and wire frames for different end devices.
Learning Outcomes:
Graduates can explain terms and basic principles of visual communication in their own words and are able to name the fundamentals of information processing. They develop simple design solutions for interactive multimedia projects, taking into account design recommendations (grid, layout, colour, typography, etc.). They can independently analyse and evaluate design solutions based on specified criteria and implement their own solutions within a design context.
Superior module:
Creativity and Media
Module description:
Students - can explain terms and basic principles of visual communication in their own words. - are able to name the basics of information processing. - are able to develop simple design solutions for interactive multimedia projects, taking into account design recommendations (grid, layout, color, typography, etc.). - can independently analyze and evaluate design solutions on the basis of given criteria. - can implement their own solution within a design context. - can explain in their own words the requirements for realtime-capable assets or realtime-capability for game engines. own words. - can modify simple, textured polygon models in a 3D modeling software and create them themselves. - know suitable quality criteria for prefabricated assets and can apply them. - use a game engine asset import process to load and use assets (e.g. 3D models, sounds) in a game engine. a game engine and use them. - use a scripting language to create simple interactive applications in which users can manipulate objects using standard input methods. - know various creativity techniques and have gained initial experience in their application in interdisciplinary teams. - know different types of linear and interactive multimedia projects. - can name successful works and concepts in the field of tension between technology, creativity and society. - use different approaches to a creative process and know about the importance of a diverse pool of sources of inspiration. - can conceptualize and present ideas for multimedia projects.
Concept development
Semester | 1 |
---|---|
Academic year | 1 |
Course code | MMTB1KOEIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 3 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Introduction to different creativity techniques as well as idea development in different group sizes; showing the range of multimedia projects from authors' works through to triple-A projects, services and campaigns of the media industry; selection of linear as well as interactive, technology-based media projects; translation of ideas into visual or written concepts; communication and presentation of ideas and concepts to an audience; sources of inspiration; different approaches to a creative process; potentials of interdisciplinarity with regard to creativity and inspiration; overview and analysis of different types of concepts depending on the medium.
Learning Outcomes:
Graduates are familiar with various creativity techniques and have gained initial experience in applying them in interdisciplinary teams. They are familiar with different types of linear and interactive multimedia projects and can identify successful works and concepts at the interface between technology, creativity and society. They use different approaches to creative processes and understand their significance for idea generation and concept development. In addition, they are able to conceptually develop ideas for multimedia projects and present them convincingly.
Superior module:
Creativity and Media
Module description:
Students - can explain terms and basic principles of visual communication in their own words. - are able to name the basics of information processing. - are able to develop simple design solutions for interactive multimedia projects, taking into account design recommendations (grid, layout, color, typography, etc.). - can independently analyze and evaluate design solutions on the basis of given criteria. - can implement their own solution within a design context. - can explain in their own words the requirements for realtime-capable assets or realtime-capability for game engines. own words. - can modify simple, textured polygon models in a 3D modeling software and create them themselves. - know suitable quality criteria for prefabricated assets and can apply them. - use a game engine asset import process to load and use assets (e.g. 3D models, sounds) in a game engine. a game engine and use them. - use a scripting language to create simple interactive applications in which users can manipulate objects using standard input methods. - know various creativity techniques and have gained initial experience in their application in interdisciplinary teams. - know different types of linear and interactive multimedia projects. - can name successful works and concepts in the field of tension between technology, creativity and society. - use different approaches to a creative process and know about the importance of a diverse pool of sources of inspiration. - can conceptualize and present ideas for multimedia projects.
Introduction computer networks
Semester | 1 |
---|---|
Academic year | 1 |
Course code | MMTB1ECNIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Structuring of networks according to layer models; basics of LAN network technologies (IEEE802.3, IEEE802.11); The Internet protocol family (IP, UDP, TCP); addressing in networks (Subnetting, CIDR, DHCP, NAT); NAT); ARQ procedures; flow and congestion control; Domain Name System; Hypertext Trans-fer Protocol (incl. performance, cookies, caching, security).
Learning Outcomes:
Graduates understand the significance and function of layer models. They can describe how LAN technologies (Ethernet, WLAN) work and where they are used, and can set up simple LAN networks. In addition, they explain how relevant Internet protocols (IP, UDP, TCP, DNS, HTTP) work and are familiar with their characteristics, processes and areas of application. They analyse and understand communication processes of protocols with the help of monitoring tools.
Superior module:
Multimedia 1
Module description:
The students - explain basic procedures for digitizing and storing information and multimedia data in computers in their own words. - describe lossy and lossless compression of image, audio and video data based on human perception using current processes. - have the prerequisites to understand new procedures from the current technical literature. - know the meaning and function of layer models. - describe the functionality and areas of application of LAN technologies (Ethernet, WLAN) and can put simple LAN networks into operation. - explain the functionality of relevant protocols of the Internet (IP, UDP, TCP, DNS, HTTP) and are familiar with their properties, processes and areas of application. - analyze and understand communication processes of protocols with the help of monitoring tools.
Introduction databases
Semester | 1 |
---|---|
Academic year | 1 |
Course code | MMTB1EDBIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Relational database model; a current database management system (e.g. Postgresql); SQL; ER diagrams; relationship types; queries with JOIN and GROUP BY; referential integrity; functional dependency; 1st to 3rd normal form.
Learning Outcomes:
Graduates can explain the relational database model and its implementation in a current database management system in their own words. They use SQL to query and aggregate data from an existing database. They can derive an ER diagram from a textual description of the problem area, implement this diagram in a physical model and finally implement it in SQL. They can recognise anomalies, redundancy, and violations of normal forms 1 to 3 and improve the design to avoid these phenomena.
Superior module:
Web Programming 1
Module description:
The students - explain the role of web browser, web server, URL, HTTP, HTML, CSS, and JavaScript in the function of the web in their own words. - can recognize code in HTML, CSS, JavaScript, orient themselves in the code and make changes in the code to modify a web page. - create static web pages in HTML and publish them to a web server. Design web pages interactively through the use of links and HTML forms. - design the visual representation of web pages, including the layout, using CSS. They use Responsive Design to adapt the layout for different output devices. - Apply simple measures in HTML for achieving accessibility. Use tools to identify and fix web page accessibility issues. - Explain in their own words the role of the Document Object Model (DOM) and how events work in event-driven programming with JavaScript. - use the Developer Tools in the browser to find and fix problems in HTML, CSS, or JavaScript. - explain the relational database model and its implementation in a current database management system in their own words. - use SQL to query and aggregate data from an existing database. - can derive an ER diagram from a textual description of the problem domain, convert this diagram into a physical model, and finally implement it in SQL. - can recognize anomalies, redundancy, violations of normal forms 1 to 3 and improve the design to avoid these phenomena.
Introduction programming
Semester | 1 |
---|---|
Academic year | 1 |
Course code | MMTB1EPRIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 4 |
ECTS Credits | 5 |
Examination character | immanent |
Lecture content:
What is programming; compiler vs. interpreter; simple data types (value ranges, type conversion); input/output (console, files); operators and expressions; branching; loops; arrays (1-dimensional, multi-dimensional); meth-ods (call, parameters, program flow, nesting, recursion); exceptions; object orientation (classes, Value vs. reference types, access modifier, static, virtual methods, polymorphism)
Learning Outcomes:
Graduates apply elementary data types and control structures of an object-oriented programming language to specified problems. They use basic concepts of object-oriented programming (in particular abstraction, data encapsulation, inheritance and polymorphism). They are able to develop console-based solutions to practical tasks in the object-oriented programming language C#. They apply basic methods of error detection.
Superior module:
Introduction programming
Module description:
The students - apply elementary data types and control structures of an object-oriented programming language to given problems. - apply basic concepts of object-oriented programming (in particular abstraction, data encapsulation, inheritance and polymorphism). - can implement console-based solutions to practical tasks in the object-oriented programming language C#. - apply basic methods of error detection.
Linear algebra
Semester | 1 |
---|---|
Academic year | 1 |
Course code | MMTB1LALIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 4 |
ECTS Credits | 5 |
Examination character | immanent |
Lecture content:
Number quantities and number systems, groups, rings & solids, vector spaces (elementary vector calculus, groups, solids, vector spaces, subvector spaces, linear independence, basis, dimension), matrices (elemen-tary matrix calculus, linear mappings, kernel, image, rank, solution of linear systems of equations with the Gauss-Jordan algorithm, inversion of matrices, pseudoinverse), scalar product and orthogonality (orthogonal projections, orthonormal systems, orthogonal projector, QR decomposition), eigenvalues and eigenvectors.
Learning Outcomes:
Graduates understand mathematical notation, can interpret it and apply it in a targeted manner. They are able to argue mathematically and provide evidence, in particular using the method of complete induction. They have knowledge of elementary vector and matrix calculus, understand the Gauss-Jordan algorithm for solving linear equation systems and can apply it independently. In addition, they can calculate normal projections, transform coordinates between orthonormal systems and use the Gram-Schmidt method to generate orthonormal systems from linearly independent vectors. You will be able to create and apply orthogonal projectors, be familiar with the concept of QR decomposition, and understand the principle of eigenvalues and eigenvectors, which you will be able to calculate and apply to specific problems.
Superior module:
Mathematics 1
Module description:
Students will - understand and interpret mathematical notations and apply them. - can argue and prove mathematically (especially by induction). - have knowledge of elementary vector calculus & matrix calculus. - understand the Gauss-Jordan algorithm for solving systems of linear equations and can perform it. - can calculate normal projections and transform coordinates between orthonormal systems. - can calculate orthonormal systems from linearly independent vectors using the Gram-Schmidt method. - can create and use orthogonal projectors. - know the concept of QR decomposition. - understand the concept of eigenvalues and eigenvectors, can calculate them and solve concrete problems.
Multimedia introduction
Semester | 1 |
---|---|
Academic year | 1 |
Course code | MMTB1EMMVO |
Type | VO |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | final |
Lecture content:
Representation of information in computers (integers, floating point numbers, characters); basics of lossless compression (RLE, LZW, Huffman, Arithmetic); basics of visual perception; image capture and digitisation; colour spaces and colour models; basics of auditory perception; basic transformations in media (FFT, DCT, DWT); lossy and lossless compression methods for image, audio and video (GIF, PNG, TIFF, JPEG, JPEG2000, MPEG, H26x).
Learning Outcomes:
Graduates can explain basic methods for digitising and storing information and multimedia data in computers in their own words. Based on human perception, they describe lossy and lossless compression of image, audio and video data using current methods. They have the prerequisites to understand new methods from current specialist literature.
Superior module:
Multimedia 1
Module description:
The students - explain basic procedures for digitizing and storing information and multimedia data in computers in their own words. - describe lossy and lossless compression of image, audio and video data based on human perception using current processes. - have the prerequisites to understand new procedures from the current technical literature. - know the meaning and function of layer models. - describe the functionality and areas of application of LAN technologies (Ethernet, WLAN) and can put simple LAN networks into operation. - explain the functionality of relevant protocols of the Internet (IP, UDP, TCP, DNS, HTTP) and are familiar with their properties, processes and areas of application. - analyze and understand communication processes of protocols with the help of monitoring tools.
Personal reflection process 1
Semester | 1 |
---|---|
Academic year | 1 |
Course code | MMTB1PRPRC |
Type | RC |
Kind | Compulsory |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 0.5 |
Examination character | immanent |
Lecture content:
FH system / studies; getting to know the environment, fellow students; self-image / external image; diversi-ty-sensitive value systems; self-management; time management; knowing and using one's own resources; motivation, stressors, resilience; self-regulation and self-control, work-life balance.
Learning Outcomes:
Graduates have consciously embraced their role as students, recognised their individual strengths and actively applied them in their everyday studies. They reflect on their communication with fellow students, lecturers and their social environment, taking into account different dimensions of diversity. They apply self-management and time management methods and tools independently, appropriately and in line with their personal needs. They are aware of the effects of stress, lack of motivation and concentration, recognise the corresponding signs and deal with them in a solution-oriented manner.
Superior module:
Communication
Module description:
Students - can describe and explain aspects in the fields of media and technology in English orally and in writing, as well as understand, summarize and discuss relevant Internet texts and professional articles. - can participate in discussion on Game, Web, Multimedia orally and on the Internet and argue and defend their points of view orally or in articles. - consciously assume their role as a student, know their own resources and actively use them in everyday study. - reflect on their communication in the context of their environment (including fellow students, teachers, environment) and in awareness of diverse diversity dimensions. - independently apply methods and tools for self- and time management individually adapted and situation-specific for themselves. - are aware of their own effects of stress, lack of motivation and concentration, recognize them and can deal with them in a solution-oriented manner. - know methods for planning, preparing and implementing presentations. - know the basics of verbal and non-verbal communication. - increase their communicative competence and performance by using visual media to support presentations. - can give presentations in front of a professional audience (with or without technical aids). - can consciously adopt a meta-perspective on their own doing, acting, communicating and interacting on the basis of common communication models. - apply methods and tools for reflection: Self-evaluation (e.g. journals, checklists, lessons learned), external evaluation (e.g. questionnaires, peer assessments), questioning techniques (e.g. solution-oriented, circular). - are able to analyze, steer and control behaviors (of themselves/their environment) depending on the situation, on their own responsibility and in a diversity-sensitive manner. - are able to give constructive feedback on the basis of appreciative communication.
Technical English
Semester | 1 |
---|---|
Academic year | 1 |
Course code | MMTB1TENUE |
Type | UB |
Kind | Compulsory |
Language of instruction | English |
SWS | 2 |
ECTS Credits | 2 |
Examination character | immanent |
Lecture content:
Reading articles on current topics with a focus on technical English; improve students' grammar, pronuncia-tion, vocabulary and fluency skills; learn and practice their presentation skills by preparing short presenta-tions in English; practice their listening comprehension and writing skills by summarizing, inter-views/discussions, on a technical topic; organise and chair meetings to improve their Business English skills; prepare their own CVs designed around a job connected to their studies.
Learning Outcomes:
Graduates can describe and explain media- and technology-related content in English, both orally and in writing. They are able to understand, summarise and discuss relevant Internet texts and specialist articles. In addition, they actively participate in discussions on topics such as games, the web and multimedia, both in direct conversation and in online contexts, and present their points of view in a well-argued manner, either orally or in written contributions.
Superior module:
Communication
Module description:
Students - can describe and explain aspects in the fields of media and technology in English orally and in writing, as well as understand, summarize and discuss relevant Internet texts and professional articles. - can participate in discussion on Game, Web, Multimedia orally and on the Internet and argue and defend their points of view orally or in articles. - consciously assume their role as a student, know their own resources and actively use them in everyday study. - reflect on their communication in the context of their environment (including fellow students, teachers, environment) and in awareness of diverse diversity dimensions. - independently apply methods and tools for self- and time management individually adapted and situation-specific for themselves. - are aware of their own effects of stress, lack of motivation and concentration, recognize them and can deal with them in a solution-oriented manner. - know methods for planning, preparing and implementing presentations. - know the basics of verbal and non-verbal communication. - increase their communicative competence and performance by using visual media to support presentations. - can give presentations in front of a professional audience (with or without technical aids). - can consciously adopt a meta-perspective on their own doing, acting, communicating and interacting on the basis of common communication models. - apply methods and tools for reflection: Self-evaluation (e.g. journals, checklists, lessons learned), external evaluation (e.g. questionnaires, peer assessments), questioning techniques (e.g. solution-oriented, circular). - are able to analyze, steer and control behaviors (of themselves/their environment) depending on the situation, on their own responsibility and in a diversity-sensitive manner. - are able to give constructive feedback on the basis of appreciative communication.
