BSc Computer Graphics, Imaging and Multimedia with a Year in Industry


Attendance
Full Time
Award
Degree of Bachelor of Science



UCAS Course Code
G45A
A-Level typical
BBB (2018/9 entry) See All Requirements
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Key facts

(2014 Research Excellence Framework)

If you’re into film or sound production, graphics, arts, or media, and you aspire to push the boundaries of these fields by developing state of the art software solutions, then this course is tailor made for you.

You will gain a solid foundation in computer programming, computer graphics and software engineering. Your computing studies are then complemented by modules in movie, sound and audio production, taught at the School of Arts, Media and American Studies.

You’ll spend your third year working in the industry you love, learning how things happen in real life and putting knowledge into practice.

You’ll draw on all of this for your final year project where you could, for example, create a movie with computer-generated special effects.

Overview

From day one you will be immersed in a cutting edge environment, soaking up the combined expertise of research-active staff from both the School of Computing Sciences and the School of Arts, Media and American Studies.

The academics from School of Computing Sciences will teach you your computing subjects, while film, television and media subjects will be taught by the Arts, Media and American Studies team.

You’ll kick off your studies by getting hands-on experience in the essentials of computing, including computer systems, computer programming, software engineering and mathematics.

You’ll then get the opportunity to study increasingly more specialist subjects such as computer graphics, video and audio processing, movie making, digital media production, artificial intelligence and more.

It’s all brought to life in our specialist graphics lab with state of the art computers and high-end graphics cards, as well as in our motion capture laboratory. You will also be able to use our 3D printer, 3D stereoscopic monitors, humanoid robots, drones, haptic feedback devices and mainstream Virtual Reality (VR) hardware.

Thanks to our strong ties with media and entertainment companies, we are able to shape our course content and coursework projects based on current trends and real-world problems. You’ll also get the chance to experience it for yourself on your third year in industry – where you’ll develop your skills, confidence, contacts list and chances of employment once you graduate.

In your final year, your independent research project gives you the chance to study a subject you’re truly passionate about. You could look at anything from developing VR applications (such as 3D flight and vehicle simulators) and games with motion-captured characters to mixed reality (MR) movie creation, augmented reality (AR) games or state of the art graphics projects with light effects (using shaders).

Course Structure

Year 1

In your first year you’ll develop a solid theoretical and practical foundation in computer programming. You’ll learn the fundamentals of computer systems and principles, databases, mathematics and programming (including web-based programming). Your coursework projects will focus on real world applications, sharpening your programming and problem solving skills – must-haves for the IT, media and entertainment industries.

Year 2

In your second year you’ll get to choose between a variety of optional modules from the School of Arts, Media and American Studies, including film, television and media, and computing modules from the School of Computing Sciences. Your compulsory modules will include computer graphics, further programming and algorithms. You’ll also start planning your third-year industrial placement with the help of a member of staff and UEA’s Careers Centre. We receive many placement offers from local and national companies – and some students take up a placement overseas. 

Year 3

Subject to successfully passing your company of choice’s selection procedure, you will spend 9-12 months working in industry to gain real life experience of working within the fields of computer graphics and multimedia. Our well-established commercial connections throughout the UK and beyond will help you secure the best possible placement for you. Positions are usually paid, but the amounts may vary. 

Year 4

Your only compulsory fourth-year module will be your final year project – for which you can suggest your own topic or choose from our list. This module is worth 40 credits, so it’s equivalent to two standard modules. 

Alongside your project, you’ll choose from a range of optional advanced modules from both the School of Computing Sciences and the School of Arts, Media and American Studies.

Teaching and Learning

Teaching

You’ll have between 15-20 hours a week contact time with teachers. In the first year your compulsory modules will have the largest number of students (around 150), but this will reduce as you progress and modules become more specialist.

Your computing modules will be a mix of lectures and lab sessions led by lecturing staff. Postgraduate associate tutors will also be on hand in labs to facilitate their specific subject. Lab sessions will initially involve working on small weekly programming assignments, then – as your experience and confidence grows – you’ll take on larger, real-life projects lasting a whole semester. For your first-year mathematics modules you’ll attend weekly small group exercise seminars to build on your lecture material.

Your Arts, Media and American Studies modules will follow a similar format although some modules also have hands-on filming projects.

Your final year project runs across the entire year, and you’ll meet with your project supervisor on a weekly basis to discuss your progress. Plus you’ll have all our lab facilities and specialist equipment at your fingertips. 

Independent study

We expect you to spend at least 15-20 hours a week on independent study – around the same as your teaching contact time.

You’ll have the chance to enrich your learning experience on a summer internship. Our School, UEA’s Careers Centre and UEA as a whole work in collaboration with local and nationwide businesses to help you find the perfect placement. This is a great way to prepare for your third year in industry placement.

Assessment

We will assess most computing modules through coursework and exams, although some are coursework only (eg Software Engineering has a group-based project). On some arts and media modules we use essays too.  

