Computer and Network Technology BSc (Hons)
About the course
Across the globe, modern computer systems are linked together via a variety of communication infrastructures, including telephone and cable connections, trans-Atlantic optical fibre and satellite links. The knowledge and skills required to specify requirements, design systems using standard subsystems, and commission and test computer and network technologies are paramount in today's job market.
In the first year of your BSc Honours degree course in Computer and Network Technology you will develop an understanding of relevant opportunities, how to exploit them and the associated responsibilities. You will gain hands-on experience of programming using Java, and of software development through extensive laboratory work. You will also learn about fundamental technical concepts - including computer architecture using packages especially for games and PDA tools to investigate digital subsystems; sound and image conversion to digital form; the functionality of RAM and Flash memory, magnetic and optical media; and data transmission networks.
In your second year you will broaden your knowledge of the technologies, standards and techniques relevant to designing and implementing multimedia communication infrastructures.
In your final year you will cover a variety of modern networking environments, you will become familiar with the practical issues and capable of working within a professional environment. For example, you will be able to understand different systems and rapidly assimilate the information needed to satisfy particular requirements, both from a purchaser's and a developer's viewpoint. You will also extend your knowledge and skills in programming and multimedia techniques to include animation and virtual reality, with time spent on laboratory-based exercises in 3D graphics.
Why choose this course?
The popularity of home computing and the growth in online services have exploded in recent years, which is why this fascinating subject has become so important, successful and popular.
The power and complexity of computer systems, peripheral equipment and support is evolving rapidly to meet the demands of today’s users. Computer systems rely on efficient global networks, ranging from household phone and cable connections to transatlantic optical fibre cables and geostationary satellite links.
This course will give you the ability to specify requirements, design systems and commission and test computer and network technologies – sought after skills in today’s technology-driven job market.
You will also gain specific skills in digital electronic systems, network design and management, distributed systems, microcomputers, digital signal processing tools and techniques, software design methodology, and data communication techniques.
Entry requirements...
260 UCAS points.
GCE A Levels from a minimum of 2 A levels.
We also accept:
- Engineering or Technology based BTEC Diploma NQF/QCF, Advanced Diploma, or Progression Diploma.
- Access to HE Diploma in Engineering or Technology with merit profile.
GCSEs must include Mathematics, English Language and Science at C or above.
Study routes
- Sandwich, 4 Years
- Part Time, 6 Years
- Full Time, 3 Years
Locations
- University of Hertfordshire, Hatfield
Careers
An understanding of advanced technology puts you in an excellent position to take advantage of the many employment opportunities in this fast-moving sector. Industries using network design and management, distributed systems, network maintenance and data communication techniques all require the up-to-date skills you'll develop on this programme.
Teaching methods
Our enthusiastic staff are always looking for new ways to enhance your learning experience and over recent years, we have won national awards for our innovative teaching ideas. All of our courses include a significant practical element, which, together with tutorial sessions reinforce the theory delivered during lectures, and you have many opportunities to enhance your presentation skills ready for the workplace.
Work Placement
You have the opportunity to spend a year working either in a professional research environment or within industry. The practical experience you gain will be of tremendous benefit both when you resume your studies and when you embark on a career. Students have previously undertaken placements in organisations as:
- Exel plc
- GE Healthcare
- Mibtree
- Open Systems Management Ltd
Professional Accreditations
Accredited for Chartered Engineer (IEng) status by the Institution of Engineering and Technology (IET).
Structure
Year 1
Core Modules
-
Career Skills Development
This module will ensure students are able to utilise the University system for PDP (Personal Development Planning using MAPS (My Active Planning System). Using the PDP processes each student will be able to record and update their own records which will aid monitoring their progress personally and academically. Support will be provided on tools, techniques and good practices through a Study Skills programme, MAPS and relating this to future professional development. The student will be assisted using the support detailed above through the first weeks of the academic year by academic staff. There will be further sessions in the second semester.
-
Sound & Psychoacoustics
This module first gives an introduction to the fundamental physical properties of sound, and to the physiological processes underlying human perception of sounds. The module continues with an introductory-level examination of how the characteristics of human perception of sounds is exploited in modern sound compression strategies such as MP3. Although in general the material is treated in a non-mathematical way, some basic mathematical techniques are taught within the module as necessary. These include the concepts of logarithmic scales and units, such as the decibel scale for audio measurements
-
E-Culture
The emergence of a distinctly globalised E-culture can be accounted for in a number of ways. This module focuses on histories of technologies and their impact on many aspects of the broader culture. It includes theoretical accounts and communications which enable a comprehensive understanding of the present in order to inform a vision of possible future. Assessable outcomes are presented in a variety of forms including written, verbal, visual and interactive media on both an individual and group basis.