Web programming 1
Semester | 1 |
---|---|
Academic year | 1 |
Course code | MMTB1WPRIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Webbrowser and web server, URLs, HTTP; Basic HTML: titles, lists, tables. Links, images; Basic CSS: fonts, colours, spacing; layout with CSS: Flexbox, grid; forms in HTML; accessibility, web content accessi-bility guidelines (WCAG); manipulating the DOM with Javascript; Webspace; Upload with (S)FTP.
Learning Outcomes:
Graduates understand the role of web browsers, web servers, URLs, HTTP, HTML, CSS and JavaScript in how the web works and can explain this in their own words. They read and modify code in HTML, CSS and JavaScript, create static web pages with HTML, design them interactively with links and forms, and publish them on a web server. Using CSS, they design the layout and use responsive design to adapt it to different output devices. They take basic accessibility measures into account, use appropriate tools for analysis and correction, and explain the role of the DOM and how events work in JavaScript. They use the browser's developer tools specifically for debugging.
Superior module:
Web Programming 1
Module description:
The students - explain the role of web browser, web server, URL, HTTP, HTML, CSS, and JavaScript in the function of the web in their own words. - can recognize code in HTML, CSS, JavaScript, orient themselves in the code and make changes in the code to modify a web page. - create static web pages in HTML and publish them to a web server. Design web pages interactively through the use of links and HTML forms. - design the visual representation of web pages, including the layout, using CSS. They use Responsive Design to adapt the layout for different output devices. - Apply simple measures in HTML for achieving accessibility. Use tools to identify and fix web page accessibility issues. - Explain in their own words the role of the Document Object Model (DOM) and how events work in event-driven programming with JavaScript. - use the Developer Tools in the browser to find and fix problems in HTML, CSS, or JavaScript. - explain the relational database model and its implementation in a current database management system in their own words. - use SQL to query and aggregate data from an existing database. - can derive an ER diagram from a textual description of the problem domain, convert this diagram into a physical model, and finally implement it in SQL. - can recognize anomalies, redundancy, violations of normal forms 1 to 3 and improve the design to avoid these phenomena.
Algorithms and data structures
Semester | 2 |
---|---|
Academic year | 1 |
Course code | MMTB2ALDIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 4 |
ECTS Credits | 5 |
Examination character | immanent |
Lecture content:
In-depth programming (deep/shallow copy, abstract classes, delegates, recursion); complexity analysis (O-notation and practical time measurement); sorting (selection, insertion, bubble, merge, quick); similarity search in texts (dynamic programming), linked lists (queue; stack); heaps (with applications, e.g.: priority queues). Binary search trees; Hashes; Graphs (adjacency matrix/list, breadth/depth search, shortest path, spanning tree);
Learning Outcomes:
Graduates understand relevant data structures and algorithms and can implement them independently. They are able to estimate the time and memory requirements of various algorithms both theoretically and practically, enabling them to make rough estimates of energy and resource consumption. Based on a given problem, they make informed choices about suitable data structures and algorithms in order to develop efficient solutions.
Superior module:
Programming 2
Module description:
The students - understand relevant data structures and algorithms and are able to implement them independently. - are able to estimate time and memory requirements of different algorithms both practically and theoretically and are thus able to roughly estimate the energy or resource consumption of algorithms. - make an informed choice of an optimal data structure or algorithm based on a given problem
Analysis
Semester | 2 |
---|---|
Academic year | 1 |
Course code | MMTB2ANAIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 4 |
ECTS Credits | 5 |
Examination character | immanent |
Lecture content:
Functions, limit calculus with sequences, series, limit calculus with functions, differential calculus (Taylor polynomials, Taylor series, difference quotient), interpolation (polynomial interpolation and splines), integral calculus, differential calculus in several variables (Jacobi matrix, Hesse matrix), min/max problems in the multidimensional (gradient method), simple differential equations.
Learning Outcomes:
Graduates are familiar with polynomials, power, logarithmic and trigonometric functions and are able to work with them confidently. They understand the concept of limits of sequences and functions and apply this knowledge specifically to solve practical problems. They have a detailed command of differential and integral calculus and apply the corresponding methods to practical problems such as optimisation problems. In addition, they are able to solve interpolation problems under various conditions. They can calculate separable differential equations and understand the requirements that these equations place on the solution.
Superior module:
Mathematics 2
Module description:
The students - know polynomials, power and logarithm functions, trigonometric functions and are able to work with these functions. - understand the concept of the limit value of sequences as well as functions and can use this knowledge for practical problem solving. - know differential and integral calculus in detail and are able to apply the learned methods to practical problems (e.g. optimization). - are able to solve interpolation problems with different conditions on the interpolation. - are able to solve separable differential equations and understand the conditions imposed by the differential equations on the solution.
Basics game development
Semester | 2 |
---|---|
Academic year | 1 |
Course code | MMTB2GGDIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Game loop (initialisation and loading of resources, time-based update, controlled shutdown); 2D graphics skills (sprites, sprite animation, tile maps, occlusions); input methods (e.g. keyboard, mouse); basic affine transformations and coordinate spaces (e.g. for manipulating objects or game camera); 2D collision detec-tion (e.g. AABB, circle); scene management; graphical user interface (e.g. menus, heads-up displays); exer-cises based on an existing engine (e.g. MonoGame).
Learning Outcomes:
Graduates can explain the basic structures and processes of a game engine in their own words and develop simple interactive applications in a structured manner. They are able to programmatically implement simple interactive 2D games using an existing game engine, designing both the software architecture and the program flow in the code in a clear and comprehensible manner. For visual representation, they use 2D graphics such as animated sprites, tile maps and graphical user interfaces (GUI), ensuring correct overlaps. They can switch between different coordinate spaces and use vectors and affine transformations to manipulate objects and the camera viewpoint. In addition, you implement simple methods of 2D collision detection to realise game mechanics and interactions.
Superior module:
Multimedia 2
Module description:
The students - can explain the basic structures and processes of a game engine in their own words and structure and develop simple interactive applications - can programmatically implement simple, interactive 2D games based on an existing game engine and cleanly design the software architecture and program flow in the code - use 2D graphics for representation (e.g. animated sprites, tile maps, GUI) and can correctly implement occlusions. - can switch between coordinate spaces and use vectors and affine transformations to manipulate objects and camera viewpoints. - can implement simple methods of 2D collision detection to realize game logic - Can name the aspects of human-machine interaction. - can explain terms, basics and working methods of Human-Computer Interaction (HCI) and relevant disciplines (design, psychology, cognitive science, ergonomics, sociology). - can systematically apply methods according to Human-Centred-Design (HCD) to a given HCI question. - can systematically evaluate different interaction technologies on the basis of their advantages and disadvantages. - can analyze the context of use and describe suitable interaction concepts on the basis of a given HCI problem from practice. - are able to explain the basics of barrier freedom and are able to describe corresponding aspects of various ways of use. - can explain selected methods for the evaluation of interactive systems
Basics of human-computer interaction
Semester | 2 |
---|---|
Academic year | 1 |
Course code | MMTB2HCIVO |
Type | VO |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | final |
Lecture content:
Definition and explanation of basic terminology in Human-Computer Interaction (HCI); introduction of basic HCI theories and concepts (e.g. affordances, embodied interaction, situated action); principles and methods of Human-Centred Design (HCD); terms and methods for defining the context of use (e.g. contextual inquiry, task analysis, observation); characteristics of humans with regard to human-machine interaction (human factors); presentation of current application areas and paradigms of HCI (mobile computing, ubiquitous computing, tangible interfaces, wearable computing, etc.); basics of accessibility; basics and methods of interaction design and interface design (e.g. sketching, conceptual design); methods and concepts for the evaluation of interactive systems (e.g. heuristic evaluation, A/B testing, usability studies).
Learning Outcomes:
Graduates can identify key aspects of human-machine interaction and explain the basic terms, concepts and working methods of human-computer interaction (HCI) and related disciplines such as design, psychology, cognitive science, ergonomics and sociology. They systematically apply human-centred design (HCD) methods to specified HCI problems and are able to evaluate different interaction technologies based on their advantages and disadvantages. Using practical HCI problems, you will analyse the context of use and describe suitable interaction concepts. You will be familiar with the basics of accessibility and be able to name relevant aspects of different modes of use. In addition, you will explain selected methods for evaluating interactive systems.
Superior module:
Multimedia 2
Module description:
The students - can explain the basic structures and processes of a game engine in their own words and structure and develop simple interactive applications - can programmatically implement simple, interactive 2D games based on an existing game engine and cleanly design the software architecture and program flow in the code - use 2D graphics for representation (e.g. animated sprites, tile maps, GUI) and can correctly implement occlusions. - can switch between coordinate spaces and use vectors and affine transformations to manipulate objects and camera viewpoints. - can implement simple methods of 2D collision detection to realize game logic - Can name the aspects of human-machine interaction. - can explain terms, basics and working methods of Human-Computer Interaction (HCI) and relevant disciplines (design, psychology, cognitive science, ergonomics, sociology). - can systematically apply methods according to Human-Centred-Design (HCD) to a given HCI question. - can systematically evaluate different interaction technologies on the basis of their advantages and disadvantages. - can analyze the context of use and describe suitable interaction concepts on the basis of a given HCI problem from practice. - are able to explain the basics of barrier freedom and are able to describe corresponding aspects of various ways of use. - can explain selected methods for the evaluation of interactive systems
Basics operating systems
Semester | 2 |
---|---|
Academic year | 1 |
Course code | MMTB2GBSIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Computer structure; concepts for operating systems; task and components of an operating system (pro-cesses, memory management, file systems); command line Windows/Unix/Mac (process management, rights and management of file systems, installation of programs with package managers (chocolatey, apt, brew); network and firewall configuration, virtualisation.
Learning Outcomes:
Graduates are familiar with the structure and basic functioning of a computer based on the Von Neumann architecture. They can name the tasks of an operating system and understand how they work. They have basic knowledge of operating systems via the command line (Windows, Unix, macOS) and practical skills in areas such as process management, file management, network configuration and basic system administration. They are also familiar with the principles of virtualisation, including hypervisors, virtual machines and containers. They are able to manage containers and images using the Docker command line tool and create a Dockerfile to set up a development environment.
Superior module:
Practical Computer Science 1
Module description:
The students - know the structure and the basic functioning of a computer with von Neuman architecture. - can name the tasks of an operating system and know how they work. - have basic skills in the command line based handling of operating systems (Windows/Unix/Mac). Have practical skills in process management, file management, network configuration, and basic computer administration. - Know principles of virtualization such as hypervisor and virtual machines as well as containers. Can manipulate containers and images using the docker command line tool, create a Dockerfile for a development environment. - can manage the code of their software project with version control system git. You can create commits and push the code to a remote. They can retrieve changes to previous versions, and restore old versions of a file. - can set up a new project for the programming languages used in the study and configure the development environment. You use packet manager to install missing libraries. You can successfully carry out the necessary steps from source code to executable program both with a development environment and on the command line. - know tools for static analysis of code (linter) and use them to check and improve their code. - can use a debugger to trace the program flow and find errors. - can collaborate live on the same code via a remote connection in pair programming
Introduction to presentation techniques
Semester | 2 |
---|---|
Academic year | 1 |
Course code | MMTB2EPTIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 1.5 |
Examination character | immanent |
Lecture content:
Planning and preparation of presentations; overview of technical tools; practical exercises on communication (non-verbal and verbal); practical exercise of different presentation forms.
Learning Outcomes:
Graduates are familiar with methods for planning, preparing and delivering presentations. They have a basic knowledge of verbal and non-verbal communication and specifically improve their communication skills and presentation abilities through the use of visual media. They are able to deliver presentations confidently to specialist audiences (with or without technical aids).
Superior module:
Communication
Module description:
Students - can describe and explain aspects in the fields of media and technology in English orally and in writing, as well as understand, summarize and discuss relevant Internet texts and professional articles. - can participate in discussion on Game, Web, Multimedia orally and on the Internet and argue and defend their points of view orally or in articles. - consciously assume their role as a student, know their own resources and actively use them in everyday study. - reflect on their communication in the context of their environment (including fellow students, teachers, environment) and in awareness of diverse diversity dimensions. - independently apply methods and tools for self- and time management individually adapted and situation-specific for themselves. - are aware of their own effects of stress, lack of motivation and concentration, recognize them and can deal with them in a solution-oriented manner. - know methods for planning, preparing and implementing presentations. - know the basics of verbal and non-verbal communication. - increase their communicative competence and performance by using visual media to support presentations. - can give presentations in front of a professional audience (with or without technical aids). - can consciously adopt a meta-perspective on their own doing, acting, communicating and interacting on the basis of common communication models. - apply methods and tools for reflection: Self-evaluation (e.g. journals, checklists, lessons learned), external evaluation (e.g. questionnaires, peer assessments), questioning techniques (e.g. solution-oriented, circular). - are able to analyze, steer and control behaviors (of themselves/their environment) depending on the situation, on their own responsibility and in a diversity-sensitive manner. - are able to give constructive feedback on the basis of appreciative communication.
Multimedia project 1 (MMP1)
Semester | 2 |
---|---|
Academic year | 1 |
Course code | MMTB2MMPPT |
Type | PT |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 4 |
Examination character | immanent |
Lecture content:
Creativity techniques and idea generation for the multimedia project within technical specifications; inde-pendent project selection and implementation; participation in meetings and code reviews; presentation of the project both in conceptual form and practical implementation; implementation of simple user tests; topics fall within the specialist area of web & mobile development or game development & mixed reality.
Learning Outcomes:
Graduates independently develop a project idea for a simple programming project, taking into account technical constraints, and create a concept tailored to the target audience. They program the software project independently within a specified time frame, identify and fix errors, and publish the executable result. In doing so, they use self-management and time management methods and tools in a manner that is individually tailored and appropriate to the situation. They iteratively improve usability, functionality and code quality through user tests and code reviews. They are able to present both the concept and the finished project to a target audience.
Superior module:
Multimedia Project 1
Module description:
The students - independently develop a project idea for a simple programming project within technical frameworks. They develop a concept with reference to the target audience. - program a simple software project independently within a given time frame. They find bugs and fix them. They publish the executable project. - apply methods and tools for self- and time management independently, individually adapted and situation-specific for their project. - iteratively improve usability, functionality, and code quality of their project through user tests and code reviews. - present the concept and the finished project to teachers and students. Design a poster on the concept. They give a presentation on the project in front of an audience. They describe the project in text, picture and video on the portfolio website of the study program.
Personal reflection process 2
Semester | 2 |
---|---|
Academic year | 1 |
Course code | MMTB2PEPRC |
Type | RC |
Kind | Compulsory |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 0.5 |
Examination character | immanent |
Lecture content:
Self-reflection; meta-perspective; goal definition (e.g. smart); in-depth self-management, resource activation, self-control, self-regulation; self-image/other-image; diversity competence; feedback techniques (e.g. Johari Window), appreciative criticism, communication models (e.g. 4-Ears, meta-communication, iceberg, inner map).
Learning Outcomes:
Graduates can consciously adopt a meta-perspective on their own actions, behaviour, communication and interaction based on common communication models. They use targeted methods and tools for reflection, including self-evaluation such as journals, checklists and `lessons learned¿, external evaluation such as questionnaires and peer assessments, and various questioning techniques, such as solution-oriented and circular questions. They are able to analyse, control and reflect on behaviours, both their own and those of their environment, in a situation-dependent, independent and sensitive manner. Based on appreciative communication, they are able to give constructive feedback.
