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Computing and Digital Media
Bachelor of Science
Course Details
CAO Code | AU577 |
---|---|
Level | 7 |
Duration | 3 Years |
CAO Points | 254 (2024) |
Method of Delivery | On-campus |
Campus Locations | Galway City – Dublin Road |
Mode of Delivery | Full Time |
Course Overview
This level 7 degree course is designed for those interested in developing a career in digital media and web design. The programme presents an opportunity to study exciting new areas in 2D & 3D graphics, animation, dynamic web design & development, video production and database technologies for multi-platform environments.
You will develop skills in a variety of software toolkits and applications through hands-on practical development work, and the production of rich media and web application content for a wide range of platforms. The programme places a significant emphasis on practical skills and you will work individually and in groups on a variety of projects.
This programme of study fosters the development of creative thinking, and the development of interpersonal and project management skills and competencies required to work in the technology sector
Course Details
Year 1
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
1 |
Academic and Professional Skills (SC:SC)The aim of this module is to develop academic and professional development skills for student success in higher education and beyond. This module combines online learning activities and small group workshops to focus on areas such as academic writing and integrity, creative thinking, problem-solving, time management, communications, group work, technology, innovation and presentation skills. Learning Outcomes 1. Apply appropriate tools and principles to optimise the learning experience. 2. Develop self-reflection practices for individual and group-work activities. 3. Recognise different information sources and apply the principles of academic integrity. 4. Assess a variety of professional communication practices and digital tools and apply to problem-solving. 5. Consider how the chosen discipline has a responsibility to wider society. |
05 | Mandatory |
1 |
Social ComputingThis course will cover a variety of topics related to the area of social computing and digital media. Learning Outcomes 1. The student will be able to apply critical thinking skills to assignments requiring the students to understandbusiness applicationsfor online communities, mobile content, socialnetworking, social bookmarking,collaborative software, virtual social worldapplications, location-based services, and online markets. 2. The student will undergo review & research of the continued explosive growth in Web 2.0, Web 3.0 services i.esocial media platforms:such as Twitter, Facebook, and TikTok;the emergence of the Metaverse;virtual communities; virtual worlds; online gaming; virtual and augmented reality; blockchain; thesemantic web;artificial technology;and expansion of social media marketing opportunities. 3. The student will gain an enhanced understanding of Social computing technologies and their uses, and the role of social computing in digital media development.. 4. The student will demonstrate an understanding of the theoretical component of Social Computing i.e.: social media strategies, social media policies,interactions inonline communities, social networking platforms, collaborative social software, social bookmarking, location-based marketing, virtual social worlds, social media management and listening software, behavioural economics, social psychology and sociology. 5. The student will enhance their practical IT skills and will focus on how to design and use environments tosupport online communities, create social media content, and use participative web applicationswith the use of modern digital technologies. |
05 | Mandatory |
2 |
Computer TechnologyThis module covers PC hardware components and the entire computing stack from the transistor to the application level. It also provides an introduction to the UNIX operating system, command line utilities and navigation, version control and virtualisation. Learning Outcomes 1. Demonstrate knowledge and understanding about computer architectures and the hardware and software components involved. 2. Demonstrate an understanding of the representation and manipulation of computer data and information. File system navigation and file manipulation using a command line interface System and File Security Input and Output Redirection 5. Demonstrate basic use of a version control system 6. Initialise and interact with virtualised computing resources |
05 | Mandatory |
2 |
Digital NarrativesDigital content creation allows us to communicate through a variety of digital media, be it photography, cinema, graphic design, games and any other medium which involves or has evolved from a two-dimensional conceptualisation of space. This module aims to provide a critical introduction to the relationship between digital media and visual culture. Learning Outcomes 1. Engage critically with digital story telling in popular culture |
05 | Mandatory |
Year |
