BSc (Hons) Multimedia Systems Technology with Optional Sandwich Placement/ Study Abroad

About the course


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.

Entry requirements...

240 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.
  • Our offer for the International Baccalaureate Diploma (IB) is made outside of the UCAS Tariff and is calculated by multiplying the IB score by 10 i.e. 28 IB points will be counted as 280 UCAS points.

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.

If you do not have the required level of English for entry, our academic English and foundation courses can help you to achieve this level.

Professional Accreditations

Accredited for Chartered Engineer (IEng) status by the Institution of Engineering and Technology (IET).


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.

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 such as: 

  • Xerox
  • Microsoft
  • Reuters Ltd
  • Dictate Now

Study abroad

This course offers you the opportunity to study abroad in the Sandwich Year through the University's study abroad programme. Study abroad opportunities are available worldwide and in Europe under the Erasmus+ Programme.

Find out more about Study abroad opportunities


Year 1

Core Modules

  • 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.

  • 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 software development.

  • 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 video editing techniques and statistical analysis of image.

  • Career Skills Development

    This module will ensure students are able to utilise the University systems for information technology, information search and acquisition, as well as encouraged to reflect on their current employment related skills and experience. The module will provide a mix of careers support, enterprise and business insight and challenging thinking about future skills needs of graduates and employers. Students will gain an appreciation of a range of engineering and technology careers and sectors to enable them to better understand future opportunities. Students will be guided through the first weeks of the academic year by academic staff.

  • Software Application Practice

    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.

  • Multimedia 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 opportunities 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.

  • Internet of Things

    The module builds on the topics introduced in Smart Technology to provide a more in-depth understanding and development opportunity for students to learn and create a complete smart ecosystem. The laboratory sessions require 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.

  • 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.


Year 2

Core Modules

  • Audio and Video Studio Practice

    This module places the use of digital audio visual media in a defined context. Students experience the collaborative teamwork nature of current studio practices, although they are assessed individually. 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.

  • 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.

  • 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, for example, 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.

  • Content & Asset Management

    The module allows students to develop an understanding and appreciation of contemporary content retrieval management and governance strategies and industry practices. Through a series of hands-on practice sessions, students are expected to become familiar with the tools and packages for developing dynamic web applications. The module also provides an opportunity for students to explore the process of developing web applications to address a particular requirement.

  • Career Planning

    This module aims to 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 as an aid to prepare for the optional industrial 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 should normally have passed the progression requirements to Level 6. For students who do not go on placement, this module will be a precursor to the Level 6 Career s Portfolio module.

  • Interaction Design

    This module considers the use of multimedia technologies in a variety of interactive environments and installations. Interaction 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.


Year 3

Core Modules


  • 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 normally have achieved sufficient credit at Levels 4 and 5 to be able to enter the final year upon completion of the placement. While the School and University actively support 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.

  • Smart Systems

    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.

  • Multimedia Systems

    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.

  • Final Year Project

    The final year project can take several forms ranging from design oriented work to investigative work. The project title and topic are chosen to provide intellectual challenge appropriate to an honours programme of study. The student is expected to firstly identify and elucidate the problems, then to plan and execute a relevant programme of work. Assessment is ongoing through the project via an individual supervisor, culminating with a comprehensive report of work done. Students would normally be expected to register their interest in the area of work, but are encouraged to suggest their own projects where appropriate.


  • 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.

Fees & funding

Fees 2016

UK/EU Students

Full time: £9,000 for the 2016 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

International Students

Full time: £11,500 for the 2016 academic year

*Tuition fees are charged annually. The fees quoted above are for the specified year(s) only. Fees may be higher in future years, for both new and continuing students. Please see the University’s Fees and Finance Policy (and in particular the section headed “When tuition fees change”), for further information about when and by how much the University may increase its fees for future years.

View detailed information about tuition fees

Additional course-related costs

There may be some additional costs or charges associated with studying on this course. These costs or charges may be compulsory (ie you have to pay them if you are studying this course) or they may be optional (ie you don’t have to pay them, but they may help you get the most out of your course).

Any such costs or charges will be outlined in the About your course factsheet that can be found on the course Overview page.

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.

View detailed information about our accommodation

How to apply


Start DateEnd DateLink
28/09/201620/05/2017Apply online (Full Time)
28/09/201620/05/2017Apply online (Part Time)
28/09/201620/05/2017Apply online (Full Time/Sandwich)
28/09/201620/05/2017Apply online (Full Time/Sandwich)


Start DateEnd DateLink
28/09/201720/05/2018Apply online (Full Time)
28/09/201720/05/2018Apply online (Part Time)
28/09/201720/05/2018Apply online (Full Time/Sandwich)
28/09/201720/05/2018Apply online (Full Time/Sandwich)