Superior module:
Communication
Module description:
Students - can describe and explain aspects in the fields of media and technology in English orally and in writing, as well as understand, summarize and discuss relevant Internet texts and professional articles. - can participate in discussion on Game, Web, Multimedia orally and on the Internet and argue and defend their points of view orally or in articles. - consciously assume their role as a student, know their own resources and actively use them in everyday study. - reflect on their communication in the context of their environment (including fellow students, teachers, environment) and in awareness of diverse diversity dimensions. - independently apply methods and tools for self- and time management individually adapted and situation-specific for themselves. - are aware of their own effects of stress, lack of motivation and concentration, recognize them and can deal with them in a solution-oriented manner. - know methods for planning, preparing and implementing presentations. - know the basics of verbal and non-verbal communication. - increase their communicative competence and performance by using visual media to support presentations. - can give presentations in front of a professional audience (with or without technical aids). - can consciously adopt a meta-perspective on their own doing, acting, communicating and interacting on the basis of common communication models. - apply methods and tools for reflection: Self-evaluation (e.g. journals, checklists, lessons learned), external evaluation (e.g. questionnaires, peer assessments), questioning techniques (e.g. solution-oriented, circular). - are able to analyze, steer and control behaviors (of themselves/their environment) depending on the situation, on their own responsibility and in a diversity-sensitive manner. - are able to give constructive feedback on the basis of appreciative communication.
Practice Software Development Tools
Semester | 2 |
---|---|
Academic year | 1 |
Course code | MMTB2PSTUE |
Type | UB |
Kind | Compulsory |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 1.5 |
Examination character | immanent |
Lecture content:
Installation and configuration of tools for software development (e.g. extensions for VS Code, Linting); vari-ous editors and IDEs (vi, VS Code, PHP Storm, Visual Studio); general tasks of a version control system; use of git on the command line (clone, add, commi, push, pull, branch, merge); installation of libraries with a package manager (nuget, composer, npm). Tools for static code analysis; debugging. Tools for remote work in the software development.
Learning Outcomes:
Graduates can manage the code of their software projects using the Git version control system. They create commits, push code to a remote repository, retrieve changes from previous versions and restore older file versions if necessary. For the programming languages used in their studies, they are able to set up new projects, configure the development environment and install missing libraries using package managers. They confidently carry out all the necessary steps from source code to executable program, both in an integrated development environment and via the command line. For quality control, they use tools for static code analysis (linter) and improve their code based on the results. They also use debuggers to trace the program flow and identify errors. Remote connections enable them to work together synchronously on the same code in pair programming.
Superior module:
Practical Computer Science 1
Module description:
The students - know the structure and the basic functioning of a computer with von Neuman architecture. - can name the tasks of an operating system and know how they work. - have basic skills in the command line based handling of operating systems (Windows/Unix/Mac). Have practical skills in process management, file management, network configuration, and basic computer administration. - Know principles of virtualization such as hypervisor and virtual machines as well as containers. Can manipulate containers and images using the docker command line tool, create a Dockerfile for a development environment. - can manage the code of their software project with version control system git. You can create commits and push the code to a remote. They can retrieve changes to previous versions, and restore old versions of a file. - can set up a new project for the programming languages used in the study and configure the development environment. You use packet manager to install missing libraries. You can successfully carry out the necessary steps from source code to executable program both with a development environment and on the command line. - know tools for static analysis of code (linter) and use them to check and improve their code. - can use a debugger to trace the program flow and find errors. - can collaborate live on the same code via a remote connection in pair programming
Web Programming 2
Semester | 2 |
---|---|
Academic year | 1 |
Course code | MMTB2WPRIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 4 |
ECTS Credits | 5 |
Examination character | immanent |
Lecture content:
PHP, PHP and database, cookies, security, JSON, transactions in the database in PHP, Javascript, fetch/AJAX.
Learning Outcomes:
Graduates can describe the role of PHP, databases and JavaScript in the architecture of a web application in their own words. They develop functional web applications with PHP and JavaScript and put them into operation independently. In doing so, they use interfaces between programming languages and databases, execute SQL queries programmatically, avoid SQL injections, perform efficient database queries and use transactions. They are familiar with key security issues in web development and apply current strategies to avoid them. They understand the HTTP protocol and analyse HTTP requests using the developer tools in the browser. They explain how a login works in their own words, describe the use of cookies and sessions in PHP, and implement a login system independently. Using fetch, you send HTTP requests and dynamically integrate the loaded data into the website using JavaScript (AJAX). You use public REST APIs and process data in JSON format. You use responsive images, the canvas element and SVG specifically to display images and graphics.
Superior module:
Web Programming 2
Module description:
Students will - describe the role of PHP, database and JavaScript in the architecture of a web application in their own words. They create web applications with PHP and JavaScript and put them into operation. - use an interface from the programming language to the database, can programmatically submit SQL queries, avoiding SQL injections, perform efficient queries of the database, and use transactions. - Know security issues in web development and use current strategies to avoid them. Know HTTP and use the Developer Tools in the browser to analyze HTTP requests. - can describe in their own words how a "login" to the web application works, explain the use of cookies and the session in PHP, and implement a login themselves. - make HTTP requests using fetch and display the loaded data in the web page using JavaScript (AJAX). They retrieve data from public REST APIs this way and process data in JSON format. - use Responsive Images, Canvas and SVG to display images and graphics.
Basics machine learning
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3GMLIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Supervised Learning: linear regression; support vector machines; application examples with R & sklearn; unsupervised learning: Centroid/Medoid based clustering methods, evaluation of cluster quality, application examples in sklearn.
Learning Outcomes:
Graduates are able to load data from various sources into R and Pandas and prepare it for analysis. They can decide whether a given problem can be solved using supervised or unsupervised learning methods. They train linear models and support vector machines on existing data and evaluate the quality of the models using key performance indicators. In addition, they apply centroid- or medoid-based clustering methods to practical data sets and assess the quality of the resulting clustering.
Superior module:
Practical Computer Science 2
Module description:
The students - are able to load and preprocess data from different sources into R and Pandas. - can decide whether a problem can be solved using supervised or unsupervised learning. - can train linear models and support vector machines for given data and evaluate the quality of the models using the most important key figures. - can apply Centroid/Medoid based clustering methods to practical data and evaluate the quality of the resulting clustering. - understand basic as well as advanced cryptographic methods and protocols. - can evaluate different encryption methods comparatively. - can apply cryptographic methods, such as authentication, signature or encryption, in practice. - have the prerequisites to understand new procedures from the current technical literature.
Cryptography and data security
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3KDSVO |
Type | VO |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Mathematical basics of encryption; symmetric encryption; asymmetric encryption; cryptographic hash algo-rithms, digital signatures; modern applications of cryptographic procedures (e.g. transport layer security, block chain, certificate chain).
Learning Outcomes:
Graduates understand basic and advanced cryptographic methods and protocols. They can compare and evaluate different encryption methods and apply cryptographic techniques such as authentication, digital signatures and encryption in practice. In addition, they have the necessary technical knowledge to understand and classify new methods from current specialist literature.
Superior module:
Practical Computer Science 2
Module description:
The students - are able to load and preprocess data from different sources into R and Pandas. - can decide whether a problem can be solved using supervised or unsupervised learning. - can train linear models and support vector machines for given data and evaluate the quality of the models using the most important key figures. - can apply Centroid/Medoid based clustering methods to practical data and evaluate the quality of the resulting clustering. - understand basic as well as advanced cryptographic methods and protocols. - can evaluate different encryption methods comparatively. - can apply cryptographic methods, such as authentication, signature or encryption, in practice. - have the prerequisites to understand new procedures from the current technical literature.
Group-oriented reflection process 1
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3TEARC |
Type | RC |
Kind | Compulsory |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 0.5 |
Examination character | immanent |
Lecture content:
Teambuilding processes: team development (e.g. team phases according to Tuckman, Riemann/Thomann model); group thinking - group conformity, group dynamics (e.g. Schindler), team roles (e.g. Belbin); team culture, team values, team diversity.
Learning Outcomes:
Graduates can name the phases of team development and various team roles and, based on their own experiences in teams, analyse and apply them in a differentiated manner with a view to diversity. They are aware of group dynamic aspects in teamwork, perceive them in their own team context, question and analyse them, and shape cooperation in an active and reflective manner.
Superior module:
Multimedia Project 2
Module description:
The students - develop project ideas for game and web projects in interdisciplinary teams. - develop a concept with reference to the target audience. - present their concept in the context of a pitch in English. - plan and program a complex software project in teamwork. They carry out the implementation within a given time frame. - use the version control system git for the administration of the source code in teamwork. They work with feature branches, pull/merge requests and code reviews. - find and use existing software packages (libraries, packages) and incorporate them into their own software project. - use an issue tracker to prioritise features and bugs. On this basis, they make decisions about which issues need to be dealt with in order to create an executable project in the given time. - make changes to the project based on the results of the evaluation and user testing of the project. - independently apply methods and tools for team and time management, individually adapted and situa-tion-specific for their project. - reflect on their teamwork based on their concrete project experience and master conflict management tools and methods to deal with challenges and solve them constructively. - present the finished project to lecturers and students. They describe the project in text, image and video in the portfolio website of the course. - design a user evaluation appropriate to their own project. - select appropriate methods and create the test plan. - conduct the user study under controlled conditions, collect and analyse the data. - document the entire process. - reflect on their teamwork through specific learning experiences in the multimedia projects. - apply learned tools and methods to reflection. - recognise socio-cultural, diversity-sensitive and structural problems/conflicts in the team. - and master tools and methods/competencies to deal with conflicts and solve them constructively. - develop project ideas for game and web projects in interdisciplinary teams. - develop prototypes to test ideas and concepts. - present their concept before an expert audience in order to recruit further team members.
Multimedia project 2 (MMP2a)
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3MMPPT |
Type | PT |
Kind | Compulsory |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 3 |
Examination character | immanent |
Lecture content:
Web or game project carried out in teams of two MultiMediaTechnology students; independent project selec-tion and implementation; independent preparation of the project; software development within the framework of the study week; application of software project management; use of git for teamwork; execution of simple user tests; topics fall within the subject area of Web & Mobile Development or Game Development & Mixed Reality.
Learning Outcomes:
Graduates develop a project idea as part of a team, plan and program a simple software project, and implement it on schedule. They use Git, integrate external packages, prioritise tasks with an issue tracker, and apply team and time management methods in a targeted manner. They reflect on group dynamic processes and present the concept and project results to a target audience.
Superior module:
Multimedia Project 2
Module description:
The students - develop project ideas for game and web projects in interdisciplinary teams. - develop a concept with reference to the target audience. - present their concept in the context of a pitch in English. - plan and program a complex software project in teamwork. They carry out the implementation within a given time frame. - use the version control system git for the administration of the source code in teamwork. They work with feature branches, pull/merge requests and code reviews. - find and use existing software packages (libraries, packages) and incorporate them into their own software project. - use an issue tracker to prioritise features and bugs. On this basis, they make decisions about which issues need to be dealt with in order to create an executable project in the given time. - make changes to the project based on the results of the evaluation and user testing of the project. - independently apply methods and tools for team and time management, individually adapted and situa-tion-specific for their project. - reflect on their teamwork based on their concrete project experience and master conflict management tools and methods to deal with challenges and solve them constructively. - present the finished project to lecturers and students. They describe the project in text, image and video in the portfolio website of the course. - design a user evaluation appropriate to their own project. - select appropriate methods and create the test plan. - conduct the user study under controlled conditions, collect and analyse the data. - document the entire process. - reflect on their teamwork through specific learning experiences in the multimedia projects. - apply learned tools and methods to reflection. - recognise socio-cultural, diversity-sensitive and structural problems/conflicts in the team. - and master tools and methods/competencies to deal with conflicts and solve them constructively. - develop project ideas for game and web projects in interdisciplinary teams. - develop prototypes to test ideas and concepts. - present their concept before an expert audience in order to recruit further team members.
Scientific work and research methods
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3WAFIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2 |
Examination character | immanent |
Lecture content:
Research: different sources of information (conferences, conference papers, scientific articles, the peer re-view process, textbooks, trade journals, Internet sources, evaluation of sources); academic texts: factual style, presentation of data material, comprehensibility; citation; selected methods of qualitative and quantita-tive data collection; qualitative, quantitative and mixed methods research design; data analysis: use of spe-cialised software for qualitative analysis, fitting of distributions with statistical software; hypothesis tests (distributions, P-value) with statistical software; quality criteria of qualitative and quantitative research.
Learning Outcomes:
Graduates are familiar with subject-specific academic conferences, publication series and high-quality journals and are able to assess the quality of sources in an informed manner. They can write a formally correct academic seminar paper or bachelor's thesis. In addition, they have a fundamental understanding of the logic of quantitative and qualitative research and the central methodological principles of both approaches. They are able to load data from various sources into statistical software and prepare it for analysis. They also understand the concept of hypothesis testing and perform distribution adjustments and corresponding tests with practical data in statistical software.
Superior module:
Scientific work
Module description:
The students - have the basic ability to write a formally correct and stringent seminar paper on a specific subject by selecting appropriate sources. - formulate hypotheses and verify or falsify them using selected scientific sources. - present the contents of the seminar paper to students and teachers. - know the subject-specific scientific conferences, publication series, high-quality journals and can assess the quality of sources. - can write a formally correct scientific seminar paper or bachelor thesis. - have a basic understanding of the logic of quantitative or qualitative research and the methodological principles central to it. - are able to load and preprocess data from different sources in statistical software. - understand the concept of hypothesis testing and are able to fit distributions for practical data in statistical software and perform hypothesis tests accordingly. - have the basic ability to write a subject-specific seminar paper that is stringent in terms of content and correct in terms of form through the adequate selection of sources. - formulate hypotheses and verify or falsify them based on selected scientific sources. - present the contents of the seminar work to students and teachers.
Software design patterns
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3SDPIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Introduction to object-oriented software design; basics of UML notation; design patterns: creational patterns (e.g. factory, singleton), structural patterns (adapter, composite, decorator, facade proxy), behavioural pat-terns (iterator, mediator, observer, state, strategy) and application examples; basics of refactoring; practical exercises on the application of design patterns.
Learning Outcomes:
Graduates are able to apply their knowledge of design patterns and their advantages and disadvantages to specific problems in order to design modular and maintainable software architectures. They are able to improve existing structures by using appropriate design patterns and carry out targeted refactorings. With the help of UML, they understand basic software architectures and communicate them professionally. In addition, they make targeted improvements to the code without introducing new functionality.
Superior module:
Software Engineering 1
Module description:
The students - can apply their knowledge of design patterns and their advantages/disadvantages to subproblems in order to design software architecture in a modular way. - can optimize parts of software architectures using design patterns (refactoring). - can understand basic software architectures using UML and communicate in technical language. - can carry out improvement steps in the code without introducing new functionality (refactorings). - are able to name and apply basic methods and tools of project management. - can describe the process from requirements analysis to delivery and know the content of relevant project documents in the individual phases. - have practical experience in dealing with requirements from initial analysis, through planning to to the final test. - know methods and tools from (scaled) agile process models as well as for software quality assurance and can apply them in their own projects (multimedia project).
Software project management
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3SPMIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | final |
Lecture content:
General methods and principles of software project management; classical and agile process models; phas-es, documents and roles in the development process; analysis, specification, estimation, prioritisation and planning of requirements; software quality and testing; continuous delivery; scaled agility; reflection of con-cepts and methods in practical exercises.
