Programme Specifications

Computer Graphics, Vision and Games (with integrated year in industry)


1 : Awarding Institution / Body
Aberystwyth University

2a : Teaching Institution / University
Aberystwyth University

2b : Work-based learning (where appropriate)


Information provided by Department of Computer Science:

Integrated Year in Industry available



3a : Programme accredited by
Aberystwyth University

3b : Programme approved by
Aberystwyth University

4 : Final Award
Bachelor of Science

5 : Programme title
Computer Graphics, Vision and Games (with integrated year in industry)

6 : UCAS code
G451

7 : QAA Subject Benchmark


Information provided by Department of Computer Science:

Computing



8 : Date of publication


Information provided by Department of Computer Science:

September 2023

August 2021



9 : Educational aims of the programme


Information provided by Department of Computer Science:

​​​Subject knowledge

​To give students a good grounding in the major fields of Computing through a wide range of experiences;

​To give students an understanding of the political, economic, legal and social issues surrounding software.

​To produce graduates who understand the concepts that underpin computer graphics, vision and computer game design, and who are able to apply those ideas in practical ways.

Year in Industry students:

​To enable students to learn about an organization and its area of work, providing an excellent opportunity to evaluate future career paths

​Subject specific skills

​To equip students with the skills necessary to design software and to program in high-level computing languages;

​To enable students to understand and apply the range of principles and tools available to the software engineer

​To instil the professional skills and ethical responsibilities required of computer practitioners.

​Generic and graduate skills

​To reason logically and creatively; to communicate clearly both orally and in writing; and to be able to obtain and interpret information from a wide range of sources

Year in Industry students:

To develop highly valued transferable and professional skills during a work placement, providing a competitive edge in the graduate job market.

Overall aim of the scheme

​To produce graduates who are highly sought after by industry, and who have the potential to succeed in a rapidly changing computing workplace.​​

The aim of this degree scheme is to produce good quality computing graduates with a strong software engineering bias who are highly sought after by industry. The scheme has a well-defined set of core modules that must be studied to ensure that graduates have a wide range of experiences with a good grounding in the major fields of Computing.

This scheme differs from G450 in that it includes a Sandwich Year in Industry. The department prepares students for this year through residential weekends in team-building and professional skills, in addition to the relevant modules. The department also helps students find a placement and supports their year in industry with an industrial year supervisor who visits them at their place of employment.

Computer vision, image processing, graphics, games and visualisation are closely linked and have become a significant area within computer science. This scheme provides a good grounding in the major fields of Computing and a wide range of experience with Computer Graphics, Vision and Games; and will also equip students with a wide range of vocational skills. 

The scheme has  the following fundamental aims:

· to enable students to develop the skills to be expected of any graduate, including the following skills: to reason logically and creatively; to communicate clearly both orally and in writing; and to be able to obtain and interpret information from a wide range of sources

·  to equip students with the skills necessary to program in high-level computing languages

· to enable students to understand and apply the range of principles and tools available to the software engineer

· to  give students a good grounding in the major fields of Computing through a wide range of experiences

· to give students an appreciation of the political, economic, legal and social issues surrounding software.

· to instil the professional and ethical responsibilities required of computer practitioners

· to produce graduates who have the potential to succeed in a rapidly changing industry

· to produce graduates who understand the concepts that underpin computer graphics, vision and computer game design, and who are able to apply those ideas in practical ways.



10 : Intended learning outcomes


Information provided by Department of Computer Science:

The scheme provides opportunities for students to develop and demonstrate knowledge and understanding, skills, qualities and other attributes in the following areas:

The programme provides opportunities for students to develop and demonstrate knowledge and understanding, skills, qualities and other attributes in the following areas as identified in the QAA benchmark for Computing which may be found on-line at:

http://www.qaa.ac.uk/Publications/InformationAndGuidance/Pages/Subject-benchmark-statement-Computing.aspx

and is displayed in the tables below.

 

A document that links detailed Body of Knowledge topics from the subject benchmark to specific UWA modules may be found at:

http://www.aber.ac.uk/~dcswww/prog-specs/BoK.htm

 

See section 11 for a detailed list of modules and options required for this scheme.

