Multimedia Systems Technology BSc (Hons)
About the course
This course gives a unique insight into all aspects of a multimedia system, from technical compatibility, through layers of software to an appreciation of key issues in human computer interaction.
What you will learn
You will gain an understanding of a wide range of technical aspects, such as multimedia and internet programming, the acquisition and manipulation of digital content, and rendering of final digital components. You will also learn about the integration of systems and the way they are presented and used.
The course mirrors industry where many commercial installations don’t fall neatly into either the computer and network system or digital broadcast area. Therefore, this degree is more broadly based and focuses not only on the technology of the systems but also the dynamics of all human-machine interface.
First Year: Modules include smart technology, e-culture, multimedia regulatory framework, entertainment systems, interactive programming and software systems, software applications and audio and video systems.
Second Year: You will study e-enterprise and entrepreneurship, hardware platforms and interface technology, interactive software design, mark-up languages and metadata, a mini-project and networking and webcasting.
Work placement: Take an optional one-year industry placement to put your skills into practice and enhance your career prospects.
Final Year: You will study biometrics and security, multimedia systems and network management, operating systems, visualisation and animation technology, and complete an individual major project.
Why choose this course?
- This BSc Honours degree course in Multimedia Technology will give you a solid understanding of mash-ups, user-generated content, blogging, podcasting, and online social networks;
- You will be taught alongside motivated students with wide-ranging professional and personal goals;
- Students have exceptional one-year placement opportunities;
- You will have many opportunities to gain hands-on experience and understanding of the technology underlining multimedia systems.
- You do not need an A-level in Mathematics or Physics to gain entry to this course, you simply need the correct UCAS points and your enthusiasm for the subject.
- If you would like more detailed information about what you will be studying on each year of this course, then go to 'Course structure' via the tab at the top of the page, and then click on the '- full details' link for each year of study. You will then see a description for each module.
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.
All students from non-majority English speaking countries require proof of English language proficiency. The following qualifications and grades will be considered
- GCSE English language grade A-C
- IELTS 6.0 (with no less than 5.5 in any band)
Other English language tests are accepted. Please contact the International Office for details.
- Full Time, 3 Years
- Part Time, 6 Years
- Sandwich, 4 Years
- University of Hertfordshire, Hatfield
Knowledge of these advanced technologies means you will be ideally placed to take advantage of the many well-paid employment opportunities in this fast-moving sector. Industries using the latest in digital-based media, multimedia, web and internet programming, design methodologies, acquisition of digital content manipulation, graphics, audio and video production and interactive content creation all require the skills you will develop on this programme.
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.
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 such as:
- Reuters Ltd
- Dictate Now
Accredited for Chartered Engineer (IEng) status by the Institution of Engineering and Technology (IET).
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. 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.
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.
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 software development.
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.
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
Audio and Video Studio Practice
This module places the use of digital audio visual media in a defined context. It emphasises the collaborative teamwork nature of current studio practices. You will gain an understanding of the technologies used to support contemporary production requirements including capture, conversion, and compression processes for image, video and audio media. You will also learn about key production roles and current health and safety issues appropriate to studio practice.
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.
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.
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.
Mini Project (MST)
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.
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.
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.
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.
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.
The student will be introduced to a range of modern operating systems and networked smart environments through a combination of lectures, tutorial and practical, hands-on, sessions. The module provides a framework for understanding the principals and limitations of a range of operating systems. A Case Study approach will be used to assess requirements, develop specifications and development Smart systems. The student will then be able to apply the knowledge, experience and understanding gained on this module to a range of environments within the wider computer industry.
Data Security and Biometrics
This module is designed to introduce students to the fundamentals of computer 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 module 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.
This module covers the assessment of requirements for hardware, software and communication networks to support the multiplatform delivery of a range of multimedia and interactive services. Tools and techniques for the creation, management and distribution of a variety of content are explored. Case studies and project-based assignments are used during the module to illustrate the contemporary application of multimedia systems to support ; creative and service industries, health-care, 3D immersive environments; entertainment and education.
Fees & funding
Full time: £9,000 for the 2014 academic year
Part time: If you decide to study this course on a part time basis you will be charged on a modular basis. The cost is £1,125 for each 15-credit module
Full time: £10,600 for the 2014 academic year
Other financial support
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
|Start Date||End Date||Link|
|23/09/2014||23/05/2015||Apply online (Part Time)|
|23/09/2014||23/05/2015||Apply online (Full Time/Sandwich)|
|22/09/2014||22/05/2015||Apply online (Full Time/Sandwich)|
|Start Date||End Date||Link|
|21/09/2015||27/05/2016||Apply online (Full Time)|
|23/09/2015||23/05/2016||Apply online (Part Time)|
|23/09/2015||23/05/2016||Apply online (Full Time/Sandwich)|
|22/09/2015||22/05/2016||Apply online (Full Time/Sandwich)|
Key course information
- Institution code: H36
- UCAS code: P310 BSc (Hons) Multimedia Systems Technology
- Course code: EITFTP
- Course length:
- Full Time, 3 Years
- Part Time, 6 Years
- Sandwich, 4 Years