Learning Outcomes:
Graduates are able to name basic project management methods and tools and apply them in their own projects. They can describe the process from requirements analysis to delivery and are familiar with the contents of relevant project documents in the individual phases. They have practical experience in dealing with requirements, from initial analysis and planning to final testing. In addition, they are familiar with methods and tools from classic and scaled agile process models as well as for ensuring software quality, and can apply these specifically in their own multimedia projects.
Superior module:
Software Engineering 1
Module description:
The students - can apply their knowledge of design patterns and their advantages/disadvantages to subproblems in order to design software architecture in a modular way. - can optimize parts of software architectures using design patterns (refactoring). - can understand basic software architectures using UML and communicate in technical language. - can carry out improvement steps in the code without introducing new functionality (refactorings). - are able to name and apply basic methods and tools of project management. - can describe the process from requirements analysis to delivery and know the content of relevant project documents in the individual phases. - have practical experience in dealing with requirements from initial analysis, through planning to to the final test. - know methods and tools from (scaled) agile process models as well as for software quality assurance and can apply them in their own projects (multimedia project).
Game Development 1
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3GDEIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 3 |
ECTS Credits | 5 |
Examination character | immanent |
Lecture content:
C++ according to current standards (object orientation, polymorphism, memory management, templates, STL, etc.); memory areas (stack, heap, etc.); runtime/memory debugging; modern development environments (e.g. Visual Studio); static/dynamic libraries; basic game engine architectures (hierarchical, component-based); design patterns in the game development (singleton, observer, factory, composite/aggregate, etc.); input/output methods, graphical user interface and accessibility; event systems and callbacks; simple artificial intelligence in games (basic steering behaviour, decision trees, state machines); path-finding (Dijkstra, A*); physics simulation of rigid 2D bodies; practical exercises and implementation of a simple game engine (C++).
Learning Outcomes:
Graduates are able to implement programmes in a development environment using the C++ programming language, analyse programme flow in a structured manner using software tools, for example in terms of runtime and memory consumption, and estimate the runtime of data structures. They explain basic algorithms and design patterns in the context of game development in their own words and use them to implement key functionalities in a modular way, such as simple artificial intelligence, physics, event systems or graphical user interfaces. They independently develop simple games in C++ and create, implement and analyse a suitable modular architecture for their own game development environment. In doing so, you will systematically fix bugs and use version control systems such as Git throughout the development process.
Superior module:
Elective 1 - Game Development & Mixed Reality 1
Module description:
The students - can implement programs in a development environment using the C++ programming language, analyze the program flow in a structured manner with the help of software tools (runtime, memory) and estimate the runtime of data structures. - can explain basic algorithms and design patterns in the context of game development in their own words and implement basic functionalities in a modular way with their help (e.g. artificial intelligence, simple physics, event system, graphical user interface). - can independently develop simple games in C++ and create, implement and systematically debug the necessary modular game engine architecture themselves. They can analyze and fix bugs and use version control systems (e.g. Git) in their development process.
Computer Vision
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3COVIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 3 |
ECTS Credits | 4 |
Examination character | immanent |
Lecture content:
Image filtering (cross-correlation, convolution, box filter, mean/median filter, Gaussian filter, Sobel filter, etc.); Fourier transformation and digital image processing; high-pass/low-pass filter; sampling theorem; alias-ing; edge detection (e.g. Canny Edge, Sobel); feature descriptors (e.g. Harris Corner, SIFT); feature match-ing; camera calibration (pinhole camera, intrinsic parameters, radial/tangential distortion, etc.); pose estima-tion; epipolar geometry; depth from stereo; structure from motion and SLAM; practical exercises using com-puter vision libraries (e.g. OpenCV).
Learning Outcomes:
Graduates will be able to apply simple filter operations in digital image processing and explain the relationship between these operations and the frequency domain in their own words. They will be able to extract image features such as edges and corners and use descriptors to recognise them algorithmically in different images. They can explain the mathematical model of projection in a pinhole camera as well as the calibration of real cameras in an understandable way and determine poses, i.e. position and rotation, relative to known markers in space. They understand basic concepts of visual tracking systems, can describe how they work in their own words and are able to realistically assess their limitations, optimal operating conditions and areas of application. In addition, they can explain the basic methods for determining depth in a scene and for continuously determining the position of cameras through tracking.
Superior module:
Elective 1 - Game Development & Mixed Reality 2
Module description:
The students - can explain requirements for real-time rendering methods, the difference between ray tracing and rasterization methods and the structure of modern render pipelines in their own words. - can programmatically create simple 3D worlds (e.g. OpenGL) by defining textured polygon geometry, transforming it by mathematical operations and converting it safely between different coordinate spaces. - can create simple shader programs (e.g. GLSL). - can systematically debug simple graphics applications in order to analyze and correct errors.The students - can use simple filter operations of digital image processing and explain the relation to frequency space in their own words. - can extract image features such as edges and corners and detect them algorithmically using descriptors in different images. - can explain the mathematical model of projection in a pinhole camera in their own words, can calibrate real cameras and determine poses (position, rotation) relative to known markers in space. - can explain basic concepts of visual tracking systems in their own words and can assess their limitations, optimal working conditions and areas of application. - can explain in their own words the basic concepts of determining depth values of a scene and continuous position determination of cameras by tracking.
Computer graphics 1
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3CGRIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 3 |
Examination character | immanent |
Lecture content:
Applications of linear algebra in computer graphics (dot product for e.g. shading, cross product for e.g. nor-mal vectors, affine transformations, orthographic/perspective projection, etc.); coordination spaces and transformations (object, world, NDC, camera, homogeneous coordinates, etc.); ray tracing; rasterisation; render pipeline (e.g. OpenGL); depth buffers (principle, z-fighting, etc.); geometry definitions (polygon mod-els, constructive solid geometry, volume data, implicit geometries, etc.); simple real-time reflection models (Lambert, Phong, Blinn-Phong, etc.); basics of texture mapping (2D/3D textures, bump/normal mapping); alpha blending; basics of shader programming (vertex shader, fragment shader); debugging methods; practi-cal exercises using a modern graphics interface (e.g. OpenGL/GLSL).
Learning Outcomes:
Graduates can explain in their own words the requirements of real-time rendering processes, the difference between ray tracing and rasterisation processes, and the structure of modern rendering pipelines. They are able to programmatically create simple three-dimensional worlds, for example with OpenGL, by defining textured polygon geometry, transforming it using mathematical operations, and converting it reliably between different coordinate spaces. In addition, they can develop simple shader programmes, for example with GLSL, and are able to systematically debug graphics applications to analyse and fix errors.
Superior module:
Elective 1 - Game Development & Mixed Reality 2
Module description:
The students - can explain requirements for real-time rendering methods, the difference between ray tracing and rasterization methods and the structure of modern render pipelines in their own words. - can programmatically create simple 3D worlds (e.g. OpenGL) by defining textured polygon geometry, transforming it by mathematical operations and converting it safely between different coordinate spaces. - can create simple shader programs (e.g. GLSL). - can systematically debug simple graphics applications in order to analyze and correct errors.The students - can use simple filter operations of digital image processing and explain the relation to frequency space in their own words. - can extract image features such as edges and corners and detect them algorithmically using descriptors in different images. - can explain the mathematical model of projection in a pinhole camera in their own words, can calibrate real cameras and determine poses (position, rotation) relative to known markers in space. - can explain basic concepts of visual tracking systems in their own words and can assess their limitations, optimal working conditions and areas of application. - can explain in their own words the basic concepts of determining depth values of a scene and continuous position determination of cameras by tracking.
Frontend Development
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3FDPIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 3 |
Examination character | immanent |
Lecture content:
Current tools and topics of frontend development, single page apps, build pipeline (npm, webpacker) and design patterns for Javascript; CSS Cascade, Specificity, selectors; methods for structuring CSS such as object oriented or functional CSS, BEM, Tailwind; style guides; accessibility, Web Content Accessibility Guidelines (WCAG), ARIA.
Learning Outcomes:
Graduates design and implement the front end of a web application as a single page application. They describe the purpose and functionality of the build pipeline for a front-end project in their own words, use the pipeline of an existing project or set it up independently for a new project. In doing so, they use current methods for structuring CSS and implement graphical designs of interface components in HTML and CSS. They create a style guide with reusable components and implement appropriate technical measures to ensure the accessibility of a website.
Superior module:
Elective 1 - Web & Mobile Development 2
Module description:
Students - design and implement the front end of a web application as a single page app. - describe the purpose and functionality of the build pipeline for a frontend project in their own words. They use the pipeline of an existing project or set up the pipeline for a new project. - use current methods for structuring CSS. - implement graphical designs of interface components in HTML and CSS. Create a style guide with components. - implement appropriate technical measures to ensure accessibility of a website. - install and configure a production web server on a VM, order a domain, configure https and create a certificate with letsencrypt. Install PHP, a relational database and a CMS, configure startup and monitoring for these components. - describe the principles for a 12-factor app in their own words, prepare a web application for deployment on a PAAS, and deploy it successfully. Be able to set environment variables for the app on the PAAS and view the logfile. - Can describe the role of interface guidelines in their work in their own words, and follow relevant interface guidelines when designing a project. - design and implement interfaces for web applications for use on desktop, tablet, and smartphone. - Use wireframes, flowcharts, and online tools to communicate with team members, designers, and clients. - Request, convert, and adapt the necessary designs from designers in the appropriate formats.
Interface Design
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3IDEIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 1.5 |
Examination character | immanent |
Lecture content:
Advanced interface design for web and mobile; UI patterns, interface guidelines, information design, wireframes, flowcharts, navigation, use cases, layout, grids, workflows and tools for interface and interaction design.
Learning Outcomes:
Graduates can describe the role of interface guidelines for their work in their own words and take relevant guidelines into account when designing a project. They design and implement user interfaces for web applications that can be used on desktops, tablets and smartphones. They use wireframes, flowcharts and suitable online tools to communicate with team members, designers and customers. They request the necessary designs from designers in the appropriate formats, convert them if necessary and adapt them for technical implementation.
Superior module:
Elective 1 - Web & Mobile Development 2
Module description:
Students - design and implement the front end of a web application as a single page app. - describe the purpose and functionality of the build pipeline for a frontend project in their own words. They use the pipeline of an existing project or set up the pipeline for a new project. - use current methods for structuring CSS. - implement graphical designs of interface components in HTML and CSS. Create a style guide with components. - implement appropriate technical measures to ensure accessibility of a website. - install and configure a production web server on a VM, order a domain, configure https and create a certificate with letsencrypt. Install PHP, a relational database and a CMS, configure startup and monitoring for these components. - describe the principles for a 12-factor app in their own words, prepare a web application for deployment on a PAAS, and deploy it successfully. Be able to set environment variables for the app on the PAAS and view the logfile. - Can describe the role of interface guidelines in their work in their own words, and follow relevant interface guidelines when designing a project. - design and implement interfaces for web applications for use on desktop, tablet, and smartphone. - Use wireframes, flowcharts, and online tools to communicate with team members, designers, and clients. - Request, convert, and adapt the necessary designs from designers in the appropriate formats.
Web operations
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3WOPIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 1.5 |
Examination character | immanent |
Lecture content:
UNIX, Webserver Apache, nginx. Monitoring, Load Balancer. DNS and purchase of a domain. Documentaries as example for a Platform-as-a-Service (PAAS)
Learning Outcomes:
Graduates install and configure a productive web server on a virtual machine, order a domain, set up HTTPS and create a certificate with Let's Encrypt. They install PHP, a relational database and a content management system, and configure start processes and monitoring for these components. They describe the principles of a Twelve Factor App in their own words, prepare a web application for deployment on a platform as a service, and successfully carry out the deployment. They are also able to set environment variables and view application log files on the platform.
Superior module:
Elective 1 - Web & Mobile Development 2
Module description:
Students - design and implement the front end of a web application as a single page app. - describe the purpose and functionality of the build pipeline for a frontend project in their own words. They use the pipeline of an existing project or set up the pipeline for a new project. - use current methods for structuring CSS. - implement graphical designs of interface components in HTML and CSS. Create a style guide with components. - implement appropriate technical measures to ensure accessibility of a website. - install and configure a production web server on a VM, order a domain, configure https and create a certificate with letsencrypt. Install PHP, a relational database and a CMS, configure startup and monitoring for these components. - describe the principles for a 12-factor app in their own words, prepare a web application for deployment on a PAAS, and deploy it successfully. Be able to set environment variables for the app on the PAAS and view the logfile. - Can describe the role of interface guidelines in their work in their own words, and follow relevant interface guidelines when designing a project. - design and implement interfaces for web applications for use on desktop, tablet, and smartphone. - Use wireframes, flowcharts, and online tools to communicate with team members, designers, and clients. - Request, convert, and adapt the necessary designs from designers in the appropriate formats.
Backend Development
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3BDPIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 3 |
Examination character | immanent |
Lecture content:
Ruby, Ruby on Rails, ActiveRecord as object relational mapper, Model-View-Controller pattern, Database Migrations, Asset Pipeline and Webpacker, URL routing, REST architecture. Unit testing, end to end testing and test driven development in web development. Use of git and merge/pull requests in teamwork in web development.
Learning Outcomes:
Graduates are able to design and implement the backend of a web application using a current backend framework. They apply the model-view-controller pattern, use object-relational mappers and an asset pipeline or JavaScript module bundler. To ensure functionality, they write unit tests and end-to-end tests. When working in teams, they use Git, work with branches, merge or pull requests, and perform code reviews to ensure code quality. They configure the application for different environments such as development, staging, and production. In addition, they can navigate the code of an existing web application with a backend framework and contribute to the project independently.
Superior module:
Elective 1 - Web and Mobile Development 1
Module description:
The students - design and implement the backend of a web application using a current backend framework, applying the Model-View-Controller pattern, using object relational mappers and an asset pipeline or JavaScript module bundler. - write unit tests and end to end tests to ensure the application is working correctly. - use git in teamwork, apply branches and merge/pull requests and code reviews to guarantee the quality of the code. - configure the application for the development, staging and production environment. - can find their way around the code of an existing web application with a backend framework and contribute to the project. - describe different web content management systems and their application scenarios in their own words. - advise customers and supervise the development of the website from ordering the domain to maintenance. - implement websites in teamwork with the help of a current Web CMS. - adapt themes or develop them from scratch. Adapt or program plugins. - implement the technical requirements of Search Engine Optimization (SEO), and support the work of SEO officers by installing appropriate tools. - read PHP code and find their way around a large application. They pick up the conventions prevailing there and apply them in their own code.
Content Management Systems
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3CMSIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 3 |
Examination character | immanent |
Lecture content:
Different variants of web content management systems: Database, file, API-based CMS; theme and plug-in development (using Build Tools & Bundler); templating engines; customer and user orientation; technical as-pects of Search Engine Optimisation.
Learning Outcomes:
Graduates describe various web content management systems and their application scenarios in their own words. They advise customers and accompany the development of a website from domain registration to ongoing maintenance. Working in teams, they implement websites using a current web CMS. They adapt existing themes or develop their own designs and expand functionality by adapting or programming plugins. In doing so, they implement technical requirements for search engine optimisation (SEO) and support SEO specialists by installing suitable tools. They can read PHP code, navigate complex web applications and incorporate existing conventions into their own code.