Your final year project will be assessed through a presentation, project report and portfolio.

We’ll always give prompt feedback after lab sessions and final marking to help you develop.

Optional Study abroad or Placement Year

Put yourself one step ahead of fellow graduates by spending a year in industry. You will gain valuable work experience and have the chance to build your professional skills and confidence. Relevant work experience is a huge asset in today’s competitive job market.

A year in industry will not only give you first-hand knowledge of the way in which your chosen field operates, it will also greatly improve your chances of progressing within that sector as you gain valuable contacts and insight.

Many of our past students have had job offers from their placement companies after they’ve graduated.

You will be expected to seek your own work placement and in the first two weeks of your second year you will be asked to write a curriculum vitae and to apply to a range of companies. Not only will this ensure that you work within your preferred field, it will also provide you with the essential job-hunting skills you will require after graduation. We will, of course, offer our guidance and support whilst students are identifying and negotiating placement opportunities.

During this year you’ll be supported by an industrial supervisor and a mentor from the University. You and your industrial supervisor will feed back during the placement to ensure that it is progressing well, and your UEA mentor will visit you during the year.

Please note that we cannot guarantee any student a work placement as this decision rests with potential employers.

If you were unable to secure a work placement by the end of your second year you will have the option to apply to be transferred onto the equivalent degree programme without a Year in Industry.

After the course

You’ll graduate with all the skills, experience and knowledge you need to get a headstart in the specialist entertainment and media industries, or in mainstream IT.

Career destinations

Examples of careers that you could enter include;

  • Games developer
  • Graphic designer
  • Computer Aided Design (CAD) specialist
  • Movie industry
  • Media industry
  • IT industry

Course related costs

You are eligible for reduced fees during the year in industry. Further details are available on our Tuition Fee website. 

There may be extra costs related to items such as your travel and accommodation during your year in industry, which will vary depending on location.

Please see Additional Course Fees for details of other course-related costs.

Course Modules 2018/9

Students must study the following modules for 100 credits:

Name Code Credits

COMPUTING PRINCIPLES

The module introduces you to the formulations and techniques essential for any degree in computing science.

CMP-4002B

20

DATABASE SYSTEMS

This module is based on the relational model and will introduce you to important aspects of databases, database manipulation and database management systems. You will explore the tools and methods for database design and manipulation as well as the programming of database applications. You will use a modern relational database management system to gain practical experience. You will also develop programming experience using SQL, and using a high level programming language to write applications that access the database.

CMP-4010B

20

PROGRAMMING 1

Gain a solid grounding in the essential features of object-oriented programming, using a modern programming language such as Java. This module is designed in such a way that you are not expected to have previously studied programming, although it's recognised that many students taking the module will have done so to some extent.

CMP-4008Y

20

SYSTEMS DEVELOPMENT

The complexity of Computer Based Systems, appropriate development approaches, and their inherent activities will be discussed using case studies and guest speakers where appropriate. Emphasis will be placed on the processes involved with systems requirements, creative designs, and careful development, in a professional manner, ensuring that issues such as project management, safety, security and data protection are taken into account. The module will include a number of modelling techniques to support the systems development process. These will be put into practise during the group exercise that will run throughout the semester. There are also opportunities for you to hone your transferable skills through literature searching, report writing, seminar discussions and presentations.

CMP-4013A

20

WEB-BASED PROGRAMMING

In this module you will be introduced to some of the tools used for web development. You will then build a substantial dynamic web site using HTML, CSS, Javascript and a high level language. An understanding of the underlying mechanisms of the technologies used in the Internet and World Wide Web is essential for any computing science student. Therefore, in the latter part of the module you will learn about these technologies and undertake a practical approach to exploring them. You will learn about issues of information systems security at all stages but also in dedicated sessions. In the final element of the module you will study multi-media issues in web based systems.

CMP-4011A

20

Students will select 20 credits from the following modules:

Students will be advised as to which of CMP-4004Y and CMP-4005Y is most appropriate for their course of study

Name Code Credits

MATHEMATICS FOR COMPUTING A

The module is designed to provide you with sufficient understanding of basic algebra, if you have not studied A Level Mathematics. it will give you confidence to embark on the study of computing fundamentals. Various topics in discrete and continuous mathematics which are fundamental to Computer Science will be introduced to you.

CMP-4004Y

20

MATHEMATICS FOR COMPUTING B

This module is designed for you if you have an A level (or equivalent) in Mathematics. It will provide you with an introduction to the mathematics of counting and arrangements, a further development of the theory and practice of calculus, an introduction to linear algebra and its computing applications and a further development of the principles and computing applications of probability theory. In addition, 3D Vectors are introduced and complex numbers are studied.

CMP-4005Y

20

Students must study the following modules for 60 credits:

Name Code Credits

DATA STRUCTURES AND ALGORITHMS

The purpose of this module is to give you a solid grounding in the design, analysis and implementation of algorithms, and in the efficient implementation of a wide range of important data structures.