-
Interactive Programming
This module provides an opportunity for students to develop interactive multimedia applications using an object-oriented, high–level language. The software development lifecycle is introduced and the key principles of design, implementation and testing explored. A significant amount of the contact time is spent on a series of laboratory-based exercises that give the students first-hand experience of the process of the software development process.
-
Software Application
This module introduces students to the fundamental aspects of typical processes found in contemporary digital media production and infrastructure support. In addition to practical exercises, a series of lectures introduces students to a range of digital technologies. The module also aims to develop further the student's ability to use typical digital media tools. In general material is taught as far as possible by practical 'hands-on' project-based work with the aim of developing not only an appreciation of the techniques involved, but also a basic level of skill in their application.
-
Smart Technology 1
This module will introduce students to the use of a range of smart systems, from modern gaming platforms through to web-based applications and mobile apps. All these systems make extensive use of a range of digital media and you will develop fundamental skills and understanding of the basic technologies that support contemporary entertainment systems. Examples include; games platforms, home entertainment systems, mobile systems, surface systems, interactive web systems.
-
Vision and Image Perception
This module gives an introduction to the fundamental physical properties of light and to the physiological processes underlying human perception of images. Also included is an introductory-level examination of how the characteristics of human perception of images are exploited through contemporary digital media representation and compression strategies. Practical work will provide an introduction to basic audio-visual editing techniques.
-
Smart Technology 2
The module builds on the topics introduced in Smart Technology 1 to provide a more in-depth understanding and development opportunity for students to learn and create a complete smart ecosystem. The laboratory sessions requires students to develop targeted application(s) for smart devices, e.g. smart phones, multi-touch applications, embedded applications, etc. Students will also be introduced to a wide range of mobile and embedded operating systems supporting various smart devices in the marketplace.
-
Media Regulatory Framework
An understanding of the various rules and regulations, both voluntary and legally enforceable, directly influencing the development and implementation of multimedia technology is essential to both students and professionals operating in this complex and rapidly developing area. This module will focus on specific problems and oppportunities arising within the English legal system and administrative framework relating to the Multimedia industry, whilst examining the continuing importance of international law on trans-national online communications.
Optional
Year 2
Core Modules
-
Career Planning
This module will encourage students to reflect on their career aspirations and review/plan for the development of appropriate skills necessary to realise these aspirations. Many students will specifically use this module to prepare for the optional professional placement year. Students who undertake the placement will work within industry or a commercial organisation that is able to provide an appropriate learning experience within an engineering environment. This placement must be of at least 48 weeks duration. To be eligible for placement students must have passed the progression requirements to level 6
-
Networking & Webcasting
This module covers local area and wide area computer networks in the context of multimedia communications, including the assessment of requirements for hardware, software and communication networks to support distributed multi-media services including telephony, streaming audio and video and video on demand. Network technologies, systems, protocols and security are included, together with recently developed local access technologies such as Asymmetric Digital Subscriber Line, (ADSL), and cable modems. Mobile and wireless networks are also covered including General Packet Radio System, (GPRS), Wireless Access Protocol, (WAP), and Bluetooth. Tools for broadcasting and streaming of a variety of content using IP and the Internet are also considered. Case studies are used to illustrate topics such as Video on Demand (VoD) or Near Video on Demand (NVoD), non-linear editing platforms, MP3 services, media management tools and platforms.
-
Interactive Software Design
This module considers the use of multimedia technologies in a variety of interactive environments and installations. Interactive Software Design involves designing interactive products and services for ordinary and specialised users to utilise effectively in their everyday working and social lives. In particular, it is concerned with authoring user experience scenarios that enhance and extend the way people work, communicate and interact.
-
Hardware Platforms & Interface Technology
This course reviews various type of hardware platform for Games, Broadcast and Networking applications. The student will assemble and disassemble a complete working system. Different software tools will be utilised to make the system to function to specification. The student will also be introduced to various types of interfaces and controllers and the methods by which they communicate, e.g. both wired and wireless connections.