 

120 credits in years 2 and 3 must be at level 3.



10.1 : Knowledge and understanding


Information provided by Department of Computer Science:

  • A1 Knowledge of a range of programming languages and software design techniques

  • A2 Knowledge of algorithm design and use of efficient data structures

  • A3 An understanding of the mathematical underpinnings of Computer Science

  • A4 An understanding of computer hardware architecture and construction

  • A5 Knowledge of software engineering, the management of software projects, and their legal, social, ethical and professional aspects

  • A6 Knowledge of the concepts that underpin computer graphics, vision and computer game design, and the understanding to apply those ideas in practical ways.

Learning and Teaching

  • ​​​Lectures (A1-A6)

  • ​Problem classes (A2,A3)

  • ​Seminars (A5, A6)

  • ​Laboratory work (A1, A2, A4, A5, A6)

  • ​Group and individual projects (A1, A2, A4, A5, A6)

  • ​Visiting lecturer series (A5, A6)​​

Assessment Strategies and Methods

  • ​​​Time-constrained examinations (A1-A6)

  • ​Problem sheets (A1, A2, A3)

  • ​Project diaries (A1,A5, A6)

  • ​Project reports (A1, A2, A5, A6)

  • ​Oral presentations (A5, A6)

  • ​Computer programs and assignments (A1, A2, A5, A6)

  • ​Capstone project (A1, A2, A5, A6)​​

The scheme focuses on the following components of the QAA benchmark:

 

Hardware

 

 

Computer architecture and construction

 

Processor architecture

 

Device level issues and fabrication technology

Software

 

 

Programming languages

 

Software tools and packages

 

Computer applications

 

Structuring of data and information

Communications & interaction

 

 

Computer networks, distributed systems

 

Human-computer interaction

 

Operating systems

Practice

 

 

Problem identification and analysis

 

Design, development, testing and evaluation

 

Management and organisation

 

Professionalism and ethics

 

Commercial and industrial exploitation

Theory

 

 

Algorithm design and analysis

 

Modelling and frameworks

 

Analysis, prediction and generalisation

 

Human behaviour and performance

 

 

And will equip students in the following Computer Related Cognitive areas:  

Knowledge and understanding: demonstrate knowledge and understanding of essential facts, concepts, principles and theories relating to Computing and computer applications.

Modelling: use such knowledge and understanding in the modelling and design of computer-based systems for the purposes of comprehension, communication, prediction and the understanding of trade-offs.

Requirements, practical constraints and computer-based systems (including computer systems, information systems, embedded systems and distributed systems) in their context: recognise and analyse criteria and specifications appropriate to specific problems, and plan strategies for their solution.

Critical evaluation and testing: analyse the extent to which a computer-based system meets the criteria defined for its current use and future development.

Methods and tools: deploy appropriate theory, practices and tools for the specification, design, implementation and evaluation of computer-based systems.

Reflection and communication: present succinctly to a range of audiences (orally, electronically or in writing) rational and reasoned arguments that address a given information handling problem or opportunity. This includes assessment of the impact of new technologies.

Professional considerations: recognise the professional, moral and ethical issues involved in the exploitation of computer technology and be guided by the adoption of appropriate professional, ethical and legal practices.

 

The first year is split only on whether students have previous programming experience. If they do, then they receive a more intense programming course, and have a chance to take a further option in the first semester.  The remaining modules are common to all students on the scheme.

The second year builds on the information and techniques studied in the first year by expanding them further and introducing more specialised subjects. This year includes a required module with a group project.

The third year introduces the most advanced topics of the degree scheme and includes a required individual project that allows the student to gain deeper knowledge and understanding in an area of particular interest.