CMP-5014Y

20

GRAPHICS 1

This module will provide you with an introduction to the fundamentals of computer graphics. You will gain a strong foundation in computer graphics, focusing on 2D graphics, algorithms and interaction. You need to have a good background in programming to take this module. OpenGL is used as the graphics API with examples provided in the lectures and supported in the laboratory classes.

CMP-5010B

20

PROGRAMMING 2

This is a compulsory module for all computing students and is a continuation of the Programming 1 module. It contains greater breadth and depth and provides students with the range of skills needed for many of their subsequent modules. We introduce C in order to improve your low level understanding of how programming works. We recap Java and deepen your understanding of the language by teaching topics such as nested classes, enumeration, generics, reflection, collections and threaded programming. We cover C++ and conclude by introducing C# to highlight the similarities and differences between languages.

CMP-5015Y

20

Students will select 40 credits from the following modules:

Students cannot take more than one practical film or television studies module in Year 2 (i.e. modules designated AMAP5*). Students can only take ONE Level 4 module in Year 2.

Name Code Credits

ANALYSING FILM

The analysis of film form underpins film studies as a discipline, informing aesthetic, theoretical and historical modes of inquiry. You will be introduced to the analysis of film form and film style. It encompasses approaches to the fundamental formal elements of mise-en-scene, cinematography, editing and sound. You will also build on these elements of film form to address systems of and approaches to film style including narrative and narration, genre, realism, continuity and classicism, modernism and experimentation. You will also learn how questions of film style are integral to the analysis of representation, for example in relation to modernity, gender and race.

AMAM4009A

20

ANALYSING TELEVISION

You will explore the many ways television has been examined, explored, understood, and used. You will focus particularly on the specifics of the medium; that is, how television is different from (and, in some ways, similar to) other media such as film, radio, and the internet. Each week will focus on a particular idea which is seen as central to the examination of television. The medium will be explored as an industry, as a range of texts, and as a social activity.

AMAM4010A

20

ANIMATION

Animation has long been one of the most popular and least scrutinised areas of popular media culture. You will be introduced to animation as a mode of production through examinations of different aesthetics and types of animation from stop motion through to cel and CGI-based examples. You will then go on to discuss some of the debates around animation in relation to case study texts, from animation's audiences to its economics. A range of approaches and methods will therefore be adopted within the module, including methods like political economics, cultural industries, star studies and animation studies itself. You will be taught by seminar and screening rather than by practice.

AMAM5024A

20

FILM THEORY

This module explores aspects of film theory as it has developed over the last hundred years or so. It encompasses topics including responses to cinema by filmmaker theorists such as Sergei Eisenstein and influential formulations of and debates about realism and film aesthetics associated with writers and critics such as Andre Bazin, Siegfried Kracauer, Rudolf Arnheim and Bela Balazs. You'll study the impact of structuralism, theories of genre, narrative and models of film language; feminist film theory and its emphasis on psychoanalysis; theories of race and representation; cognitive theory; emerging eco-critical approaches; post-structuralist and post-modern film theory. You'll be taught by lecture, screening and seminar. You'll work with primary texts - both films and theoretical writings - and have the opportunity to explore in their written work the ways in which film theories can be applied to film texts.

AMAM5030A

20

TELEVISION STUDIO PRODUCTION

This module introduces students to television studio production, using the resources of the campus television studio. You will learn basic skills of both live and recorded studio production (including directing, vision and sound mixing, camera-work, lighting, floor management and editing), using practice-based training. You will produce a short television programme, researching the appropriate genre characteristics, style and narrative to create the final work. The live broadcast will be accompanied by written reports analysing and evaluating the production process and the finished product. PLEASE NOTE - This module needs a minimum of 12 students enrolled to run; if that enrolment is not met, the module may be withdrawn.

AMAP5119B

20

Students will select 20 credits from the following modules:

Name Code Credits

ANALOGUE AND DIGITAL ELECTRONICS

A practical introduction to electronics, this module is structured to consider analogue electronics and digital electronics in turn. Topics you'll cover include passive and active components, including op-amps, transistors, logic gates, flip-flops and registers. Circuits you'll study include amplifiers, oscillators, modulators, combinational and sequential logic and state machines. You'll spend much of your time doing practical work - underpinned by lectures - where you will build prototypes circuits, as well as designing and building Printed Circuit Boards (PCBs).

CMP-5027A

20

APPLIED STATISTICS A

This is a module designed to give students the opportunity to apply statistical methods in realistic situations. While no advanced knowledge of probability and statistics is required, we expect students to have some background in probability and statistics before taking this module. The aim is to teach the R statistical language and to cover 3 topics: Linear regression, and Survival Analysis.