-
Mini Project (CTN)
Students are given specific investigative and problem solving tasks to perform. Although tasks vary depending on individual interests and aspirations, and available resources, each task has common elements. These include the necessity to gather information, to synthesise a solution or solutions and to evaluate those solutions in the context of the original objectives. Students will work in small groups and individually as defined by the projects.
-
Markup Languages and Metadata
This module covers the concept of markup languages as the modern programming standard for the Internet and as the platform for other programming languages to communicate and operate with each other without interfering with the syntax from each language. It includes basic markup languages (eg HTML), open source markup languages (eg XML) and the development of these markup languages (eg SVG).
-
E-Enterprise and Entrepreneurship
The challenges and opportunities presented by a networked, digitised and globalised economy are at the centre of this module. Understanding not only how to exploit those opportunities, but the responsibility that goes with them, is an important aspect of developing a successful career in the digital E-enterprise and entrepreneurship field. The emergence of a distinctly digital business culture can be accounted for in a number of ways and this module also focuses on the histories of technologies and their impact on the broader culture to inform a vision, both personal and professional, of the future. This module specifically addresses entrepreneurs and entrepreneurship, their nature and motivation, and the character of innovation. It will explore the nature of developing the human resources involved and how emergence, survival and growth might best be managed, whether in the public or private sectors.
-
Content and Asset Management
The module allows students to develop an understanding and appreciation of contemporary digital multimedia content production, retrieval, management and governance strategies and industry practices. Digital multimedia content production and re-purposing processes and the planning and implementation of media production strategies and tactics are also fully covered with emphasis placed on the collaborative teamwork nature of current practices and activities in this field. The effective production processes and the planning and implementation of media production forms the core of this course. It includes the identification and the use of formal organisation strategies alongside approaches to content-led ideas generation. The course is project based and the teaching develops a critical response to practical activities, some of which may include live-projects. Issues for authors who work across media (TV, web etc.) are included.
-
Data-Driven Web Applications
This module is designed to introduce students to the latest technology for developing data-driven dynamic web applications. Through a series of hands-on programming practice, students are expected to become familiar with the server side languages such as ASP.NET and SQL. The module also provides an opportunity for students to explore the process of developing dynamic web applications to address a particular requirement.
-
Webcasting
The module explores the tools, techniques and infrastructures used for the broadcasting and streaming of a variety of content over the Internet. Case studies are used to illustrate topics such as Video on Demand (VoD) or Near Video on Demand (NVoD), non-linear editing platforms, MP3 services, media management tools and platforms.
-
Interactive Software Design
This module considers the use of multimedia technologies in a variety of interactive environments and installations. Interactive Software Design involves designing interactive products and services for ordinary and specialised users to utilise effectively in their everyday working and social lives. In particular, it is concerned with authoring user experience scenarios that enhance and extend the way people work, communicate and interact.
-
Networking
This module covers local area and wide area computer networks in the context of multimedia communications, including the assessment of requirements for hardware, software and communication networks to support distributed multi-media services including IP telephony, streaming audio and video and video on demand. Network technologies, systems, protocols and security are included, together with recently developed local access technologies such as Asymmetric Digital Subscriber Line, (ADSL), and cable modems. Mobile and wireless networks are also covered including General Packet Radio System, (GPRS), Wireless Access Protocol, (WAP), and Bluetooth.
-
Mark-up Languages and Metadata
This module provides an introduction to the concepts of markup languages, the use of typical metadata in markup languages and how these are deployed. The module also enables students to develop an ability to generate simple code in a typical example of an advanced markup language.
Optional
-
Networking & Webcasting
This module covers local area and wide area computer networks in the context of multimedia communications, including the assessment of requirements for hardware, software and communication networks to support distributed multi-media services including telephony, streaming audio and video and video on demand. Network technologies, systems, protocols and security are included, together with recently developed local access technologies such as Asymmetric Digital Subscriber Line, (ADSL), and cable modems. Mobile and wireless networks are also covered including General Packet Radio System, (GPRS), Wireless Access Protocol, (WAP), and Bluetooth. Tools for broadcasting and streaming of a variety of content using IP and the Internet are also considered. Case studies are used to illustrate topics such as Video on Demand (VoD) or Near Video on Demand (NVoD), non-linear editing platforms, MP3 services, media management tools and platforms.
-
Interactive Software Design
This module considers the use of multimedia technologies in a variety of interactive environments and installations. Interactive Software Design involves designing interactive products and services for ordinary and specialised users to utilise effectively in their everyday working and social lives. In particular, it is concerned with authoring user experience scenarios that enhance and extend the way people work, communicate and interact.