Introduction to Digital Graphics & DesignThe module introduces graphical design, techniques and tools for both the online and print media. Learning Outcomes 1. Identifying graphics design consideration (colour, image, typography shapes,medium)taking into account diversity and global cultural identity and from a legal, environmental, sustainable and ethical perspective. 2. Demonstrate knowledge of Digital Photography hardware and image composition 3. Understand and use a number of graphics application and desktop publishing packages to produce static and animated graphic presentations for online and print medium. 4. Understand project requirements and the production process for developing a graphics portfolio. 7. Engage in analysis and constructive critical discussion of digital graphic elements and documents. |
10 | Mandatory |
Year |
Software Development 1This module introduces the learner to software development. The focus in this module is primarily on the basic concepts of computer programming. Learning Outcomes 1. Describe what a computer program is and how it works. 2. Recall the basic concepts of software development and computing. 3. Display an understanding of the basic concepts of a programming language. 4. Create computer programs using basic programming concepts. 5. Apply computer programming to solve real-world problems. 6. Test forand solve issues in computer programs. |
10 | Mandatory |
Year |
Web Design & DevelopmentDuring this module, students will learn about a variety of technologies that will help them to create high-quality websites that are accessible on a wide range of devices, including smartphones, tablets, and larger computers. Learning Outcomes 1. Identifythe key phases of the Web Development Life Cycle. 2. Identify and apply principles of good web design. 3. Develop responsive websites using appropriate web technologies. 4. Test websites for functionality, usability and browser compatibility. |
10 | Mandatory |
Year |
Essential Mathematics for Computing 1 & 2This broad module introduces the student to the relevant principles of Mathematics for Computing. Learners will be encouraged to actively participate in solving problems and algorithm development logically and mathematically. Learning Outcomes 1. Use set theory, including functions, to model and investigate real-world computing problems. 3. Convert between different number systems. |
10 | Mandatory |
Year 2
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
1 |
UX Design PrinciplesThis module introduces the learner to the fundamentals of user experience design. As part of this module, important characteristics of good user experience and usability will be explored and applied. The learner will be involved in the use of a User Experience Framework to facilitate innovation and learning. Learning Outcomes 1. Describe the field of User Experience and why it is important for consumers and businesses. 2. Identify and apply appropriate factors that contribute to good user experience design. 3. Recognise the importance of usability when designing user interfaces. 4. Identify and use appropriate User Experience Frameworks. |
05 | Mandatory |
1 |
IT Professional SkillsThe objective of this module is to provide the student with the tools and skills to communicate effectively in the modern software/ computing organisation using appropriate professional tools, digital technology / software and digital writing skills. This module will include local IT Company presentations, opportunities to work as a TEAM using collaborative software, create a positive digital footprint by creating a digital blog/ e-portfolio, This module will prepare the student for work placement / career in IT. Learning Outcomes 1. Have attained sufficient information and knowledge in presentation skills, digital writing , interpersonal skills and communication skills to work effectively and professionally in a modern software/ computing organisation. 2. Enhance the ability to work effectively in a team, using modern software tools and appropriate communication skills to work effectively on a technology project and present the findingsvia a class presentation, using modern presentation software. 3. Develop employability skills and career planning strategies to ensure preparation for work placement / working in a technology company 4. Assess the greater role that privacy, securityand legislation hasin modern digital communication, including concept of digital footprint 5. Develop Problem Solving / Critical thinking skills enabled by cloud technology applicationseg Wireframe sware / Mockup Sware/ Content Flowcharts rtc for professional digital communication |
05 | Mandatory |
1 |
Object Oriented ComputingThis module will provide an introduction to an object-oriented programming language. Learners will develop the knowledge and skills required to develop simple object-oriented applications. Learning Outcomes 1. Explain the fundamentals of programming such as variables, operators, conditional and iterative statements etc. 2. Understand the fundamentals of Object Oriented Programming such as defining Classes, instantiating Objects and invoking methods etc. 4. Develop basic object-oriented applications. |
05 | Mandatory |
2 |