CMP-5017B

20

ARCHITECTURES AND OPERATING SYSTEMS

Study the organisation of system software and the underlying hardware architecture in modern computer systems. The role of concurrent operation of hardware and software components is emphasised throughout this module. Central concepts are reinforced by practical work in the laboratory. The architectures portion of the module focuses on the components of a processor, including the registers and data path, and you will explore concepts such as instruction fetch cycles, instruction decoding and memory addressing modes. The operating systems component focuses on how the system software manages the competing demands for the system hardware, including memory management and disc and processing scheduling.

CMP-5013A

20

FURTHER MATHEMATICS

Further Mathematics will provide you with an introduction to the mathematics of counting and arrangements, a further development of the theory and practice of calculus, an introduction to linear algebra and its computing applications, and a further development of the principles and computing applications of probability theory. 3D Vectors and complex numbers are also studied. If you have taken Mathematics for Computing A or equivalent, this module is for you.

CMP-5006A

20

INFORMATION RETRIEVAL

In this module you will learn about the development of the technologies which are the basis of search on the Web. Search engine development has been driven by large increases in online documents and the need to provide better results. You will learn about a range of techniques for improving search results and how to evaluate their impact.

CMP-5036A

20

NETWORKS

Explore how networks are designed and implemented to provide reliable data transmission. You'll take a layered approach to the study of networks, with emphasis on the functionality of the OSI 7 layer reference model and the TCP/IP model. You'll examine the functionality provided by each layer and how this contributes to overall reliable data transmission that the network provides, with a focus on the practical issues associated with networking such as real-time delivery of multimedia information (e.g. VoIP) and network security. Labs and coursework are highly practical and underpin the theory learnt in lectures.

CMP-5037B

20

SOFTWARE ENGINEERING 1

Software Engineering is one of the most essential skills for work in the software development industry. You will gain an understanding of the issues involved in designing and creating software systems from an industry perspective. You will be taught state of the art phased software development methodologies focusing on the activities of initial class model design to actual operational software systems. These activities are complemented with an introduction into software project management and development facilitation.

CMP-5012B

20

SYSTEMS ANALYSIS

This module considers various activities associated with the development of computer based systems including business strategy, project management, feasibility, investigation methods, stakeholder management, analysis, the links to design and implementation, and managing change. Its main focus, however, is on the early stages, in particular requirements investigation and specification including the use of UML. It makes use of a number of analysis and design techniques in order to produce readable system specifications. Students are introduced to a number of development methods including object orientated, soft systems, structured, participative, and agile approaches.

CMP-5003A

20

Students must study the following modules for 120 credits:

Name Code Credits

INDUSTRIAL PROJECT REPORT

This module provides an opportunity for students to undertake individual project work during their industrial training placement.

CMP-6014Y

40

YEAR IN INDUSTRY

This module is for students who are enrolled on undergraduate programmes that combine academic study with an opportunity to gain experience by working for a year in industry.

CMP-6011Y

80

Students must study the following modules for 40 credits:

Name Code Credits

COMPUTING PROJECT

This module will give you experience of independent project work through the development of research and application involving a significant amount of computing science knowledge and skills, for example, in design/implementation of algorithms, software, or hardware systems. It will also provide, via the lecture programme, a primer on the law, ethical and professional behaviour, project management, reporting and other aspects of being a computer scientist. You will be allocated a supervisor and will be expected to work closely with him or her on a mutually agreed project.

CMP-6013Y

40

Students will select 20 credits from the following modules:

Name Code Credits

ARTIFICIAL INTELLIGENCE

This module introduces you to core techniques in Artificial Intelligence. Topics covered may include, state space representation and search algorithms, knowledge representation, expert systems, Bayesian networks, neural networks and deep learning.

CMP-6040A

20

AUDIOVISUAL PROCESSING

This module explores how computers process audio and video signals. In the audio component, the focus is on understanding how humans produce speech and how this can be processed by computer for speech recognition and enhancement. Similarly, the visual component considers the human eye and camera, and how video is processed by computer. The theoretical material covered in lectures is reinforced with practical laboratory sessions. The module is coursework only and requires you to build a speech recogniser capable of recognising the names of students studying the module using both audio and visual speech information.

CMP-6026A

20

COMPUTER VISION

Computer Vision is about "teaching machines how to see". You will study methods for acquiring, analysing and understanding images in both lectures and laboratories. The practical exercises and projects that you undertake in the laboratory will support the underpinning theory and enable you to implement contemporary computer vision algorithms.

CMP-6035B

20

GRAPHICS 2

Explore the fundamentals of 3D geometric transformations and viewing using OpenGL and learn the theory and implementation of fundamental visibility determination algorithms and techniques for lighting, shading and anti-aliasing. You'll study 3D curves and fundamental geometric data structures, as well as considering the issues involved with modern high performance graphics processors.

CMP-6006A

20

HUMAN COMPUTER INTERACTION

Human Computer Interaction (or UX) covers a very wide range of devices, including conventional computers, mobile devices and "hidden" computing devices. In this module you will learn about interactions from a variety of perspectives, such as cognitive psychology, ethnographic methods, security issues, UI failures, the principles of good user experience, heuristic and experimental evaluation approaches and the needs of a range of different audiences.