Superior module:
Elective 1 - Web and Mobile Development 1
Module description:
The students - design and implement the backend of a web application using a current backend framework, applying the Model-View-Controller pattern, using object relational mappers and an asset pipeline or JavaScript module bundler. - write unit tests and end to end tests to ensure the application is working correctly. - use git in teamwork, apply branches and merge/pull requests and code reviews to guarantee the quality of the code. - configure the application for the development, staging and production environment. - can find their way around the code of an existing web application with a backend framework and contribute to the project. - describe different web content management systems and their application scenarios in their own words. - advise customers and supervise the development of the website from ordering the domain to maintenance. - implement websites in teamwork with the help of a current Web CMS. - adapt themes or develop them from scratch. Adapt or program plugins. - implement the technical requirements of Search Engine Optimization (SEO), and support the work of SEO officers by installing appropriate tools. - read PHP code and find their way around a large application. They pick up the conventions prevailing there and apply them in their own code.
Creative making and digital fabrication
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3CMFIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
This course deals with the practical examination of hardware-related digital technologies in connection with digital manufacturing and prototyping methods (lasercutting, 3D printing, making). Both the implementation of physical prototypes and issues around IoT and new digital interaction paradigms (e.g. wearable, tangible) will be addressed. This combines the knowledge of digital technologies with a focus on embedded systems, sensors and actuators as well as interactive materials. Using explorative practical projects, students implement concepts and prototypes of interactive systems and thus expand the spectrum of their implementation skills.
Learning Outcomes:
Graduates can program microcontrollers and use them specifically to implement interactive prototypes. They use sensors and actuators appropriate to selected subject areas to realise interactive functions. In doing so, they are able to solve IT, electronic and mechanical challenges such as housing design, material selection, haptics and form when developing physical prototypes of interactive systems. They independently implement physical prototypes based on specified problems, using digital manufacturing methods.
Superior module:
Elective 2 - Creative Making and Digital Fabrication
Module description:
The students - can program microcontrollers to implement interactive prototypes. - can use sensors and actuators to implement interactive prototypes for selected subject areas in a targeted manner. - are able to solve IT, electronic and mechanical challenges (housing, material, feel, shape) when implementing physical prototypes of interactive systems. - can independently implement physical prototypes for a given interactive system problem. - use digital manufacturing methods to implement interactive prototypes
Game Studies & Game Design 1
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3GSDIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Basic elements of games; analysis and comparison of different definitions of game, games and game-play; history of the game; theories on interaction and relevant quality factors; classical game theory; game rules, game balance and challenges; quality criteria in relation to games; culture-specific aspects of games; story-telling and narration; overview of different genres of games, e.g. serious games, strategy, first person shooter; conceptual forms in game development; conception of a game; further development medium game with regard to accessibility, inclusiveness and diversity.
Learning Outcomes:
Graduates are able to name key elements of games and are familiar with quality criteria for games, game play and interaction. They develop game ideas, refine them into mature concepts and record them in writing. They have basic knowledge of game design, game theory, game balance and game rules. They are familiar with common game genres, can name them and distinguish between them. In addition, they have an overview of the history of game development and are able to name and classify different definitions of games and gaming.
Superior module:
Elective 2 - Game Studies & Game Design 1
Module description:
Students have basic knowledge and skills in the theory and practice of game design, from conceptual design to implementation. They have basic knowledge and skills in identifying and designing mechanisms, sets of rules and design structures within interactive forms of entertainment.
Live-Streaming and On-Air-Production
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3LSPIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Format analysis and development from entertainment (single streamer, eSports tournament, charity) to in-formation transfer (conference, podcast, launch event); introduction to the streaming ecosystem, overview of relevant platforms and players; studio setup for a live stream, itemisation of equipment, roles & systems in a live production; narrative & tension arcs in different event concepts; experiments on audience interac-tion, comparison of interaction game and audience as well as interaction stream and audience; audiovisual preparation of content for live stream productions (structure, design, licensing); dealing with metrics (e.g.: chronological progress of audience numbers) to analyse stream performance as a basis for strategic deci-sions; overlap of game development and streaming (marketing, integration of interactive elements).
Learning Outcomes:
Graduates have fundamental knowledge and practical skills in the field of live stream production, from conception to technical and content implementation. They are able to identify and design narratives, content and event concepts for a variety of formats, from entertaining to informative. In addition, they are familiar with the range of tasks and job profiles within a live stream production. They have gained experimental experience with various possibilities for interaction and exchange with the audience.
Superior module:
Elective 2 - Live-Streaming and On-Air-Production
Module description:
The students: have basic knowledge and skills in theory and practice of live stream productions, from conception to implementation. You have basic skills in identifying and creating narratives, content and event concepts for different formats from entertainment to information transfer. They know the range of tasks and job profiles within a live stream production. You have experimental experience with interaction possibilities in exchange with the audience.
Native Mobile Applications
Semester | 3 |
---|---|
Academic year | 2 |
Course code | MMTB3NMAIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Basics of native android programming; introduction to the IDE; introduction to the Kotlin programming lan-guage; android-specific topics: UI design & navigation, lifecycle, Firebase, networking, threading, persis-tence, testing; publishing the app in stores of the respective platform; development of an own project.
Learning Outcomes:
Graduates are familiar with platform-specific development environments and use them efficiently. They can independently implement and test user interfaces and application logic for mobile applications in native programming on a target platform. In their mobile applications, they use interfaces for database access and network communication. In addition, they are able to make the developed applications available in the respective platform stores.
Superior module:
Elective 2 - Native Mobile Applications
Module description:
The students - are familiar with the platform-specific development environments and use them efficiently. - can independently implement and test UIs and application logic of mobile applications on a target platform in "native" code. - use APIs for database and network in mobile applications. - can provide the developed applications in the respective platform stores
Concurrent & Distributed Systems
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4CDSIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Architectures for parallel systems (shared memory, distributed memory, hybrid); structure of modern pro-cesses and caching hierarchy; parallelisation of tasks, Amdahls Law; Multithreading in C#; Threads vs. dele-gates; thread pools; thread synchronisation (lock, monitor, mutex, semaphore, signals); tasks in C#; itera-tive and parallel servers based on the socket API; basics of remote procedure call and remote method invo-cation; basics of message queues.
Learning Outcomes:
Graduates efficiently parallelise problems using threads. They are familiar with primitives for synchronisation and signalling between processes and threads and use them specifically according to the problem at hand. They use the socket API to implement iterative and parallel client/server systems. In addition, they have basic knowledge of RPC, RMI and message queues and can explain these in their own words.
Superior module:
Software Engineering 2
Module description:
.The students - can transfer procedures from the area of object-oriented analysis and design to new problems. - can explain and implement complex design patterns (e.g. MVC). - can recognize "code smells" and achieve improvements by refactoring. - name advantages and disadvantages of different software architectures in relation to concrete problems. - select a software architecture style suitable for the problem and justify the viability of the decision made. - can plan an architecture that meets requirements and thus take sustainability criteria into account. - can efficiently parallelize problems with the help of threads. - know primitives for synchronization and signaling between processes and threads and can use them problem-specifically. - use the socket API to implement iterative and parallel client/server systems. - have basic knowledge of RPC, RMI and message queues and can explain them in their own words.
Group-oriented reflection process 2
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4TEARC |
Type | RC |
Kind | Compulsory |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 0.5 |
Examination character | immanent |
Lecture content:
Self- and group reflection of concretely experienced project work; reflection models (including theme-centred interaction according to Cohn), solution-oriented problem processing; conflict management (conflict behav-iour, dealing with conflicts, diversity competence, conflict resolution).
Learning Outcomes:
Graduates can reflect on their teamwork based on concrete learning experiences from multimedia projects and apply appropriate tools and methods of reflection. They recognise socio-cultural, diversity-sensitive and structural problems or conflicts within the team and have the necessary skills and tools to deal with these challenges constructively and develop solutions.
Superior module:
Multimedia Project 2
Module description:
The students - develop project ideas for game and web projects in interdisciplinary teams. - develop a concept with reference to the target audience. - present their concept in the context of a pitch in English. - plan and program a complex software project in teamwork. They carry out the implementation within a given time frame. - use the version control system git for the administration of the source code in teamwork. They work with feature branches, pull/merge requests and code reviews. - find and use existing software packages (libraries, packages) and incorporate them into their own software project. - use an issue tracker to prioritise features and bugs. On this basis, they make decisions about which issues need to be dealt with in order to create an executable project in the given time. - make changes to the project based on the results of the evaluation and user testing of the project. - independently apply methods and tools for team and time management, individually adapted and situa-tion-specific for their project. - reflect on their teamwork based on their concrete project experience and master conflict management tools and methods to deal with challenges and solve them constructively. - present the finished project to lecturers and students. They describe the project in text, image and video in the portfolio website of the course. - design a user evaluation appropriate to their own project. - select appropriate methods and create the test plan. - conduct the user study under controlled conditions, collect and analyse the data. - document the entire process. - reflect on their teamwork through specific learning experiences in the multimedia projects. - apply learned tools and methods to reflection. - recognise socio-cultural, diversity-sensitive and structural problems/conflicts in the team. - and master tools and methods/competencies to deal with conflicts and solve them constructively. - develop project ideas for game and web projects in interdisciplinary teams. - develop prototypes to test ideas and concepts. - present their concept before an expert audience in order to recruit further team members.
Interdisciplinary Hackathon
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4IHAPT |
Type | PT |
Kind | Compulsory |
Language of instruction | English |
SWS | 2 |
ECTS Credits | 1.5 |
Examination character | immanent |
Lecture content:
Independent team selection, idea generation and concept development for a complex multimedia project; building prototypes; presentation.
Learning Outcomes:
Graduates can independently develop project ideas for game or web projects in interdisciplinary teams and create functional prototypes to test and further develop their concepts. They present their concepts convincingly to an expert audience with the aim of recruiting additional team members for implementation.
Superior module:
Multimedia Project 2
Module description:
The students - develop project ideas for game and web projects in interdisciplinary teams. - develop a concept with reference to the target audience. - present their concept in the context of a pitch in English. - plan and program a complex software project in teamwork. They carry out the implementation within a given time frame. - use the version control system git for the administration of the source code in teamwork. They work with feature branches, pull/merge requests and code reviews. - find and use existing software packages (libraries, packages) and incorporate them into their own software project. - use an issue tracker to prioritise features and bugs. On this basis, they make decisions about which issues need to be dealt with in order to create an executable project in the given time. - make changes to the project based on the results of the evaluation and user testing of the project. - independently apply methods and tools for team and time management, individually adapted and situa-tion-specific for their project. - reflect on their teamwork based on their concrete project experience and master conflict management tools and methods to deal with challenges and solve them constructively. - present the finished project to lecturers and students. They describe the project in text, image and video in the portfolio website of the course. - design a user evaluation appropriate to their own project. - select appropriate methods and create the test plan. - conduct the user study under controlled conditions, collect and analyse the data. - document the entire process. - reflect on their teamwork through specific learning experiences in the multimedia projects. - apply learned tools and methods to reflection. - recognise socio-cultural, diversity-sensitive and structural problems/conflicts in the team. - and master tools and methods/competencies to deal with conflicts and solve them constructively. - develop project ideas for game and web projects in interdisciplinary teams. - develop prototypes to test ideas and concepts. - present their concept before an expert audience in order to recruit further team members.
Multimedia project 2 (MMP2b): Concept and Pitch
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4MCPUE |
Type | UB |
Kind | Compulsory |
Language of instruction | English |
SWS | 1 |
ECTS Credits | 1.5 |
Examination character | immanent |
Lecture content:
Ideation process for a complex (possibly: interdisciplinary) web or game project within technical specifica-tions; elaboration of a pitch deck; presentation/pitch of the project idea.
Learning Outcomes:
Working in interdisciplinary teams, graduates independently develop project ideas for game or web projects. They develop a viable concept that takes the target audience into account and present it convincingly in English as part of a pitch.
Superior module:
Multimedia Project 2
Module description:
The students - develop project ideas for game and web projects in interdisciplinary teams. - develop a concept with reference to the target audience. - present their concept in the context of a pitch in English. - plan and program a complex software project in teamwork. They carry out the implementation within a given time frame. - use the version control system git for the administration of the source code in teamwork. They work with feature branches, pull/merge requests and code reviews. - find and use existing software packages (libraries, packages) and incorporate them into their own software project. - use an issue tracker to prioritise features and bugs. On this basis, they make decisions about which issues need to be dealt with in order to create an executable project in the given time. - make changes to the project based on the results of the evaluation and user testing of the project. - independently apply methods and tools for team and time management, individually adapted and situa-tion-specific for their project. - reflect on their teamwork based on their concrete project experience and master conflict management tools and methods to deal with challenges and solve them constructively. - present the finished project to lecturers and students. They describe the project in text, image and video in the portfolio website of the course. - design a user evaluation appropriate to their own project. - select appropriate methods and create the test plan. - conduct the user study under controlled conditions, collect and analyse the data. - document the entire process. - reflect on their teamwork through specific learning experiences in the multimedia projects. - apply learned tools and methods to reflection. - recognise socio-cultural, diversity-sensitive and structural problems/conflicts in the team. - and master tools and methods/competencies to deal with conflicts and solve them constructively. - develop project ideas for game and web projects in interdisciplinary teams. - develop prototypes to test ideas and concepts. - present their concept before an expert audience in order to recruit further team members.
Multimedia project 2 (MMP2b): Evaluation and User Testing
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4MEUUE |
Type | UB |
Kind | Compulsory |
Language of instruction | English |
SWS | 1 |
ECTS Credits | 1 |
Examination character | immanent |
Lecture content:
Systematic research and selection of suitable metrics and methods to investigate the user experience, e.g. usability (effectiveness, efficiency, satisfaction), acceptance, accessibility, immersion, flow, presence, men-tal or cognitive load, affection, arousal, player experience; conceptualising and conducting a user evaluation (creating a test plan; conducting a user study; evaluating the results); using the test results to systematically revise and improve the project; documenting the entire process.
Learning Outcomes:
Graduates can design a user evaluation tailored to the requirements of their own project. They select suitable methods, draw up a test plan and conduct the study under controlled conditions. In doing so, they collect relevant data, evaluate it systematically and document the entire evaluation process in a comprehensible manner.
Superior module:
Multimedia Project 2
Module description:
The students - develop project ideas for game and web projects in interdisciplinary teams. - develop a concept with reference to the target audience. - present their concept in the context of a pitch in English. - plan and program a complex software project in teamwork. They carry out the implementation within a given time frame. - use the version control system git for the administration of the source code in teamwork. They work with feature branches, pull/merge requests and code reviews. - find and use existing software packages (libraries, packages) and incorporate them into their own software project. - use an issue tracker to prioritise features and bugs. On this basis, they make decisions about which issues need to be dealt with in order to create an executable project in the given time. - make changes to the project based on the results of the evaluation and user testing of the project. - independently apply methods and tools for team and time management, individually adapted and situa-tion-specific for their project. - reflect on their teamwork based on their concrete project experience and master conflict management tools and methods to deal with challenges and solve them constructively. - present the finished project to lecturers and students. They describe the project in text, image and video in the portfolio website of the course. - design a user evaluation appropriate to their own project. - select appropriate methods and create the test plan. - conduct the user study under controlled conditions, collect and analyse the data. - document the entire process. - reflect on their teamwork through specific learning experiences in the multimedia projects. - apply learned tools and methods to reflection. - recognise socio-cultural, diversity-sensitive and structural problems/conflicts in the team. - and master tools and methods/competencies to deal with conflicts and solve them constructively. - develop project ideas for game and web projects in interdisciplinary teams. - develop prototypes to test ideas and concepts. - present their concept before an expert audience in order to recruit further team members.