-
Hardware Platforms & Interface Technology
This course reviews various type of hardware platform for Games, Broadcast and Networking applications. The student will assemble and disassemble a complete working system. Different software tools will be utilised to make the system to function to specification. The student will also be introduced to various types of interfaces and controllers and the methods by which they communicate, e.g. both wired and wireless connections.
-
Mini Project (CTN)
Students are given specific investigative and problem solving tasks to perform. Although tasks vary depending on individual interests and aspirations, and available resources, each task has common elements. These include the necessity to gather information, to synthesise a solution or solutions and to evaluate those solutions in the context of the original objectives. Students will work in small groups and individually as defined by the projects.
-
Markup Languages and Metadata
This module covers the concept of markup languages as the modern programming standard for the Internet and as the platform for other programming languages to communicate and operate with each other without interfering with the syntax from each language. It includes basic markup languages (eg HTML), open source markup languages (eg XML) and the development of these markup languages (eg SVG).
-
E-Enterprise and Entrepreneurship
The challenges and opportunities presented by a networked, digitised and globalised economy are at the centre of this module. Understanding not only how to exploit those opportunities, but the responsibility that goes with them, is an important aspect of developing a successful career in the digital E-enterprise and entrepreneurship field. The emergence of a distinctly digital business culture can be accounted for in a number of ways and this module also focuses on the histories of technologies and their impact on the broader culture to inform a vision, both personal and professional, of the future. This module specifically addresses entrepreneurs and entrepreneurship, their nature and motivation, and the character of innovation. It will explore the nature of developing the human resources involved and how emergence, survival and growth might best be managed, whether in the public or private sectors.
-
Content and Asset Management
The module allows students to develop an understanding and appreciation of contemporary digital multimedia content production, retrieval, management and governance strategies and industry practices. Digital multimedia content production and re-purposing processes and the planning and implementation of media production strategies and tactics are also fully covered with emphasis placed on the collaborative teamwork nature of current practices and activities in this field. The effective production processes and the planning and implementation of media production forms the core of this course. It includes the identification and the use of formal organisation strategies alongside approaches to content-led ideas generation. The course is project based and the teaching develops a critical response to practical activities, some of which may include live-projects. Issues for authors who work across media (TV, web etc.) are included.
-
Data-Driven Web Applications
This module is designed to introduce students to the latest technology for developing data-driven dynamic web applications. Through a series of hands-on programming practice, students are expected to become familiar with the server side languages such as ASP.NET and SQL. The module also provides an opportunity for students to explore the process of developing dynamic web applications to address a particular requirement.
-
Webcasting
The module explores the tools, techniques and infrastructures used for the broadcasting and streaming of a variety of content over the Internet. Case studies are used to illustrate topics such as Video on Demand (VoD) or Near Video on Demand (NVoD), non-linear editing platforms, MP3 services, media management tools and platforms.
-
Interactive Software Design
This module considers the use of multimedia technologies in a variety of interactive environments and installations. Interactive Software Design involves designing interactive products and services for ordinary and specialised users to utilise effectively in their everyday working and social lives. In particular, it is concerned with authoring user experience scenarios that enhance and extend the way people work, communicate and interact.
-
Networking
This module covers local area and wide area computer networks in the context of multimedia communications, including the assessment of requirements for hardware, software and communication networks to support distributed multi-media services including IP telephony, streaming audio and video and video on demand. Network technologies, systems, protocols and security are included, together with recently developed local access technologies such as Asymmetric Digital Subscriber Line, (ADSL), and cable modems. Mobile and wireless networks are also covered including General Packet Radio System, (GPRS), Wireless Access Protocol, (WAP), and Bluetooth.
-
Mark-up Languages and Metadata
This module provides an introduction to the concepts of markup languages, the use of typical metadata in markup languages and how these are deployed. The module also enables students to develop an ability to generate simple code in a typical example of an advanced markup language.
Year 3
Core Modules
Optional
-
Industrial Placement
The optional professional placement year is undertaken between the second and final years of study. Students undertake the placement within a commercial organisation that is able to provide an appropriate learning experience within an engineering environment. The placement must be of at least 48 weeks duration though many students will complete a year or more at the company. To be eligible for placement students must have achieved sufficient credit at Levels 4 and 5 to be able to enter the final year upon completion of the placement. While the faculty/school actively supports the placements process ultimately it is the placement company that will select students, normally through an interview process. During the placement a member of the academic staff will be assigned to the student as a tutor and will monitor the student's progress during the placement period.