CMP-6039A

20

SOFTWARE ENGINEERING 2

In taking this module you will learn about the issues and techniques involved in and maintaining industrial software development and evolution. You will learn about a range of advanced software engineering topics, such as: reverse engineering to understand legacy software, refactoring, design patterns to improve the design of software systems, using third party software components, designing secure systems, and design for maintainability. In the practical work for the module you will use a range of tools and techniques appropriate for developing contemporary industrial software. You will be developing your existing good programming and software engineering skills to prepare you for working with industrial software.

CMP-6010A

20

SYSTEMS ENGINEERING

This module draws together a wide range of material and considers it in the context of developing modern large-scale computer systems. Topics such as Systems Thinking, Casual Loop Diagrams, Systems Failure, Outsourcing, Quality, Risk Management, Measurement, Project Management, Software Process Improvement, Configuration Management, Maintainability, Testing, and Peopleware are covered in this module. The module is supported by well documented case studies and includes guest speakers from industry.

CMP-6003B

20

Students will select 60 credits from the following modules:

The Directed Study modules are 10 credit proxy modules to complement for 30 credit AMA modules. They correspond to half a 20 credit CMP module of the student's choice.

Name Code Credits

ANALOGUE AND DIGITAL ELECTRONICS

A practical introduction to electronics, this module is structured to consider analogue electronics and digital electronics in turn. Topics you'll cover include passive and active components, including op-amps, transistors, logic gates, flip-flops and registers. Circuits you'll study include amplifiers, oscillators, modulators, combinational and sequential logic and state machines. You'll spend much of your time doing practical work - underpinned by lectures - where you will build prototypes circuits, as well as designing and building Printed Circuit Boards (PCBs).

CMP-5027A

20

ARCHITECTURES AND OPERATING SYSTEMS

Study the organisation of system software and the underlying hardware architecture in modern computer systems. The role of concurrent operation of hardware and software components is emphasised throughout this module. Central concepts are reinforced by practical work in the laboratory. The architectures portion of the module focuses on the components of a processor, including the registers and data path, and you will explore concepts such as instruction fetch cycles, instruction decoding and memory addressing modes. The operating systems component focuses on how the system software manages the competing demands for the system hardware, including memory management and disc and processing scheduling.

CMP-5013A

20

ARTIFICIAL INTELLIGENCE

This module introduces you to core techniques in Artificial Intelligence. Topics covered may include, state space representation and search algorithms, knowledge representation, expert systems, Bayesian networks, neural networks and deep learning.

CMP-6040A

20

AUDIOVISUAL PROCESSING

This module explores how computers process audio and video signals. In the audio component, the focus is on understanding how humans produce speech and how this can be processed by computer for speech recognition and enhancement. Similarly, the visual component considers the human eye and camera, and how video is processed by computer. The theoretical material covered in lectures is reinforced with practical laboratory sessions. The module is coursework only and requires you to build a speech recogniser capable of recognising the names of students studying the module using both audio and visual speech information.

CMP-6026A

20

COMPUTER VISION

Computer Vision is about "teaching machines how to see". You will study methods for acquiring, analysing and understanding images in both lectures and laboratories. The practical exercises and projects that you undertake in the laboratory will support the underpinning theory and enable you to implement contemporary computer vision algorithms.

CMP-6035B

20

CREATIVE WORK IN THE MEDIA INDUSTRIES

What is it like working in the media industries? What are the key opportunities and challenges which face aspiring and established media professionals? In engaging with such questions, this module offers you the opportunity to gain an understanding of the industries in which you may well wish to work. You'll engage with academic research and other writing, both historical and contemporary in nature, to provide you with an understanding of the potential to find pleasure, fulfilment (and a steady income), as well as pressure, frustration and precariousness in media work. As well as developing skills in communicating ideas, principles and theories, you will conduct your own research into the nature and conditions of media work. To help you understand media work, we reflect on changes in the nature of work itself in modern societies, considering historical and recent developments in working cultures and questions of work-life balance. Following this, you will gain insights into work in the media and creative industries through an engagement with academic research, policy developments and the accounts of media workers themselves (across sectors such as film, television, music, magazines, advertising and digital media). We also look at questions about the extent to which it is feasible to do 'good work' and produce challenging, innovative, ground breaking, thoughtful or just genuinely entertaining media products in a seemingly ever competitive and commercial media landscape. Having developed a grasp of some of the key dynamics at play in creative labouring, you'll put this knowledge into practice by carrying out and reflecting upon your own research into the challenges and opportunities bound up with media work. The module will not only provide you with a range of valuable insights into the realities of media work but will also help you develop skills in conducting research, organising and communicating your ideas and weighing your own arguments against those of others.