10.2 : Skills and other attributes


Information provided by Department of Computer Science:

10.2.1 Intellectual Skills

By the end of their programme, all students are expected to be able to demonstrate:

  • B1 Application of a range of concepts and principles in well-defined software development contexts, showing judgement in the selection and application of tools and techniques

  • B2 Implementation of computer programs in a range of modern languages

  • B3 The ability to develop and evaluate logical arguments

  • B4 The skill of abstracting the essential elements of problems, modelling them and obtaining solutions by appropriate methods

  • B5 Application of engineering principles and knowledge to develop complex software systems

  • B6 The capability of evaluating systems in terms of general quality attributes, possible trade-offs and risk within the given problem

    ​​​Learning & Teaching

  • Lectures (B1-B6)

  • ​Problem classes (B3, B4, B5

  • ​Seminars (B1, B4, B5, B6)

  • ​Laboratory work (B2, B4, B5)

  • ​Group and individual projects (B1-B6)

  • ​Visiting lecturer series (B3, B5, B6)​​

Assessment Strategies and Methods

  • ​​​Time-constrained examinations (B1-B6)

  • ​Problem sheets (B1, B2, B3)

  • ​Project diaries (B1, B3, B6)

  • ​Project reports (B1-B6)

  • ​Oral presentations (B1, B3, B6)

  • ​Computer programs and assignments (B1, B2, B4, B5)

  • ​Capstone project (B1, B2, B4, B5)​​

10.2.2 Professional practical skills / Discipline Specific Skills

By the end of their programme, all students are expected to be able to:

  • C1 Present arguments and conclusions effectively and accurately

  • C2 Use computer software to support presentations, produce reports and work as part of a software team

  • C3 Understand the different ways in which project teams operate in the computing industry

  • C4 Use appropriate theory, practices and tools for the specification, design, implementation and evaluation of computer-based systems

  • C5 Recognise any risks, safety or security aspects that may be involved with a computer system within a given context

  • C6 Deploy effectively the tools used for the construction and documentation of computer applications, with particular emphasis on understanding the whole process involved in the effective deployment of computers to solve practical problems

Integrated Year in Industry Students:

  • C7 Demonstrate a range of transferable skills in employment including employability, initiative, independence and commercial awareness.

Learning and Teaching

  • ​​​Lectures (C1-C6)

  • ​Problem classes (C1)

  • ​Seminars (C1-C6)

  • ​Laboratory work (C4, C6)

  • ​Group and individual projects (C1-C6)

  • ​Visiting lecturer series (C1, C3, C5)​​

Assessment Strategies and Methods

  • ​​​Time-constrained examinations (C1, C4, C5)

  • ​Problem sheets (C1)

  • ​Project diaries (C2, C3, C5)

  • ​Project reports (C1, C2, C4, C5, C6)​​

The Computing schemes at Aberystwyth have a significant emphasis on vocational skills. All students are encouraged to participate in an optional industrial year scheme that strongly enhances the professional practical experiences of the graduates.

In this scheme, students will also be expected to develop practical computer related skills giving them:

 

The ability to specify, design and construct computer-based systems.

The ability to evaluate systems in terms of general quality attributes and possible trade-offs presented within the given problem.

The ability to recognise any risks or safety aspects that may be involved in the operation of computing equipment within a given context.

The ability to deploy effectively the tools used for the construction and documentation of computer applications, with particular emphasis on understanding the whole process involved in the effective deployment of computers to solve practical problems.

The ability to work as a member of a development team, recognising the different roles within a team and different ways of organising teams.

The ability to operate computing equipment effectively, taking into account its logical and physical properties.



10.3 : Transferable/Key skills


Information provided by Department of Computer Science:

By the end of their programme, all students are expected to be able to:

  • D1 Apply general mathematical skills to a range of problems

  • D2 Work independently

  • D3 Use information technology confidently

  • D4 Manage time and resources effectively

  • D5 Develop effective learning skills

  • D6 Be aware of the need to plan for employment and to develop various skills for such employment

  • D7 Work cooperatively as a member of a software development team, recognising the different roles within a team and different ways of organising teams.