Database DevelopmentThis module provides an introduction to the field of databases. It covers the theory of their design, construction and manipulation through the Structured Query Language. Learning Outcomes 1. Understand the limitations of the traditional file-based approach and how database systems overcome these limitations. |
05 | Mandatory |
2 |
Essential NetworkingThis Essential Networking module introduces the fundamentals of networking technology, with an emphasis on Ethernet and Wireless network systems. The module integrates theory with practice, applying networking principles and techniques in practical laboratories Learning Outcomes 1. The student will be fully competent in the specification and implementation of a modern local area network in a small sized organisation. 2. Design, build and test a basic network in a practical application. 3. Describe the Internet protocol suite (TCP/IP). 4. Recognise and analyse Ethernet and wireless network architectures, devices and data. 5. Select, configure and problem-solve networking elements in a practical application. |
05 | Mandatory |
Year |
Audio Video Design and ProductionStudents learn to design and produce Audio/Video (A/V) projects such as commercials, small news pieces and radio ads in a portfolio using a variety of non-linear editing (NLE) software applications and A/V hardware. They focus on effective composition and communication, project management, design specifications, and iterative development techniques using video project plans, storyboards and mood boards to communicate ideas for their video projects. The learners produce video project plans and treatments to communicate ideas for the videos and then use these treatments and rough cuts to visualise and review with clients. They develop video production skills that solve specific communication challenges to engage audiences. As the module progresses, students focus on larger video production projects and client work, as well as deeper content and advanced editing, audio, special effects and motion graphic techniques. Finally, students learn to present their work to an audience through live in-class presentation events throughout the semesters, building their confidence to present their work in a professional manner. Learning Outcomes 1. Design and produce an A/Vportfolio using a variety of non-linear editing (NLE) applications. 2. Gain an understanding of the operation, use and application of A/V production hardware (Video camera, lighting, audio, computing) 3. Produce both motion graphics and special effects and apply appropriately. 4. Identify and understand project requirements and processes for developing and producing an audio/video portfolio. 5. Gain an understanding andawareness of basic costing considerations (i.e client budgets, timelines, hours involved, additional costs) and legal issues such as copyright, royalty-free, creative-commons etc. 6. Communicate with clients involving iterative development, redesign, presentation and pitchingtechniques (storyboards, mood boards, treatments,rough cuts and project plans). 7. Acquire confidence in their own ability to design, develop and present professional standard A/V projects as well asexpand their own knowledge of innovative techniques in digital A/V production and post-production. 8. Appreciate and analyse AV composition and structure for short news pieces interviews and advertising. |
10 | Mandatory |
Year |
Applied Digital MediaThis module will introduce the student to the concepts and skills required for developing digital media products. Learning Outcomes 1. Recognise three key components of the presentation layer – data, presentation and behaviour. 2. Identify requirements for data, presentation and behaviour. 3. Demonstrate a proficiency for using scripting/programming languages for customizing presentation layers. 4. Apply scripting/programming to meet presentation layer requirements. 5. Test requirements for expected outcome and, troubleshoot and resolve any issues identified by testing. 6. Design responsive user interfaces for viewports of differing dimensions. 7. Develop responsive user interfaces using modern design patterns, tools and techniques. 8. Interpret different sources/formats of digital media for presenting in a viewable/readable/secure format to a user |
10 | Mandatory |
Year |
3D Modelling and AnimationThis module aims to provide a solid foundation in the processes and procedures involved in 3D modelling and animation for creating digital media. The module prepares students for activities involving the design, development, and testing of modelling, rendering, and animation solutions to a broad variety of areas, including science, engineering and entertainment. Learning Outcomes 1. Critically appraise, discuss, and reflect upon technologies, techniques and algorithms for the acquisition, generation, manipulation, presentation, storage and communication of various types of visual data 2. Demonstrate familiarity withprinciples and practise of computer graphics from their mathematical foundations to the modern applications domains of scientific visualisation, virtual reality, computer games and film animation 3. Demonstrateproficiency in modelling of objects, characters, scenes and game assets 4. Demonstrate skills in shading, lighting and texturing 5. Demonstrate a trajectory of ability in implementingbasic to advanced animation concepts and techniques 6. Demonstrate motion capture: motion cycles, interpolation and creation of realistic motion states 7. Implement and critically appraise rendering techniques: image and animation processing, compression, typography |