AMAM6086B

30

DIRECTED STUDY 1

RESERVED FOR STUDENTS ON U1G450302, COMPUTING SCIENCE, IMAGING AND MULTIMEDIA and ON U1G45A401, YEAR IN INDUSTRY variant (LEVEL 3). This Autumn Semester module is a 10 credit PROXY MODULE to compensate for 30 credit AMA modules as part of the above courses. It offers 10 credits as part of the coursework of any 20 credit Autumn Semester CMP module available in Options A and B range of the third year of the Computing Science, Imaging and Multimedia course or Year in Industry variant.

CMP-6021A

10

DIRECTED STUDY 2

RESERVED FOR STUDENTS ON U1G450302, COMPUTING SCIENCE, IMAGING AND MULTIMEDIA and ON U1G45A401, YEAR IN INDUSTRY variant (LEVEL 3). This Spring Semester module is a 10 credit PROXY MODULE to compensate for 30 credit AMA modules as part of the above courses. It offers 10 credits as part of the coursework of any 20 credit Spring Semester CMP module available in Options A and B range of the third year of the Computing Science, Imaging and Multimedia course or Year in Industry variant.

CMP-6022B

10

EMBEDDED SYSTEMS

Embedded processors are at the core of a huge range of products e.g. mobile telephones, cameras, passenger cars, washing machines, DVD players, medical equipment, etc. The embedded market is currently estimated to be worth around 100x the 'desktop' market and is projected to grow exponentially over the next decade. This module will help you to build on the material delivered in the Architectures and Operating Systems module to consider the design and development of real-time embedded system applications for commercial off the shelf (COTS) processors running real-time operating systems (RTOS), such as eLinux.

CMP-6024B

20

GRAPHICS 2

Explore the fundamentals of 3D geometric transformations and viewing using OpenGL and learn the theory and implementation of fundamental visibility determination algorithms and techniques for lighting, shading and anti-aliasing. You'll study 3D curves and fundamental geometric data structures, as well as considering the issues involved with modern high performance graphics processors.

CMP-6006A

20

HUMAN COMPUTER INTERACTION

Human Computer Interaction (or UX) covers a very wide range of devices, including conventional computers, mobile devices and "hidden" computing devices. In this module you will learn about interactions from a variety of perspectives, such as cognitive psychology, ethnographic methods, security issues, UI failures, the principles of good user experience, heuristic and experimental evaluation approaches and the needs of a range of different audiences.

CMP-6039A

20

JAPANESE FILM: NATIONAL CINEMA AND BEYOND

This module aims to introduce you to approaches to cinema as it relates to national, transnational and global discourses. Japanese cinema forms the focus of the module, largely because it has been at the forefront of non-Anglo/American cinematic discourses since the earliest periods of "world" cinema history. Investigating Japanese cinema case study films will allow you to pose a variety of important questions in relation to the history, techniques and culture of cinema as it is consumed around the world. The module is divided into three sections, roughly historically. In the first section you will examine the golden age of Japanese cinema through the works of filmmakers such as Akira Kurosawa and Yasujiro Ozu. You will explore the history of Japan's national film industry, its canonisation, the beginnings of international Japanese cinema, and some of the aesthetic innovations of Japan's cinematic "Golden Age". The second section examines Japanese genre cinema. By focusing on some of Japan's famous filmmakers and franchises, including Godzilla, you will explore Japanese film through an inter- or transnational lens. You will also consider other important questions; for example, why is it that some film genres travel and others do not? The final part of the module will consider contemporary Japanese cinema through transnational and global frameworks. You will look at the current rise in international popularity of Japanese filmmaking, assessing the importance of cycles of filmmaking, audiences and distribution to the notoriety of Japanese cinema on a global level. These discussions are intended to reframe discussions on current and past Japanese filmmaking, challenging existing theorisations of Japanese cinema by examining it through alternative methodological frameworks. There is no expectation that you should be able to speak Japanese, nor are you expected to be an expert in Japanese cultural studies. While the module does focus on the history and culture of Japan and Japanese filmmaking as specific to this national cinema, it is intended to provide you with the tools to study other national and global cinemas too. By taking in a range of frameworks from the national to the global, the module is intended to provide you with a set of theoretical concepts relevant to every cinema, everywhere and throughout film history.

AMAM6087A

30

NETWORKS

Explore how networks are designed and implemented to provide reliable data transmission. You'll take a layered approach to the study of networks, with emphasis on the functionality of the OSI 7 layer reference model and the TCP/IP model. You'll examine the functionality provided by each layer and how this contributes to overall reliable data transmission that the network provides, with a focus on the practical issues associated with networking such as real-time delivery of multimedia information (e.g. VoIP) and network security. Labs and coursework are highly practical and underpin the theory learnt in lectures.

CMP-5037B

20

SOFTWARE ENGINEERING 1

Software Engineering is one of the most essential skills for work in the software development industry. You will gain an understanding of the issues involved in designing and creating software systems from an industry perspective. You will be taught state of the art phased software development methodologies focusing on the activities of initial class model design to actual operational software systems. These activities are complemented with an introduction into software project management and development facilitation.