-
Year Abroad
The Year Abroad will provide students with the opportunity to expand, develop and apply the knowledge and skills gained in the first two taught years of the degree within a different organisational and cultural environment in a partner academic institution. The host institution will appoint a Programme Co-ordinator who will oversee the student's programme during the Year Abroad and will liaise with the appointed UH Supervisor.
Year 4
Core Modules
-
Visualisation & Animation Technology
This module builds on the fundamentals of programming and animation/multimedia techniques and extends the students' skills and knowledge into 3-dimensional graphics, animation and virtual reality. The majority of the contact time is spent on a number of practical, laboratory-based, exercises that give the students first-hand experience of 3-D graphics. These exercises are supported by lectures to introduce some of the key concepts.
-
Biometrics & Security
This course is designed to introduce students to the fundamentals of security and biometrics based authentication. Modern problems relating to security issues (e.g. Hacking, fraud, viruses) are addressed and examined, and the methods established for tackling these problems are described. The course also covers the principles of biometrics. It details various approaches to identifying and verifying individuals through biometrics methods. The challenges in different types of biometrics are also discussed.
-
Operating Systems
The student will be introduced to a range of modern operating systems and networking environments through a combination of lectures, tutorial and practical, hands-on, sessions. The course provides a framework for understanding the details of the operating principals of a range of operating systems such that, whether as a potential purchaser or developer of these systems, the student will be able to rapidly assimilate the details relevant to a particular requirement. The student will then be able to apply the knowledge, experience and understanding gained on this course to a range of environments within the wider computer industry.
-
Distributed Systems & Network Management
The student will be introduced to a range of modern networking environments through a combination of lectures and practical, hands-on, sessions. The course also covers distributed systems and addresses practical issues encountered in the real-world. The course provides a framework for understanding the details of different systems such that, whether as a potential purchaser or developer of these systems, the student will be able to rapidly assimilate the details relevant to a particular requirement. The student will then be able to apply the knowledge, experience and understanding gained on this course to a range of environments in the IT industry.
-
Final Year Project
Students select a list of keywords related to the chosen field of study, but are encouraged to suggest their own alternatives where appropriate. A specific project supervisor will provide advice and support, where appropriate and monitor progress via regular meetings. A final report and presentation is required.
-
Careers Portfolio
This module will help students identify the employability skills necessary to enter their chosen profession. They will be required to develop a portfolio that evidences the following employability skills relevant for their chosen profession, from a combination of employment experience and academic modules. Skills include; Self Management and Development, Team Working, Communicating, Specialist Technologies, Professional Awareness and Problem Solving/Creativity.
Optional
Fees & funding
Fees 2013
UK/EU Students
Full time: £8,000 for the 2013 academic year
International Students
Full time: £10,000 for the 2013 academic year
Discounts are available for International students if payment is made in full at registration
View detailed information about tuition fees
Scholarships
Find out more about scholarships for UK/EU and international students
Other financial support
Find out more about other financial support available to UK and EU students
Living costs / accommodation
The University of Hertfordshire offers a great choice of student accommodation, on campus or nearby in the local area, to suit every student budget.
How to apply
2013
| Start Date | End Date | Link |
|---|---|---|
| 24/09/2013 | 24/05/2014 | Apply online (Part Time) |
| 27/09/2013 | 24/05/2014 | Apply online (Full Time/Sandwich) |
| 27/09/2013 | 24/05/2014 | Apply online (Full Time/Sandwich) |
| 27/09/2013 | 24/05/2014 | Apply online (Full Time) |
2014
| Start Date | End Date | Link |
|---|---|---|
| 24/09/2014 | 24/05/2015 | Apply online (Part Time) |
| 27/09/2014 | 24/05/2015 | Apply online (Full Time/Sandwich) |
| 27/09/2014 | 24/05/2015 | Apply online (Full Time/Sandwich) |
| 27/09/2014 | 24/05/2015 | Apply online (Full Time) |
Key course information
- Institution code: H36
- UCAS code: G420BSc (Hons) Computer and Network Technology,
- Course code: EITNC
- Course length:
- Sandwich, 4 Years
- Part Time, 6 Years
- Full Time, 3 Years