Multimedia project 2 (MMP2b): Implementation
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4MMPPT |
Type | PT |
Kind | Compulsory |
Language of instruction | English |
SWS | 2 |
ECTS Credits | 4 |
Examination character | immanent |
Lecture content:
Complex web or game project executed in teams of two to three students. The team may also include inter-disciplinary students from other degree programs. Software development in the context of studio weeks; application of software project management; use of git for teamwork; topics fall into the subject area of web & mobile development or game development & mixed reality.
Learning Outcomes:
Graduates will be able to plan and program complex software projects in a team and implement them within a specified time frame. They will use the Git version control system for collaborative source code management, work with feature branches, pull and merge requests, and perform code reviews. They research existing software packages in a targeted manner, integrate them into their project and use an issue tracker to prioritise features and bugs and make informed decisions about implementation within the time frame. Based on evaluation results and user tests, they make targeted project adjustments. They apply team and time management methods and tools independently, adapting them to the specific project situation. You reflect on your teamwork based on project experience and use appropriate methods and tools for conflict management to overcome challenges constructively.
Superior module:
Multimedia Project 2
Module description:
The students - develop project ideas for game and web projects in interdisciplinary teams. - develop a concept with reference to the target audience. - present their concept in the context of a pitch in English. - plan and program a complex software project in teamwork. They carry out the implementation within a given time frame. - use the version control system git for the administration of the source code in teamwork. They work with feature branches, pull/merge requests and code reviews. - find and use existing software packages (libraries, packages) and incorporate them into their own software project. - use an issue tracker to prioritise features and bugs. On this basis, they make decisions about which issues need to be dealt with in order to create an executable project in the given time. - make changes to the project based on the results of the evaluation and user testing of the project. - independently apply methods and tools for team and time management, individually adapted and situa-tion-specific for their project. - reflect on their teamwork based on their concrete project experience and master conflict management tools and methods to deal with challenges and solve them constructively. - present the finished project to lecturers and students. They describe the project in text, image and video in the portfolio website of the course. - design a user evaluation appropriate to their own project. - select appropriate methods and create the test plan. - conduct the user study under controlled conditions, collect and analyse the data. - document the entire process. - reflect on their teamwork through specific learning experiences in the multimedia projects. - apply learned tools and methods to reflection. - recognise socio-cultural, diversity-sensitive and structural problems/conflicts in the team. - and master tools and methods/competencies to deal with conflicts and solve them constructively. - develop project ideas for game and web projects in interdisciplinary teams. - develop prototypes to test ideas and concepts. - present their concept before an expert audience in order to recruit further team members.
Seminar paper on computer science
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4SAISE |
Type | SE |
Kind | Compulsory |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 4 |
Examination character | immanent |
Lecture content:
Selection of topics from the sectors (web, game, HCI, machine learning); topic development and presenta-tion; literature research; composing the written paper; presentation of the seminar paper.
Learning Outcomes:
Graduates have the basic ability to write a subject-specific seminar paper that is coherent in content and correct in form by selecting appropriate academic sources. They formulate well-founded hypotheses and test them by evaluating suitable academic literature. They are able to present the results and content of their seminar paper in a manner appropriate to the target audience.
Superior module:
Scientific work
Module description:
The students - have the basic ability to write a formally correct and stringent seminar paper on a specific subject by selecting appropriate sources. - formulate hypotheses and verify or falsify them using selected scientific sources. - present the contents of the seminar paper to students and teachers. - know the subject-specific scientific conferences, publication series, high-quality journals and can assess the quality of sources. - can write a formally correct scientific seminar paper or bachelor thesis. - have a basic understanding of the logic of quantitative or qualitative research and the methodological principles central to it. - are able to load and preprocess data from different sources in statistical software. - understand the concept of hypothesis testing and are able to fit distributions for practical data in statistical software and perform hypothesis tests accordingly. - have the basic ability to write a subject-specific seminar paper that is stringent in terms of content and correct in terms of form through the adequate selection of sources. - formulate hypotheses and verify or falsify them based on selected scientific sources. - present the contents of the seminar work to students and teachers.
Software Architecture
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4SWAIL |
Type | IL |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Methodology of object-oriented analysis (OOA) and object-oriented design (OOD); consolidation of complex software design patterns (e.g. MVC, MVP, MVVM); code smells and refactoring; technical aspects of se-lected software architectures: component-based architecture, service-oriented architecture, model-driven architecture, data-driven architecture, event-driven architecture; domain-driven design, hexagonal architec-ture; practical exercises.
Learning Outcomes:
Graduates will be able to apply object-oriented analysis and design methods to new problems, explain and implement complex design patterns such as MVC, and recognise and improve code smells through refactoring. They will assess the advantages and disadvantages of different software architectures in relation to specific requirements, select appropriate architectural styles and justify their decisions. In doing so, they plan needs-based architectures taking sustainability criteria into account.
Superior module:
Software Engineering 2
Module description:
.The students - can transfer procedures from the area of object-oriented analysis and design to new problems. - can explain and implement complex design patterns (e.g. MVC). - can recognize "code smells" and achieve improvements by refactoring. - name advantages and disadvantages of different software architectures in relation to concrete problems. - select a software architecture style suitable for the problem and justify the viability of the decision made. - can plan an architecture that meets requirements and thus take sustainability criteria into account. - can efficiently parallelize problems with the help of threads. - know primitives for synchronization and signaling between processes and threads and can use them problem-specifically. - use the socket API to implement iterative and parallel client/server systems. - have basic knowledge of RPC, RMI and message queues and can explain them in their own words.
Game Development 2
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4GDEIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 3 |
ECTS Credits | 4 |
Examination character | immanent |
Lecture content:
Low-level runtime/memory optimisation (memory alignment, cache lines, object pooling, etc.); resource management; data-oriented design / entity-component systems; multi-threading/parallelism in game engines (job systems, false sharing problem, etc.); spatial data structures (BSP trees, kd trees, octrees, etc.) and render optimisations (occlusion culling, visibility culling, batch rendering, LOD levels, etc.); scene graphs; serialisation; tool/editor integration for engines; advanced artificial intelligence (advanced steering behaviour, behaviour trees, goal-oriented behaviour, minimaxing, etc.); basics network multiplayer (network architec-tures, match making, lag compensation, etc.); practical exercises based on source code (C++) of a game engine.
Learning Outcomes:
Graduates analyse the runtime of interactive programmes, identify typical performance problems and implement appropriate optimisation methods such as memory optimisation or the use of spatial data structures in a targeted manner. They explain the effects of data-oriented design on game engine architectures, especially in the context of entity-component systems, in their own words. They serialise programme data in a modular fashion in order to transfer it over networks or convert it into different file formats, for example for save states or editors. They select suitable artificial intelligence algorithms for different types of games in order to implement complex behaviour. In addition, they integrate network multiplayer functionality into games and solve basic challenges associated with this independently.
Superior module:
Elective 1 - Game Development & Mixed Reality 3
Module description:
The students - can analyze runtime of an interactive program, identify typical problems and select and implement appropriate optimization methods for performance optimization (e.g. memory optimization, spatial data structures). - can explain the impact of data-oriented design and its use in game engine architectures (e.g., entity-component systems) in their own words. - can implement the serialization of program data in a modular way in order to transfer data over the network or into different file formats (e.g. for memory states, editors). - Can select artificial intelligence algorithms to implement complex AI behavior for different game types. - can integrate network multiplayer into games and solve basic problems independently.
Computer graphics 2
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4CGRIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 3 |
Examination character | immanent |
Lecture content:
Real-time rendering strategies (forward rendering, deferred rendering, clustered and tiled rendering); shadow calculation using shadow mapping; methods for improving shadow quality (percentage closer filtering (PCF), percentage closer soft shadows (PCSS), cascaded shadow maps, etc.); physically based rendering (modern micro-facet models, HDR rendering and tone mapping); basics of image based lighting; post-processing ef-fects (ambient occlusion, screen space reflections, bloom, post-processing anti-aliasing); practical exercises using a modern graphics interface (e.g. OpenGL).
Learning Outcomes:
Graduates explain in their own words the advantages and disadvantages of various rendering strategies used in real-time rendering and select or implement suitable methods based on the requirements of a scene. They implement basic complex real-time rendering effects to increase realism and transfer their knowledge to other or alternative rendering effects and different graphics interfaces. They recognise visual artefacts in a targeted manner, analyse their causes and correct them independently.
Superior module:
Elective 1 - Game Development & Mixed Reality 4
Module description:
The students - can explain in their own words the advantages/disadvantages of various rendering strategies/procedures used in realtime rendering in their own words and can select/implement the appropriate method based on the requirements of a scene. - can implement basic complex real-time render effects to increase the realism of a scene and can apply their knowledge to further/alternative render effects and graphics interfaces. - Can identify and fix visual artifacts and their cause. - can explain the functionality and basic structure of modern game engines in their own words and can transfer their expertise (game engine architectures, optimization methods, rendering methods, artificial intelligence, etc.) to existing game engines in order to implement interactive programs. - can implement interactive programs with at least two current game engines (e.g. Unity, Unreal). - can research or select a suitable game engine based on given requirements for interactive applications. - Can set up and adhere to production workflows for game engines in order to implement a larger software project together with a team. - can debug/profile applications in game engines to find and fix bugs or performance problems.
Game Production Environments
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4GPEIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 3 |
ECTS Credits | 3 |
Examination character | immanent |
Lecture content:
Overview of current, important game engines, their underlying architecture and advantages/disadvantages (e.g. Unity, Unreal); game production workflows (version control, asset management, deployment, etc.); debugging and profiling; scripting / visual scripting; animation (animation paths, character animation, etc.); physics simulation for 2D/3D objects (rigid bodies, joints, etc.); physics simulation for 2D/3D objects (rigid bodies, joints, etc.); rendering (materials, lighting, batch rendering, etc.); shader programming / shader graphs; input/output methods and accessibility (assets, tools, etc.); practical exercises using current game engines (e.g. Unity, Unreal).
Learning Outcomes:
Graduates explain the functionality and basic structure of modern game engines in their own words and apply their specialist knowledge of game engine architectures, optimisation processes, rendering methods and artificial intelligence to existing systems in order to create interactive programmes. They develop interactive applications using at least two current game engines such as Unity or Unreal. Based on given requirements, they research suitable game engines and make informed decisions about which ones to select. They set up specific production workflows and adhere to them in order to implement larger software projects together with a team. They also debug and profile applications in game engines to identify and fix sources of errors and performance issues.
Superior module:
Elective 1 - Game Development & Mixed Reality 4
Module description:
The students - can explain in their own words the advantages/disadvantages of various rendering strategies/procedures used in realtime rendering in their own words and can select/implement the appropriate method based on the requirements of a scene. - can implement basic complex real-time render effects to increase the realism of a scene and can apply their knowledge to further/alternative render effects and graphics interfaces. - Can identify and fix visual artifacts and their cause. - can explain the functionality and basic structure of modern game engines in their own words and can transfer their expertise (game engine architectures, optimization methods, rendering methods, artificial intelligence, etc.) to existing game engines in order to implement interactive programs. - can implement interactive programs with at least two current game engines (e.g. Unity, Unreal). - can research or select a suitable game engine based on given requirements for interactive applications. - Can set up and adhere to production workflows for game engines in order to implement a larger software project together with a team. - can debug/profile applications in game engines to find and fix bugs or performance problems.
Full Stack Development
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4FSDIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 4 |
ECTS Credits | 5 |
Examination character | immanent |
Lecture content:
Implementation and documentation of APIs. Architectures and concepts of current front-end frame-works, shown with a concrete example, e.g. React and next.js. Automated testing of front-end and back-end code. Web sockets. Web performance: tools, measuring methods, solutions.. Security tools and support for back-end and front-end frameworks to avoid security problems.
Learning Outcomes:
Graduates design and implement REST and GraphQL APIs and use JavaScript to query these interfaces. They use React to create front ends from reusable components. They use end-to-end tests to ensure the functionality and interaction of the front end and back end. They can describe typical performance problems of web applications in their own words, analyse them with current tools and improve performance through targeted caching. In addition, they describe typical security problems of web applications and the mechanisms that modern web frameworks offer to prevent such problems, and apply them in a targeted manner.
Superior module:
Elective 1 - Web & Mobile Development 3
Module description:
Students will - design and implement REST and GraphQL APIs. They use JavaScript to query REST and GraphQL APIs. - use React to build a frontend from components. - use end to end tests to guarantee the functionality and interaction of front and back end. - can describe typical performance problems of web applications in their own words, can measure the performance of a web app with current tools and find problem areas. They use caching to speed up the application. - can describe in their own words typical security problems of web applications, as well as describe and use the support that web frameworks offer to avoid these problems.
Cloud Operations
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4COPIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Use of an exemplary cloud provider (e.g. AWS) as Infrastructure As A Service (IAAS): provisioning of a compute resource / VM, network and security configuration; use of an exemplary cloud provider (e.g. AWS) for Function as a Service. implementation and deployment of the function; energy requirement for cloud solutions.
Learning Outcomes:
Graduates explain in their own words the advantages and disadvantages of on-premise, IaaS, PaaS, SaaS and serverless, and select the most suitable option for a specific project. They commission a compute resource as infrastructure as a service and implement and deploy a function as a service. They also reflect on aspects of intelligent scaling and resource efficiency in the context of cloud-based solutions.
Superior module:
Elective 1 - Web & Mobile Development 4
Module description:
Students will - can explain the advantages and disadvantages of on-premise, IAAS, PAAS, SAAS and servless in their own words and and select a suitable variant for a project. - can commission a compute resource as an IAAS. - can implement and deploy a Function as a Service. - are able to consider intelligent scaling and resource efficiency of cloud-based solutions. - can describe different human-centered design methods for web and mobile development in their own words. - select appropriate research, design and implementation methods for a use case. - conduct user research and user tests with representative users. - analyze the context of use, define requirements, create prototypes and evaluate them. - work in interdisciplinary teams, represent the quality standards of your discipline in the discussion with other disciplines. - use iterations in the Human-Centered Design process.
Human Centred Design
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4HCDIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Advanced human-centred design methods in the field of web and mobile development. The students perform several iteration loops of a human-centred design process in interdisciplinary teams. The projects can be continued as MMP3.
Learning Outcomes:
Graduates describe various human-centred design methods for web and mobile development in their own words. They select appropriate research, design and implementation methods for specific use cases and conduct user research and usability tests with representative users. In doing so, they analyse the usage context, derive requirements, create prototypes and evaluate them systematically. They work in interdisciplinary teams and represent the quality standards of their subject in exchanges with other disciplines. They use iterative approaches in a targeted manner in the human-centred design process.
Superior module:
Elective 1 - Web & Mobile Development 4
Module description:
Students will - can explain the advantages and disadvantages of on-premise, IAAS, PAAS, SAAS and servless in their own words and and select a suitable variant for a project. - can commission a compute resource as an IAAS. - can implement and deploy a Function as a Service. - are able to consider intelligent scaling and resource efficiency of cloud-based solutions. - can describe different human-centered design methods for web and mobile development in their own words. - select appropriate research, design and implementation methods for a use case. - conduct user research and user tests with representative users. - analyze the context of use, define requirements, create prototypes and evaluate them. - work in interdisciplinary teams, represent the quality standards of your discipline in the discussion with other disciplines. - use iterations in the Human-Centered Design process.
Ethical Hacking
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4EHAIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Principles of ethical hacking; scanning techniques (network, port, vulnerability scanning), social engineering (human-, computer-, mobile-based), physical security, system hacking (Windows, Linux), phishing, DOS attacks and their prevention; practical exercises. Kali Linux and Parrot OS.