CMP-5012B

20

SOFTWARE ENGINEERING 2

In taking this module you will learn about the issues and techniques involved in and maintaining industrial software development and evolution. You will learn about a range of advanced software engineering topics, such as: reverse engineering to understand legacy software, refactoring, design patterns to improve the design of software systems, using third party software components, designing secure systems, and design for maintainability. In the practical work for the module you will use a range of tools and techniques appropriate for developing contemporary industrial software. You will be developing your existing good programming and software engineering skills to prepare you for working with industrial software.

CMP-6010A

20

SYSTEMS ENGINEERING

This module draws together a wide range of material and considers it in the context of developing modern large-scale computer systems. Topics such as Systems Thinking, Casual Loop Diagrams, Systems Failure, Outsourcing, Quality, Risk Management, Measurement, Project Management, Software Process Improvement, Configuration Management, Maintainability, Testing, and Peopleware are covered in this module. The module is supported by well documented case studies and includes guest speakers from industry.

CMP-6003B

20

TELEVISION STUDIO PRODUCTION

This module introduces students to television studio production, using the resources of the campus television studio. You will learn basic skills of both live and recorded studio production (including directing, vision and sound mixing, camera-work, lighting, floor management and editing), using practice-based training. You will produce a short television programme, researching the appropriate genre characteristics, style and narrative to create the final work. The live broadcast will be accompanied by written reports analysing and evaluating the production process and the finished product. PLEASE NOTE - This module needs a minimum of 12 students enrolled to run; if that enrolment is not met, the module may be withdrawn.

AMAP5119B

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Disclaimer

Whilst the University will make every effort to offer the modules listed, changes may sometimes be made arising from the annual monitoring, review and update of modules and regular (five-yearly) review of course programmes. Where this activity leads to significant (but not minor) changes to programmes and their constituent modules, there will normally be prior consultation of students and others. It is also possible that the University may not be able to offer a module for reasons outside of its control, such as the illness of a member of staff or sabbatical leave. In some cases optional modules can have limited places available and so you may be asked to make additional module choices in the event you do not gain a place on your first choice. Where this is the case, the University will endeavour to inform students.

Further Reading

  • UEA Award

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  • Ask a Student

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  • University Taster Events

    Come to one of our taster events and experience university life for yourself. Book now.

    Read it University Taster Events
  • OUR STUDENTS

    Hear from Giles about studying Computer Graphics, Imaging and Multimedia at UEA

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Entry Requirements

  • A Level BBB including one from Mathematics, Computing, Physics, Electronics or Economics. All Science A-Levels must include a pass in the practical element.
  • International Baccalaureate 31 points overall including HL5 in either Mathematics, Computing, Physics, Electronics or Economics.
  • Scottish Advanced Highers CCC including one from Mathematics, Computing, Physics, Electronics or Economics.
  • Irish Leaving Certificate 2 subjects at H2 and 4 subjects at H3 including either Mathematics, Computing, Physics, Electronics or Economics.
  • Access Course Pass the Access to HE Diploma with Merit in 45 level 3 credits including 12 Level 3 credits in either Mathematics, Computing, Physics, Electronics or Economics.
  • BTEC DDM in an IT or Science based subject. Public Services is not accepted. A combination of BTEC and A level are considered - please contact us.
  • European Baccalaureate 70% overall with 70% in one from Mathematics, Computing, Physics, Electronics or Economics.

Entry Requirement

General Studies and Critical Thinking are not accepted.

You are required to have English Language at a minimum of Grade C/4 and Mathematics at Grade B/5 at GCSE.

UEA recognises that some students take a mixture of International Baccalaureate IB or International Baccalaureate Career-related Programme IBCP study rather than the full diploma, taking Higher levels in addition to A levels and/or BTEC qualifications. At UEA we do consider a combination of qualifications for entry, provided a minimum of three qualifications are taken at a higher Level. In addition some degree programmes require specific subjects at a higher level.

Students for whom English is a Foreign language

We welcome applications from students from all academic backgrounds. We require evidence of proficiency in English (including writing, speaking, listening and reading):

IELTS: 6.5 overall (minimum 6.0 in any component)

We also accept a number of other English language tests. Please click here to see our full list.

INTO University of East Anglia 

If you do not meet the academic and/or English language requirements for this course, our partner INTO UEA offers guaranteed progression on to this undergraduate degree upon successful completion of a foundation programme. Depending on your interests and your qualifications you can take a variety of routes to this degree:

INTO UEA also offer a variety of English language programmes which are designed to help you develop the English skills necessary for successful undergraduate study:


Interviews

The majority of candidates will not be called for an interview and a decision will be made via UCAS Track. However, for some students an interview will be requested. You may be called for an interview to help the School of Study, and you, understand if the course is the right choice for you.  The interview will cover topics such as your current studies, reasons for choosing the course and your personal interests and extra-curricular activities.  Where an interview is required the Admissions Service will contact you directly to arrange a convenient time.

