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Programming for Digital Media (Part II) - TFT00044C

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  • Department: Theatre, Film, Television and Interactive Media
  • Credit value: 20 credits
  • Credit level: C
  • Academic year of delivery: 2023-24
    • See module specification for other years: 2024-25

Module summary

In this technical module you will continue to develop your programming skills in Processing, turning your ideas into prototypes. You will learn how to solve
problems with computers using a range of algorithmic abstractions, computational models and programming paradigms. This includes thinking about
how to effectively model systems using data structures, event-based programming, and object oriented design. These principles will develop your
understanding of approaches used in contemporary development platforms and how to use your skills in implementing increasingly complex interactive
and creative media applications such as games, interactive stories, data visualisation projects, and more.

Module will run

Occurrence Teaching period
A Semester 2 2023-24

Module aims

The module aims:

  • To continue to develop your understanding of computer programming and your skills in applying this knowledge in the context of creative
  • applications and interactive media.
  • To advance your skills to include an understanding of and ability to apply contemporary programming concepts and paradigms (e.g. abstraction, object-orientation, data structures and algorithms, event-based programming) to model problems and programming solutions.
  • To develop your understanding of code as creative and interactive media, creative coding algorithms and techniques.
  • To consolidate an understanding of the programming skills and workflows involved in software development in creative and interactive media contexts

Module learning outcomes

By the end of this module you will be able to:

  • Perform computational thinking, relating to abstraction and automation as a way of solving problems, designing systems and linking them to human behaviour.
  • Transform such designs in working programmes implemented in programming languages focusing on digital media (e.g. Processing).
  • Understand the nature of software design, engineering, and practices for creative and interactive media contexts.
  • Solve unseen problems and deliver tested working solutions.
  • Abstract from detail and design solutions using programming abstractions.
  • Effectively communicate technical information and programming solutions.

Indicative assessment

Task % of module mark
Essay/coursework 100

Special assessment rules

None

Additional assessment information

There will be 2 formative exercises based on the work done in the practicals.

Indicative reassessment

Task % of module mark
Essay/coursework 100

Module feedback

You will receive written feedback in line with standard University turnaround times.

Indicative reading

Downey, A. (2016). Think Data Structures: Algorithms and Information Retrieval in Java.

Fry, B. (2008). Visualizing data. Sebastopol, Calif.: O'Reilly Media.

Levin, G. and Brain, T. (2021). Code as creative medium. The MIT Press.

Mayfield, C. & Downey, A. (2016). Think Java: How To Think Like a Computer Scientist. Green Tea Press.

Nystrom, R. (2014). Game programming patterns.

Shaffamn, D. (2012). The nature of code

High quality online material is available to support learning of module content:

http://learningprocessing.com/

https://natureofcode.com/



The information on this page is indicative of the module that is currently on offer. The University constantly explores ways to enhance and improve its degree programmes and therefore reserves the right to make variations to the content and method of delivery of modules, and to discontinue modules, if such action is reasonably considered to be necessary. In some instances it may be appropriate for the University to notify and consult with affected students about module changes in accordance with the University's policy on the Approval of Modifications to Existing Taught Programmes of Study.