Module Specifications.
Current Academic Year 2024 - 2025
All Module information is indicative, and this portal is an interim interface pending the full upgrade of Coursebuilder and subsequent integration to the new DCU Student Information System (DCU Key).
As such, this is a point in time view of data which will be refreshed periodically. Some fields/data may not yet be available pending the completion of the full Coursebuilder upgrade and integration project. We will post status updates as they become available. Thank you for your patience and understanding.
Date posted: September 2024
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Description The aim of this module is to present the student with an overview of the current state-of-the-art in the world of digital media and the increasing digital nature of the world. The module will address issues of multimedia data creation and storage, including how to capture, encode and store. Given that capture and storage is only half the problem, the module will also present the student with an overview and an understanding of how to organise multimedia data, how to access the data and how search engines for multimedia data operate. The module includes coverage of these topics as they are applied to the WWW. Finally, the module will address a number of state-of-the-art concepts in Digital Multimedia and the digital world to give the student an understanding and appreciation of how digital technologies affect all aspects of our lives. | |||||||||||||||||||||||||||||||||||||||||||
Learning Outcomes 1. To know and be able to correctly utilise the three areas of technology associated with the Digital World - audio, image and video 2. To understand at an overview level, how search engines can operate over text and multimedia data, to provide retrieval facilities and how this can be applied to libraries of digital multimedia data. 3. To know, to evaluate and to be able to correctly apply the technologies required for organising information in the digital world and in digital libraries. 4. To understand the key technologies for environmental sensing and sensing the person. 5. To know how to utilise the three key areas of technology in order to support digital entertainment. 6. To understand and be able to apply the three key areas of technology to support digital business and e-commerce. 7. To know about, to appreciate and to utilise some of the key digital technologies that affect our lives today and into the future. These technologies are: Personal Media Organisation, Digital TV, Collaborative, Information Access, Blogging & Social Networking, Human Digital Memories, Gaming, Virtual Reality, Multisensory computing and sensor networks. | |||||||||||||||||||||||||||||||||||||||||||
All module information is indicative and subject to change. For further information,students are advised to refer to the University's Marks and Standards and Programme Specific Regulations at: http://www.dcu.ie/registry/examinations/index.shtml |
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Indicative Content and Learning Activities
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Indicative Reading List
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Other Resources 45098, Various resources identified during lectures, 0, Various Resources, | |||||||||||||||||||||||||||||||||||||||||||