10 | Mandatory |
2 |
Advanced Object Oriented ComputingThe module enhances the learner's understanding of object-oriented computing by providing details of best practices in the area of object-oriented software design and development. Learning Outcomes 1. Develop a professionally structured object-oriented softwareapplication using the latest software development tools. 2. Analyse a problem and apply a solution using object oriented precepts and conventions. 4. Track the development of software applications using a modern version control tool. |
05 | Mandatory |
Year 3
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
1 |
Project ManagementThis module is designed to enable the student to understand and apply project management concepts, methodologies, tools, and techniques to software development. Learning Outcomes 1. Have a comprehensive understanding of Project Management in the software industry. 2. Understand the general project management life cycle and general project management knowledge area processes,and how these apply to software development. 3. Understand software development project management concepts, tools, and techniques, as used in thedevelopment ofsoftwareprojects and applications. 4. Apply software development project management concepts, tools, techniques, and skills to a practical project assignment. 5. Have a comprehensive understanding of the Agilemethodology approach to software development, it’s origins, values, principles, approaches, tools, practices, and techniques in relation to the development of a software project. 6. Work both independently and as a team member using industry-standard project management tools and methodologies to navigate the inherent complexity in developing software. |
05 | Mandatory |
1 |
Dynamic Web Development FrameworkDevelop dynamic web applications to design employing client, server, databases and Cloud technologies. Learning Outcomes 1. Create dynamic, validated user centric web pages employing the modt current client side technologies. |
10 | Mandatory |
1 |
Digital MarketingThis module covers the key concepts and terminology used within digital marketing, web analytics and search engine optimisation (SEO). Students will learn the basics of marketing concepts, and will become proficient in a range of digital marketing and website analytics tools and best practices within the field of digital marketing. It also equips students with the technical know-how, understanding and insight to build and maintain an effective digital marketing strategy. Learning Outcomes 1. Demonstrate an understanding of the key concepts and principles of digital marketing. 2. Demonstrate an understanding of the impact of digital marketing (including social media marketing) on business and critically evaluate appropriate digital marketing channels. 3. Demonstrate a specialised knowledge of methods and best practicesin the use of digital marketing and web analytics tools. 4. Apply problem-solving skills to plan, develop, evaluate and manage a creative and implementable digital marketing strategy for an organisation. 5. Deliberate ethical issues in relation to social media marketing. |
05 | Mandatory |
1 |
Interaction DesignThis module provides students with a grounded understanding of the practice of designing interactive digital products, environments, systems, and services, and how a user might interact with these. Learning Outcomes 1. Identify and evaluate processes by which user experiences (UX) and user interfaces (UI) are designed in professional settings and to apply these processes effectively to specific design opportunities. 2. Demonstrate skills and proficiency in production research, user interface (UI) design and user experience (UX) design, product prototyping, and user testing. 3. Identify and evaluate and effectively apply aesthetic principles to the design of UX and UI. 4. Identify, evaluate and apply best practices for addressing issues of ethics, diversity, equity, and inclusion in the design of interactive projects. 5. Demonstrate skills in interpersonal communication, time management, and self-presentation. |
05 | Mandatory |
1 |
Systems Analysis MethodsThis module introduces the student to Information System development and the role the Systems Analyst plays in this development. It will provide the student with a foundation in the concepts, techniques and methodologies used in Information Systems Development. Learning Outcomes 1. Gain an understanding of Information Systems Development. |
05 | Mandatory |
2 |