Learning Outcomes:
Graduates are familiar with the ethical principles of professional ethical hacking and penetration testing. They use common tools to check system security and understand basic techniques that can be used to gain unauthorised access to networks and computer systems through both technical and non-technical means. They independently identify and assess potential vulnerabilities in web applications, online games and the underlying infrastructure.
Superior module:
Elective 2 - Ethical Hacking
Module description:
The students - know the ethical aspects of professional ethical hacking and penetration tests. - use common tools to check the security of systems. - Understand the basic techniques for gaining unauthorized access to a large network and computer systems by technical and non-technical means. - are able to assess potential weak points in a web application or an online game and the associated infrastructure.
Game Studies & Game Design 2
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4GSDIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Deepened knowledge in the design and creation of board games to develop a craft foundation in the areas of feature design and gamebalancing; expansion of competencies in digital interactive storytelling with the help of existing solutions and common techniques from the industry, as well as the development of new methods or approaches to solutions; further deepening of conceptual skills in the areas of gameplay mechanisms as well as gamedesign; in-depth examination of the topic of game in the context of a cultural, monetary, social and educational context; level design; quest design; emergent gameplay. Based on the contents of LV Game Studies & Game Design 1, further discourse on social effects and relevance with regard to role models, social influence and the possibilities of the medium of games to change traditional patterns of thinking and behaviour.
Learning Outcomes:
Graduates acquire in-depth knowledge and practical skills in game design, covering the entire process from conception to implementation of interactive entertainment formats. They identify and design game mechanics, rule sets and design structures in a targeted and reflective manner. In addition, they have advanced skills in testing and quality and functional control of games and analyse existing game concepts in a differentiated manner with regard to technical, scientific, media, art and cultural theory, economic, social and educational aspects.
Superior module:
Elective 2 - Game Studies & Game Design 2
Module description:
Students have in-depth knowledge and skills in the theory and practice of game design, from conceptual design to implementation. They have advanced skills in identifying and designing mechanisms, sets of rules and design structures within interactive forms of entertainment. They have in-depth knowledge of testing as well as quality and function control of games and differentiated basic skills in analysing existing games with regard to their features relating to technology, natural science, media theory, art theory, culture theory, economics, society and education.
Information Visualisation
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4INVIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Data abstraction, data types, marks and channels; visualisation techniques for structures and hierarchies (graphs, trees, networks, etc.), time and geovisualisation; basic techniques for dealing with large amounts of information: Zoomable User Interfaces, Multiple Views, Detail and Context Techniques; Current JavaScript Libraries and Components for Visualisations; Best Practice Examples from Current News. Project with cur-rent data.
Learning Outcomes:
Graduates select appropriate visualisation methods for different types of data in order to present information correctly and legibly, and recognise misleading representations in existing visualisations. They independently create visualisations and animations using web technologies. In interdisciplinary teams, they work together with designers and develop solutions that meet the quality standards of both disciplines.
Superior module:
Elective 2 - Information Visualisation
Module description:
The students - select suitable visualization methods for different data types in order to display information correctly and legibly. You can recognize misleading representations in visualizations. - create visualizations and animations with web technologies. - work in interdisciplinary teams with designers and find solutions that meet the quality requirements of both disciplines.
Practice Machine Learning
Semester | 4 |
---|---|
Academic year | 2 |
Course code | MMTB4PMLIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Missing data imputation; dimension reduction; clustering (partitioning and density-based), feature selection, feature reduction; prediction models; practical implementation of all mentioned methods in the course of a defined machine learning task from current research.
Learning Outcomes:
Graduates understand specified machine learning tasks and independently select suitable methods from the specialist literature. They use unsupervised learning to analyse the structure of data sets and apply methods for feature selection and dimensionality reduction. They use cross-validation to ensure fair assessment of model quality.
Superior module:
Elective 2 - Praxis Machine Learning
Module description:
The students - understand a pre-defined machine learning task. - independently select suitable methods from the literature. - use unsupervised learning to analyze the structure of a data set. - understand and use methods for feature selection and reduction. - use the cross-validation approach for a fair assessment of quality.
Bachelor thesis: topic identification and research design
Semester | 5 |
---|---|
Academic year | 3 |
Course code | MMTB5BTFSE |
Type | SE |
Kind | Compulsory |
Language of instruction | German |
SWS | 0.5 |
ECTS Credits | 1.5 |
Examination character | immanent |
Lecture content:
Identifying and narrowing down the topic of the Bachelor's thesis; concretising the theoretical question; choosing the appropriate research methodology; preparing an exposé.
Learning Outcomes:
Graduates are able to develop a specific theoretical question and formulate it in a theoretically sound exposé. They select a research methodology appropriate to the question and establish a clear link to practice-oriented work and to the current state of the field and the relevant academic literature.
Superior module:
Preparation project and bachelor thesis
Module description:
The students - develop a specific theoretical question in the form of a theoretically sound expose. - choose a research methodology that is adequate for the research question. - make reference to practice-centred work and the current status-quo in the subject area as well as rele-vant scientific literature. - further develop and refine ideas and concepts for web, game and other multimedia projects. - clarify the technical risks of a multimedia project, make technology and architecture decisions for the project. - select and apply appropriate project management methods. - set up development computers, test systems and production systems for the project, configure the build process including linters. - present the concept and planning to an expert audience. they argue the technology and architectural decisions for the project. - make prototypes for the most important parts of the project as a decision-making basis for refining the concept. - have an insight into media theory and can critically reflect on common media concepts. - analyse social effects of media and technology on society and argue their own position on the basis of media theoretical foundations and facts.
Internship
Semester | 5 |
---|---|
Academic year | 3 |
Course code | MMTB5BPRPT |
Type | PT |
Kind | Internship (N) |
Language of instruction | German |
SWS | 0 |
ECTS Credits | 24 |
Examination character | immanent |
Lecture content:
Internship in a relevant company in the areas of web & mobile development or game development & mixed reality in software development; guided collaboration in company projects.
Learning Outcomes:
Graduates are familiar with the organisational structure and typical work processes of a company in the creative or digital economy. They understand the concepts and methods used in this field and relate them to the theories and methods taught during their studies, which they critically compare and evaluate. In software projects, they take on different team roles and actively contribute to the project results. Through practical engagement with the industry, they gain insights that help them orient themselves for their career choices after graduation.
Superior module:
Internship
Module description:
The students - know the organisational methods and work processes of a company in the creative or digital industries. - know which concepts and methods are used in the company and can critically compare and evaluate them with the concepts, theories and methods taught at university. - can take on different team roles and functions in software projects and contribute to the project out-come. - gain insight into the industry and thus experience in terms of their career choice after the conclusion of their studies. - reflect on their practical experiences in written form. - pass on the experience gained in the internship companies to the next cohort of students in the form of a presentation.
Internship: accompanying course
Semester | 5 |
---|---|
Academic year | 3 |
Course code | MMTB5BPRIT |
Type | IT |
Kind | Compulsory |
Language of instruction | German |
SWS | 0.5 |
ECTS Credits | 0.5 |
Examination character | immanent |
Lecture content:
Supervision during the internship by a supervisor on the course; final presentation.
Learning Outcomes:
Graduates reflect on their practical experiences in a structured written format and prepare them in such a way that they can share the insights they have gained in a presentation.
Superior module:
Internship
Module description:
The students - know the organisational methods and work processes of a company in the creative or digital industries. - know which concepts and methods are used in the company and can critically compare and evaluate them with the concepts, theories and methods taught at university. - can take on different team roles and functions in software projects and contribute to the project out-come. - gain insight into the industry and thus experience in terms of their career choice after the conclusion of their studies. - reflect on their practical experiences in written form. - pass on the experience gained in the internship companies to the next cohort of students in the form of a presentation.
Media, technology and society
Semester | 5 |
---|---|
Academic year | 3 |
Course code | MMTB5MTGSE |
Type | SE |
Kind | Compulsory |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 1.5 |
Examination character | immanent |
Lecture content:
Media and their concepts; interaction between technological development and media; technological society: critical reflection on what role media play in society.
Learning Outcomes:
Graduates gain insight into key concepts of media theory and critically examine common media terms and models. They analyse the social impact of media and technologies and defend their own position using media theory and empirically sound facts.
Superior module:
Preparation project and bachelor thesis
Module description:
The students - develop a specific theoretical question in the form of a theoretically sound expose. - choose a research methodology that is adequate for the research question. - make reference to practice-centred work and the current status-quo in the subject area as well as rele-vant scientific literature. - further develop and refine ideas and concepts for web, game and other multimedia projects. - clarify the technical risks of a multimedia project, make technology and architecture decisions for the project. - select and apply appropriate project management methods. - set up development computers, test systems and production systems for the project, configure the build process including linters. - present the concept and planning to an expert audience. they argue the technology and architectural decisions for the project. - make prototypes for the most important parts of the project as a decision-making basis for refining the concept. - have an insight into media theory and can critically reflect on common media concepts. - analyse social effects of media and technology on society and argue their own position on the basis of media theoretical foundations and facts.
Multimediaprojekt 3: Pre-Production
Semester | 5 |
---|---|
Academic year | 3 |
Course code | MMTB5MMPPT |
Type | PT |
Kind | Compulsory |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 2.5 |
Examination character | immanent |
Lecture content:
Problem identification, idea development, rough and detailed conception, project planning incl. calculation, distribution of tasks (functions and roles), clarification of technical risks, production of prototypes for the most important parts of the project, architecture and technology decisions, interim presentation of the project to the colleagues and lecturers of the MMA and MMT degree programs.
Learning Outcomes:
Graduates further develop and refine ideas and concepts for web, game and other multimedia projects. They analyse technical risks, make informed technology and architecture decisions, and select suitable project management methods to apply throughout the project. They independently set up development computers, test and production systems, and configure the build process, including linters. They present their concepts and plans to an expert audience and justify their technology and architecture decisions in a comprehensible manner. They create functional prototypes for central project components in order to make informed decisions for further concept refinement.
Superior module:
Preparation project and bachelor thesis
Module description:
The students - develop a specific theoretical question in the form of a theoretically sound expose. - choose a research methodology that is adequate for the research question. - make reference to practice-centred work and the current status-quo in the subject area as well as rele-vant scientific literature. - further develop and refine ideas and concepts for web, game and other multimedia projects. - clarify the technical risks of a multimedia project, make technology and architecture decisions for the project. - select and apply appropriate project management methods. - set up development computers, test systems and production systems for the project, configure the build process including linters. - present the concept and planning to an expert audience. they argue the technology and architectural decisions for the project. - make prototypes for the most important parts of the project as a decision-making basis for refining the concept. - have an insight into media theory and can critically reflect on common media concepts. - analyse social effects of media and technology on society and argue their own position on the basis of media theoretical foundations and facts.
Bachelor exam
Semester | 6 |
---|---|
Academic year | 3 |
Course code | MMTB6BAPBP |
Type | BP |
Kind | Compulsory |
Language of instruction | German |
SWS | 0 |
ECTS Credits | 1 |
Examination character | final |
Lecture content:
Commissioned Bachelor degree examination consisting of an examination discussion on the Bachelor's the-sis carried out as well as its cross-references to relevant courses/modules of the curriculum.
Learning Outcomes:
Graduates present the topic, research methodology and results of their bachelor's thesis to the examination board and other individuals. They answer questions about their bachelor's thesis using critical, scientific argumentation and independently draw connections between their bachelor's thesis and relevant topics and areas of computer science.
Superior module:
Bachelor thesis and bachelor final examination
Module description:
The students - write a practice-centred Bachelor's thesis, which is carried out in the form of a theoretically reflected project work. - have in-depth knowledge and the ability to create their own research design for the bachelor thesis and to write the thesis according to the rules of the scientific community. - critically reflect on the results of the bachelor thesis. - present the topic, research methodology and results of the Bachelor thesis to the examination commit-tee and others. - answer questions about the bachelor thesis using critical, scientific argumentation. - independently draw cross-connections between the bachelor thesis and relevant topics and areas of computer science.
Bachelor thesis and accompanying course
Semester | 6 |
---|---|
Academic year | 3 |
Course code | MMTB6BAASE |
Type | SE |
Kind | Bachelor thesis |
Language of instruction | German |
SWS | 0.5 |
ECTS Credits | 9 |
Examination character | immanent |
Lecture content:
Supervision of the bachelor thesis; relation of practical problems to theoretical backgrounds using current results from research and development. The Bachelor thesis is a practice-centred work that is carried out in the form of a theoretically reflected pro-ject or practical work. In relation to a selected subject-specific question, this establishes the connection be-tween practical and theory-based action and therefore includes a practical part as well as a part of the con-ceptual or formal-theoretical discussion, taking into account the respective current status-quo in the subject area and corresponding scientific literature.
Learning Outcomes:
Graduates can write a practice-oriented bachelor's thesis in the form of a theoretically reflective project. They have in-depth knowledge and the ability to create their own research design for the bachelor's thesis and to write the thesis in accordance with the rules of the scientific community. They subject the results of the bachelor's thesis to critical reflection.
Superior module:
Bachelor thesis and bachelor final examination
Module description:
The students - write a practice-centred Bachelor's thesis, which is carried out in the form of a theoretically reflected project work. - have in-depth knowledge and the ability to create their own research design for the bachelor thesis and to write the thesis according to the rules of the scientific community. - critically reflect on the results of the bachelor thesis. - present the topic, research methodology and results of the Bachelor thesis to the examination commit-tee and others. - answer questions about the bachelor thesis using critical, scientific argumentation. - independently draw cross-connections between the bachelor thesis and relevant topics and areas of computer science.
Entrepreneurial basics and law
Semester | 6 |
---|---|
Academic year | 3 |
Course code | MMTB6UGRVO |
Type | VO |
Kind | Compulsory |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 3 |
Examination character | final |
Lecture content:
Phases of setting up a business; basics of business management; organisation of companies; tax, social security and labour law framework conditions for self-employment in Austria; basics of drafting contracts with customers. Overview of media law (basics of European and constitutional law; main features of the Austrian Media Act; labour law and ICT); copyright law (European copyright, right of personality and media companies); advertis-ing law; Basic Data Protection Regulation (DSGVO).
Learning Outcomes:
Graduates acquire fundamental knowledge of business start-ups, management and entrepreneurial thinking and acting within organisations. They are familiar with the legal foundations of European and constitutional law, media law, labour law, ICT law, copyright law and advertising law, and can apply this knowledge in projects. They also take aspects of the General Data Protection Regulation into account in their bachelor's theses.
Superior module:
Business and Law
Module description:
The students - have basic knowledge for setting up a business, managing a business and for entrepreneurial thinking and acting as an employee within business organisations. - have basic knowledge in the areas of European and constitutional law, Austrian media law, labour law and ICT law as well as copyright and advertising law, and can apply this knowledge in their projects. - have knowledge of the General Data Protection Regulation and can take aspects of it into account in their Bachelor's theses. - have an in-depth insight into the state of the art and research on various current topics. - can classify and evaluate trends and hypes.
Group-oriented reflection process 3
Semester | 6 |
---|---|
Academic year | 3 |
Course code | MMTB6TEARC |
Type | RC |
Kind | Compulsory |
Language of instruction | German |
SWS | 0.5 |
ECTS Credits | 0.5 |
Examination character | immanent |
Lecture content:
Reflection on project work in interdisciplinary team settings; action and solution competencies in interdisci-plinary teams (including team culture, team values, team diversity, feedback culture); reflection on the com-petencies achieved in the course of study.