Learning and Teaching

  • ​​Lectures (D1-D7)

  • ​Problem classes (D1,D5)

  • ​Seminars (D4, D5, D7)

  • ​Laboratory work (D3, D4, D7)

  • ​Group and individual projects (D2, D3, D4, D5, D7)

  • ​Visiting lecturer series (D6, D7)​

Assessment Strategies and Methods

  • ​​​Time-constrained examinations (D1)

  • ​Problem sheets (D1,D5)

  • ​Project diaries (D3, D4, D7)

  • ​Project reports (D5,D6, D7)

  • ​Oral presentations (D7)

  • ​Computer programs and assignments (D2, D3, D4, D5, D7)

  • ​Capstone project (D2, D3, D4, D5)​​

On completion of the programme the student will be able to take responsibility for themselves and their work. S/he will be able to:

  • Work independently
  • Work in a team
  • Respect the views and beliefs of others
  • Listen
  • Communicate orally
  • Communicate in writing
  • Communicate electronically
  • Word-process
  • Use the Web
  • Manage time and work to deadlines
  • Research issues
  • Solve problems
  • Adapt to change
  • Develop career awareness

And s/he will exhibit:

Effective information-retrieval skills (including the use of browsers, search engines and catalogues).

Numeracy in both understanding and presenting cases involving a quantitative dimension.

Effective use of general IT facilities.

Managing one's own learning and development including time management and organisational skills.

Appreciating the need for continuing professional development in recognition of the need for lifelong learning.



11 : Program Structures and requirements, levels, modules, credits and awards



BSC Computer Graphics, Vision and Games (with integrated year in industry) [G451]

Academic Year: 2023/2024Single Honours scheme - available from 2005/2006

Duration (studying Full-Time): 4 years

Part 1 Rules

Year 1 Core (120 Credits)

Compulsory module(s).

Semester 1
CS10220

Introduction to Computer Infrastructure

CS12020

Introduction to Programming

CS18120

Study Skills for Computer Science

Semester 2
CS10720

Problems and Solutions

CS11010

Fundamentals of Web Development

CS11110

Information security

CS12320

Programming Using an Object-Oriented Language

Part 2 Rules

Year 2 Core (100 Credits)

Compulsory module(s).

Semester 1
CS21120

Algorithm Design and Data Structures

CS27020

Modelling Persistent Data

Semester 2
CS22120

Software Engineering

CS24320

Applied Graphics

CS26520

Artificial Intelligence

Year 2 Electives

Choose 20 credits as advised by the department

Year 3 Core (120 Credits)

Compulsory module(s).

Semester 1
CSS0000

Sandwich Year

CSS0100

Sandwich Year

Semester 2
CSS0060

Sandwich Year

CSS0160

Sandwich Year

Final Year Core (90 Credits)

Compulsory module(s).

Semester 1
CS32420

Computer Graphics and Games

CS34110

Computer Vision

Semester 2
CS38220

Professional Issues in the Computing Industry

CS39440

Major Project

Final Year Timetable Core/Student Option

You MUST take 10 or 20 credits of the following

Semester 1
CS36110

Fundamentals of Machine Learning

CS36220

Machine Learning

Semester 2

Final Year Electives

Choose 10 or 20 credits as advised by the department


12 : Support for students and their learning
Every student is allocated a Personal Tutor. Personal Tutors have an important role within the overall framework for supporting students and their personal development at the University. The role is crucial in helping students to identify where they might find support, how and where to seek advice and how to approach support to maximise their student experience. Further support for students and their learning is provided by Information Services and Student Support and Careers Services.

13 : Entry Requirements
Details of entry requirements for the scheme can be found at http://courses.aber.ac.uk

14 : Methods for evaluating and improving the quality and standards of teaching and learning
All taught study schemes are subject to annual monitoring and periodic review, which provide the University with assurance that schemes are meeting their aims, and also identify areas of good practice and disseminate this information in order to enhance the provision.

15 : Regulation of Assessment
Academic Regulations are published as Appendix 2 of the Academic Quality Handbook: https://www.aber.ac.uk/en/aqro/handbook/app-2/.

15.1 : External Examiners
External Examiners fulfill an essential part of the University’s Quality Assurance. Annual reports by External Examiners are considered by Faculties and Academic Board at university level.

16 : Indicators of quality and standards
The Department Quality Audit questionnaire serves as a checklist about the current requirements of the University’s Academic Quality Handbook. The periodic Department Reviews provide an opportunity to evaluate the effectiveness of quality assurance processes and for the University to assure itself that management of quality and standards which are the responsibility of the University as a whole are being delivered successfully.