Gap Year

We welcome applications from students who have already taken or intend to take a gap year.  We believe that a year between school and university can be of substantial benefit. You are advised to indicate your reason for wishing to defer entry and to contact admissions@uea.ac.uk directly to discuss this further.

Intakes

The School's annual intake is in September.
  • A Level BBB including one from Mathematics, Computing, Physics, Electronics or Economics. All science A levels must include a pass in the practical element
  • International Baccalaureate 31 points including one HL 5 from Mathematics, Computing, Physics, Electronics and Economics and one other HL subject at 5. If no GCSE equivalent is held, offer will include Mathematics and English requirements.
  • Scottish Highers Only acceptable in combination with Advanced Highers
  • Scottish Advanced Highers BCC including one from Mathematics, Computing, Physics, Electronics or Economics. A combination of Advanced Highers and Highers might be acceptable
  • Irish Leaving Certificate AABBBB or two subjects at H1 and four subjects at H2, including one from Mathematics, Computing, Physics, Electronics and Economics
  • Access Course Pass the Access to HE Diploma with Distinction in 36 credits at level 3 and Merit in 9 credits at level 3, including 12 level 3 credits in either Mathematics, Computing, Physics, Electronics or Economics. Science pathway required
  • BTEC DDM in IT, science or media. A combination of BTEC and A level are considered - please contact us
  • European Baccalaureate 75% overall and 70% in one from Mathematics, Computing, Physics, Electronics or Economics

Entry Requirement

GCSE Requirements: GCSE English Language grade 4 and GCSE Mathematics grade 5. GCSE Mathematics grade 4 will be accepted if Mathematics is being taken to A2 Level.

General Studies and Critical Thinking are not acceptable 

UEA recognises that some students take a mixture of International Baccalaureate IB or International Baccalaureate Career-related Programme IBCP study rather than the full diploma, taking Higher levels in addition to A levels and/or BTEC qualifications. At UEA we do consider a combination of qualifications for entry, provided a minimum of three qualifications are taken at a higher Level. In addition some degree programmes require specific subjects at a higher level.

Students for whom English is a Foreign language

We welcome applications from students from all academic backgrounds. We require evidence of proficiency in English (including speaking, listening, reading and writing) at the following level:

  • IELTS: 6.5 overall (minimum 6.0 in any component)

We will also accept a number of other English language qualifications. Please click here for further information.

INTO University of East Anglia 

If you do not meet the academic and/or English language requirements for this course, our partner INTO UEA offers guaranteed progression on to this undergraduate degree upon successful completion of a foundation programme. Depending on your interests and your qualifications you can take a variety of routes to this degree:

INTO UEA also offer a variety of English language programmes which are designed to help you develop the English skills necessary for successful undergraduate study:

Interviews

The majority of candidates will not be called for an interview. However, for some students an interview will be requested. These are normally quite informal and generally cover topics such as your current studies, reasons for choosing the course and your personal interests and extra-curricular activities.

Gap Year

We welcome applications from students who have already taken or intend to take a gap year, believing that a year between school and university can be of substantial benefit. You are advised to indicate your reason for wishing to defer entry and may wish to contact the appropriate Admissions Office directly to discuss this further.

Intakes

The School's annual intake is in September of each year.

Alternative Qualifications

We encourage you to apply if you have alternative qualifications equivalent to our stated entry requirement. Please contact us for further information.

Fees and Funding

Undergraduate University Fees and Financial Support

Tuition Fees

Information on tuition fees can be found here:

UK students

EU Students

Overseas Students

Scholarships and Bursaries

We are committed to ensuring that costs do not act as a barrier to those aspiring to come to a world leading university and have developed a funding package to reward those with excellent qualifications and assist those from lower income backgrounds. 

The University of East Anglia offers a range of Scholarships; please click the link for eligibility, details of how to apply and closing dates.

How to Apply

How to Apply

Applications need to be made via the Universities Colleges and Admissions Services (UCAS), using the UCAS Apply option.

UCAS Apply is a secure online application system that allows you to apply for full-time Undergraduate courses at universities and colleges in the United Kingdom. It is made up of different sections that you need to complete. Your application does not have to be completed all at once. The system allows you to leave a section partially completed so you can return to it later and add to or edit any information you have entered. Once your application is complete, it must be sent to UCAS so that they can process it and send it to your chosen universities and colleges.

The UCAS code name and number for the University of East Anglia is EANGL E14.

Further Information

If you would like to discuss your individual circumstances with the Admissions Office prior to applying please do contact us:

Undergraduate Admissions Office

Tel: +44 (0)1603 591515
Email: admissions@uea.ac.uk

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    Next Steps

    We can’t wait to hear from you. Just pop any questions about this course into the form below and our enquiries team will answer as soon as they can.

    Admissions enquiries:
    admissions@uea.ac.uk or
    telephone +44 (0)1603 591515