Learning Outcomes:
Graduates apply their knowledge of communication, metacommunication and problem-solving strategies in interdisciplinary communication situations and promote discursive, goal-oriented exchange within the team. They reflect on their teamwork, provide constructive, diversity-conscious and appreciative feedback, and actively shape their team culture with the help of reflection tools and methods they have learned. They also evaluate the professional, personal and social skills they have acquired during their studies.
Superior module:
Multimedia Project 3
Module description:
The students - plan and program a complex interdisciplinary multimedia project in teamwork. They carry out the im-plementation within a given time frame. - use the version control system git for the administration of the source code in teamwork. They work with feature branches, pull/merge requests and code reviews. - find and use existing software packages (libraries, packages) and incorporate them into their own software project. - use an issue tracker to prioritise features and bugs. On this basis, they make decisions about which issues need to be dealt with in order to create an executable project in the given time. - carry out evaluations and user tests several times and make changes to the project based on the re-sults. - apply their knowledge of teamwork and problem-solving strategies and promote discursive, goal-oriented exchange within the team. - present the finished project to the public and potential investors. They describe the project in text, image and video in the portfolio website of the course. Students who are doing a project from Web & Mobile Development, - publish the project on a publicly accessible web server or in an app store, depending on the technology. - use unit and end-to-end tests to ensure the quality of the code. - define the quality criteria of the project in the areas of accessibility, data protection, security, performance with suitable criteria. Design the project in such a way that these criteria are met. Students doing a project from Game Development & Mixed Reality, - publish their game on an industry-standard platform that matches the project. - use industry-standard software as well as tools for team communication and collaborative program-ming and apply current technologies for e.g. network solutions, artificial intelligence, shading, input methods adapted to the project. - define the quality criteria of the project in the areas of usability, gameplay, level design and code quali-ty with appropriate criteria. Design the project in such a way that these criteria are met. - apply their knowledge of communication, meta-communication and problem-solving strategies to inter-disciplinary/cross-disciplinary communication situations and promote discursive, goal-oriented ex-change in teams. - reflect on their teamwork in interdisciplinary settings and are able to give constructive, diversity-conscious and appreciative feedback. - actively shape their teamwork and team culture in interdisciplinary settings by applying specific tools and methods learned in previous courses on reflection processes. - evaluate the acquisition of professional, personal and social competencies through their studies.
Guest lecture: Emerging Technologies
Semester | 6 |
---|---|
Academic year | 3 |
Course code | MMTB6GETVO |
Type | VO |
Kind | Compulsory |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 1 |
Examination character | immanent |
Lecture content:
This course deals with state-of-the-art developments along the specialisations of elective 1 and elective 2. The course is organised as a guest lecture series. This ensures that technology-oriented issues can be dis-cussed with different experts.
Learning Outcomes:
Graduates gain in-depth insight into the state of technology and research on various current topics and are able to classify and evaluate trends and hype.
Superior module:
Business and Law
Module description:
The students - have basic knowledge for setting up a business, managing a business and for entrepreneurial thinking and acting as an employee within business organisations. - have basic knowledge in the areas of European and constitutional law, Austrian media law, labour law and ICT law as well as copyright and advertising law, and can apply this knowledge in their projects. - have knowledge of the General Data Protection Regulation and can take aspects of it into account in their Bachelor's theses. - have an in-depth insight into the state of the art and research on various current topics. - can classify and evaluate trends and hypes.
Multimedia project 3 (MMP3)
Semester | 6 |
---|---|
Academic year | 3 |
Course code | MMTB6MMPPT |
Type | PT |
Kind | Compulsory |
Language of instruction | German |
SWS | 1.5 |
ECTS Credits | 9.5 |
Examination character | immanent |
Lecture content:
Implementation of a complex interdisciplinary multimedia project; professional software development within the framework of studio weeks; application of all knowledge and skills acquired during the degree course; topics involve the subject area of web & mobile development or game development & mixed reality; self- as well as team and project management within a project involving several people with a duration of two semesters.
Learning Outcomes:
Graduates work in teams to realise a complex multimedia project within a specified time frame. They use modern tools such as git, issue trackers and external software packages, carry out regular tests and evaluations, and optimise the project based on the results. Depending on the focus, the project is published as a web-based application or as a game on suitable platforms and implemented in terms of technology and content according to defined quality criteria.
Superior module:
Multimedia Project 3
Module description:
The students - plan and program a complex interdisciplinary multimedia project in teamwork. They carry out the im-plementation within a given time frame. - use the version control system git for the administration of the source code in teamwork. They work with feature branches, pull/merge requests and code reviews. - find and use existing software packages (libraries, packages) and incorporate them into their own software project. - use an issue tracker to prioritise features and bugs. On this basis, they make decisions about which issues need to be dealt with in order to create an executable project in the given time. - carry out evaluations and user tests several times and make changes to the project based on the re-sults. - apply their knowledge of teamwork and problem-solving strategies and promote discursive, goal-oriented exchange within the team. - present the finished project to the public and potential investors. They describe the project in text, image and video in the portfolio website of the course. Students who are doing a project from Web & Mobile Development, - publish the project on a publicly accessible web server or in an app store, depending on the technology. - use unit and end-to-end tests to ensure the quality of the code. - define the quality criteria of the project in the areas of accessibility, data protection, security, performance with suitable criteria. Design the project in such a way that these criteria are met. Students doing a project from Game Development & Mixed Reality, - publish their game on an industry-standard platform that matches the project. - use industry-standard software as well as tools for team communication and collaborative program-ming and apply current technologies for e.g. network solutions, artificial intelligence, shading, input methods adapted to the project. - define the quality criteria of the project in the areas of usability, gameplay, level design and code quali-ty with appropriate criteria. Design the project in such a way that these criteria are met. - apply their knowledge of communication, meta-communication and problem-solving strategies to inter-disciplinary/cross-disciplinary communication situations and promote discursive, goal-oriented ex-change in teams. - reflect on their teamwork in interdisciplinary settings and are able to give constructive, diversity-conscious and appreciative feedback. - actively shape their teamwork and team culture in interdisciplinary settings by applying specific tools and methods learned in previous courses on reflection processes. - evaluate the acquisition of professional, personal and social competencies through their studies.
Augmented & Virtual Reality
Semester | 6 |
---|---|
Academic year | 3 |
Course code | MMTB6AVRIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 1.5 |
ECTS Credits | 2 |
Examination character | immanent |
Lecture content:
Concepts of and differences between augmented reality and virtual reality (e.g. reality-virtuality continuum, presence, immersion, etc.); application scenarios; AR/VR displays (properties, lens systems, perceptual conflicts, etc.); tracking methods/technologies; rendering in AR/VR (stereo, occlusions, realism, etc.); basic interaction concepts in AR/VR; locomotion in VR; simulator sickness; current software frameworks and hardware solutions for AR/VR; calibration of coordinate spaces/tracking systems to each other (e.g. abso-lute orientation, iterative closest points); practical exercises with current frameworks and current hardware.
Learning Outcomes:
Graduates will be able to explain basic concepts and differences between AR and VR as well as the unique characteristics of these technologies in their own words and take them into account in application development. They will be able to assess current AR and VR technologies such as hardware, frameworks and tracking methods for their applicability to specific application scenarios and implement suitable AR and VR applications. In addition, they can combine different technologies to create shared AR and VR experiences for collaborative applications.
Superior module:
Elective 1 - Game Development & Mixed Reality 5
Module description:
The students - can explain the economic and legal aspects of games, the financing, marketing and distribution of games in their own words. - can explain the relationships between publisher, developer, distributor, retailer in the game market in their own words and identify different release platforms and their reach. - can explain the legal framework conditions from copyright, software patents, data protection and pro-tection of minors in their own words. - can explain business models of games companies, the industry giants and their publicly known strate-gies in their own words. - can prepare a game idea for investors or competitors and present it in a pitch. - can prepare a press kit as well as a store page on a suitable distribution platform for a game with text, images and videos. - can explain basic concepts of, and differences between AR/VR, as well as peculiarities of the technologies in their own words and take them into account in application development. - can assess current AR/VR technologies (hardware, frameworks, tracking methods, etc.) for their applicability to specific application scenarios and implement suitable AR/VR applications. - can combine different technologies to create shared AR/VR experiences for collaborative applications. - know advanced concepts from current topics of game programming and can apply them practically. (Topic is selected each year)
Business of Games
Semester | 6 |
---|---|
Academic year | 3 |
Course code | MMTB6BOGIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 1 |
Examination character | immanent |
Lecture content:
Current data on the games industry (Austria, Europe, worldwide); economic and legal aspects of games; financing and funding opportunities; marketing and distribution of games; success metrics; roles of publisher, developer, distributor, retailer; typical contracts and contractual terms in the games industry; copyright; software patents; data protection; protection of minors; release platforms; current competitors; pitches; press kits; developing pitches for final projects in practical exercises; handling licences for software and assets.
Learning Outcomes:
Graduates will be able to explain the economic and legal aspects of games as well as the financing, marketing and distribution of games in their own words. They will understand the relationships between publishers, developers, distributors and retailers in the games market and will be able to identify various release platforms and their reach. In addition, they will be able to explain the legal framework of copyright, software patents, data protection and youth protection in their own words. They are familiar with the business models of game companies, the most important industry players and their publicly known strategies. They can also prepare a game idea for investors or competitions and present it in a pitch, as well as create a press kit and a store page with text, images and videos on a suitable distribution platform.
Superior module:
Elective 1 - Game Development & Mixed Reality 5
Module description:
The students - can explain the economic and legal aspects of games, the financing, marketing and distribution of games in their own words. - can explain the relationships between publisher, developer, distributor, retailer in the game market in their own words and identify different release platforms and their reach. - can explain the legal framework conditions from copyright, software patents, data protection and pro-tection of minors in their own words. - can explain business models of games companies, the industry giants and their publicly known strate-gies in their own words. - can prepare a game idea for investors or competitors and present it in a pitch. - can prepare a press kit as well as a store page on a suitable distribution platform for a game with text, images and videos. - can explain basic concepts of, and differences between AR/VR, as well as peculiarities of the technologies in their own words and take them into account in application development. - can assess current AR/VR technologies (hardware, frameworks, tracking methods, etc.) for their applicability to specific application scenarios and implement suitable AR/VR applications. - can combine different technologies to create shared AR/VR experiences for collaborative applications. - know advanced concepts from current topics of game programming and can apply them practically. (Topic is selected each year)
Selected chapters of Game Development
Semester | 6 |
---|---|
Academic year | 3 |
Course code | MMTB6AKGIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 3 |
Examination character | immanent |
Lecture content:
Advanced topics from the game development.
Learning Outcomes:
Graduates are familiar with advanced concepts from current areas of game programming and can apply them in practice. Topics are redefined each year.
Superior module:
Elective 1 - Game Development & Mixed Reality 5
Module description:
The students - can explain the economic and legal aspects of games, the financing, marketing and distribution of games in their own words. - can explain the relationships between publisher, developer, distributor, retailer in the game market in their own words and identify different release platforms and their reach. - can explain the legal framework conditions from copyright, software patents, data protection and pro-tection of minors in their own words. - can explain business models of games companies, the industry giants and their publicly known strate-gies in their own words. - can prepare a game idea for investors or competitors and present it in a pitch. - can prepare a press kit as well as a store page on a suitable distribution platform for a game with text, images and videos. - can explain basic concepts of, and differences between AR/VR, as well as peculiarities of the technologies in their own words and take them into account in application development. - can assess current AR/VR technologies (hardware, frameworks, tracking methods, etc.) for their applicability to specific application scenarios and implement suitable AR/VR applications. - can combine different technologies to create shared AR/VR experiences for collaborative applications. - know advanced concepts from current topics of game programming and can apply them practically. (Topic is selected each year)
Business of Web
Semester | 6 |
---|---|
Academic year | 3 |
Course code | MMTB6BOWIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 1 |
ECTS Credits | 1 |
Examination character | immanent |
Lecture content:
Business models of web companies: Trade, advertising, partner programes; Exemplary company stories.
Learning Outcomes:
Graduates will be able to describe the business models and strategies of web companies in their own words and classify the relevance of these business models for their own project. They will design a landing page for their project, launch a Google AdWords campaign and analyse the effectiveness of the campaign.
Superior module:
Elective 1 - Web & Mobile Development 5
Module description:
The students - can describe business models and strategies of web companies in their own words and classify the relevance of these business models for their own project. - design a landing page for their project, launch a Google AdWords campaign and analyse the effective-ness of the campaign. - can describe the basic concepts of information retrieval in their own words, in particular algorithms and data structures for indexing, matching, retrieval and ranking. - configure search engines such as Solr and integrate them into programming projects. - know advanced concepts from current topics of web & mobile development and can apply them practically. (Topic is selected each year)
Information Retrieval
Semester | 6 |
---|---|
Academic year | 3 |
Course code | MMTB6INRIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 1.5 |
ECTS Credits | 2 |
Examination character | immanent |
Lecture content:
Areas of application of information retrieval; Boolean search; document, corpus, term; term-document ma-trix; inverted index; precision and recall; language processing: stop words, stemming; different queries; Le-venshtein distance; Soundex; outlook on machine learning methods and natural language processing.
Learning Outcomes:
Graduates can describe the basic concepts of information retrieval, in particular algorithms and data structures for indexing, matching, retrieval and ranking, in their own words. They configure search engines such as Solr and integrate them into programming projects.
Superior module:
Elective 1 - Web & Mobile Development 5
Module description:
The students - can describe business models and strategies of web companies in their own words and classify the relevance of these business models for their own project. - design a landing page for their project, launch a Google AdWords campaign and analyse the effective-ness of the campaign. - can describe the basic concepts of information retrieval in their own words, in particular algorithms and data structures for indexing, matching, retrieval and ranking. - configure search engines such as Solr and integrate them into programming projects. - know advanced concepts from current topics of web & mobile development and can apply them practically. (Topic is selected each year)
Selected chapters from Web & Mobile Development
Semester | 6 |
---|---|
Academic year | 3 |
Course code | MMTB6AKWIL |
Type | IL |
Kind | Elective |
Language of instruction | German |
SWS | 2 |
ECTS Credits | 3 |
Examination character | immanent |
Lecture content:
Advanced topics from the web development.
Learning Outcomes:
Graduates have knowledge of advanced concepts from current topics in web and mobile development and can apply them in practice. Starting in the summer semester of 2023, this course will also focus on natural language processing.
Superior module:
Elective 1 - Web & Mobile Development 5
Module description:
The students - can describe business models and strategies of web companies in their own words and classify the relevance of these business models for their own project. - design a landing page for their project, launch a Google AdWords campaign and analyse the effective-ness of the campaign. - can describe the basic concepts of information retrieval in their own words, in particular algorithms and data structures for indexing, matching, retrieval and ranking. - configure search engines such as Solr and integrate them into programming projects. - know advanced concepts from current topics of web & mobile development and can apply them practically. (Topic is selected each year)
Legend | |
Semester | Semesters 1, 3, 5: courses held only in winter semester (mid-September to end of January), Semesters 2, 4, 6: courses held only in summer semester (mid-February to end of June) |
SWS | weekly contact hours over 14 weeks in semester (example SWS 2 equals 28 contact hours for the whole course |
ECTS Credits | Work load in ECTS credits, 1 ECTS credit equals an estimated 25 hours of work for the student |
Type | BP = Bachelor final exam DP/MP = Master final exam IL = Lecture with integrated project work IT = Individual training/phases LB = Lab (session) PS = Pro-seminar PT = Project RC = Course with integrated reflective practice RE = Revision course SE = Seminar TU = Tutorial UB = Practice session/Subject practical sessions VO = Lecture |