Placement ModuleThere are three options for this 30 Credit Placement Module: a) Students are placed in an appropriate organisation in order to complete a six-month work placement. Placements must be approved by the academic placement supervisor prior to commencement. The student will be placed under the guidance of a placement supervisor from the host company. This placement will provide the opportunity for each student to gain practical experience in a real-life setting, authentic learning environment. Students will be required to fully integrate with their host and through support of a mentor gain valuable experience beyond the confines of their home institute. (30 Credits) Please note: This industry placement can be extended to nine-months at the discretion of the employer. Alternatively, students can: b) Select the 'COMP07109 2023 Professional Practice in IT – Work Placement alternative' module (30 Credits) c) Enrol in an Erasmus exchange programme with an appropriate academic institution subject to approval by the programme board. (30 Credits) Learning Outcomes 1. Apply the skills, knowledge and theories they have learnedin semesters 1-5 oftheir degree programme in real-life industry situations. 2. Record the significant daily events in a Placement Diary, and combine these into a Written Report of recordedspecific work tasks and reflectionson the overall work experience. 3. Demonstrate the development of vital skills, such as time-keeping, team-work, communication, management, receiving, executing and forwarding instructions and the technical skills required to implement the project/s on which they are involved. 4. Deliver a presentation on the key insights regarding the placement experience within the host company (including a criticalevaluation of personal development and potential future career prospects). 5. Understandrecruitment and selection processes used by organisations (including interview, cv, cover letter and online portfolio preparation). 6. Participate and communicate in a professional manner as an individual andas a member of a team in the workplace. 7. Develop their academic, professional andtechnical knowledgethrough work based learning, Erasmus programme or alternative project. |
30 | Mandatory |
2 |
Professional Practice in IT – Work Placement AlternativeThis is an alternative option to a work placement semester placement. The purpose of this module is to develop each student's ability in the creation of an innovative digital media software product. The student must be able to integrate disparate technologies and principles to successfully develop and deliver an appropriately integrated product. In addition to the practical project, students are required to attend guest lectures from local IT companies to enhance their knowledge of professional practice in an IT company. Each student must be capable of formally exhibiting their technical capabilities, communication skills, project management skills, teamwork skills and applied learning as part of the final product submission. Students will enhance their skills in career planning, e-portfolio preparation and complete training towards certification accreditation. Learning Outcomes 1. Thestudent will be given the opportunity to work on a substantial technology based project for a local company, a local charity , community based projectindividually, but in a guided and independent manner. 2. The students will gain a more detailed knowledge of Applications Design & Prototyping,SoftwareSecurity ,Database Technologies and new technologies 3. Students will be able towork effectively on their own or in a group, communicate effectively with business partner/ project sponsor ,prepare a project plan,implement it effectively andprepare project documentationas required 4. The student will have the ability tolearn new techniques by self learning ,attendance at lectures/webinarsand incorporate new technologies to the application/system. 5. The student will have the ability to work effectively in a team usingcritical thinking and effective problem solving techniques. 6. Students will complete training in the area of CAREERS , Professional e-portfolios and preparation of CV/LinkedIn Profile. 7. Students will complete an industry certification course, as recommended by the course board annually |
30 | Elective |
Progression
Students successfully completing Year 3 can then apply internally for Year 4, Bachelor of Science (Honours) in Computing and Digital Media.
Download a prospectus
Entry Requirements
Leaving Certificate Entry Requirement | 5 subjects at O6/H7 |
QQI/FET Major Award Required | Any |
Additional QQI/FET/ Requirements | None |
Fees
Total Fees EU: €3000
This annual student contribution charge is subject to change by Government. Additional tuition fees may apply. Click on the link below for more information on fees, grants and scholarships.
Total Fees Non-EU: €12000
Subject to approval by ATU Governing Body (February 2025)
Further information on feesCareers
Graduates will have attained a wide range of skills and competencies in mobile, digital media and web development which will ensure their versatility and adaptability to the fast changing world of InformationTechnology.
Further Information
Contact Information
Department of Computer Science & Applied Physics
Valerie Butler
Programme Chair
T: +353 (0) 917 42302
E: valerie.butler@atu.ie
Computer Science & Applied Physics