Creative Explanatory Computer Visualisation
Run by School of Computer Science and Electronic Engineering
20.000 Credits or 10.000 ECTS Credits
Organiser: Prof Jonathan Roberts
Overall aims and purpose
Using computer programming, visualisation enables information or processes to be visually displayed. Creative visualisation brings together creativity, design, computer graphics, computing algorithms, to explain something to, or engage with, a viewer. E.g., a piano roll creatively explains the musical notes as they are played, a sorting animation explains the difference between bubble and quick sort. The aims of this module are:
- To present details of creative methods, technologies and visualisation for the purpose of storytelling and creating explanatory visualisation and developing high quality technologically rich instillations.
- To allow students to develop their programming and creative skills and make consideration of alternative designs, especially using sketching and low-fidelity techniques, in the context of creativity and visualisation.
- To enable students consider the future of explanatory, creative computing, storytelling and graphical systems, such as through new devices (such as haptics or virtual reality).
Indicative content includes:
- Strategies for creative design and ideation. Design strategies for the development of explanatory visualisation systems e.g., use of the Five Design Sheets methodology. Structured methods to critique and reflect on ideas and systems, and methods to summarise and simplify of ideas.
- Computer graphics principles. Graphical storytelling, explanatory visualisation, computer animation and creative computing techniques.
- Technologies and algorithms for creation/modelling/rendering/displaying of creative visualisations. For example, technologies to load and interact with data. Techniques to create models including geometric models, direct display, indirect and procedural modelling such as grammar, and fractal systems. Basic display and rendering: 2D graphics, 3D models (e.g., Z-buffer and ray tracing)
- Future of explanatory and creative visualisation. Potential with new technologies, such as Immersive experiences and instillations such as CAVEs, Virtual Reality and the future of visual technologies.
Equivalent to 40%. Uses key areas of theory or knowledge to meet the Learning Outcomes of the module. Is able to formulate an appropriate solution to accurately solve tasks and questions. Can identify individual aspects, but lacks an awareness of links between them and the wider contexts. Outputs can be understood, but lack structure and/or coherence.
Equivalent to the range 70%+. Assemble critically evaluated, relevent areas of knowledge and theory to constuct professional-level solutions to tasks and questions presented. Is able to cross-link themes and aspects to draw considered conclusions. Presents outputs in a cohesive, accurate, and efficient manner.
Equivalent to the range 60%-69%. Is able to analyse a task or problem to decide which aspects of theory and knowledge to apply. Solutions are of a workable quality, demonstrating understanding of underlying principles. Major themes can be linked appropriately but may not be able to extend this to individual aspects. Outputs are readily understood, with an appropriate structure but may lack sophistication.
Create, develop and deploy a software solution that uses computer graphics, and apply knowledge and skills to develop effective creative visualisation.
Critically reflect and evaluate solutions to decide if a solution meets the criteria, proposing alternatives or defend the chosen solution as appropriate.
Summarise important information of the algorithms, graphical concepts and ideas and contrast advantages and disadvantages of each.
Analyse problem domains and define appropriate computing and technological solutions, to prepare, plan and design, and create a creative visualisation that uses graphics and explains something.
Explain, present and demonstrate in-depth knowledge and understanding of visualisation and realisation, rendering, and virtual reality techniques.
|Topic Background Study||20.00|
|Critical reflective report||20.00|
Teaching and Learning Strategy
- Literacy - Proficiency in reading and writing through a variety of media
- Numeracy - Proficiency in using numbers at appropriate levels of accuracy
- Computer Literacy - Proficiency in using a varied range of computer software
- Exploring - Able to investigate, research and consider alternatives
- Information retrieval - Able to access different and multiple sources of information
- Critical analysis & Problem Solving - Able to deconstruct and analyse problems or complex situations. To find solutions to problems through analyses and exploration of all possibilities using appropriate methods, rescources and creativity.
- Presentation - Able to clearly present information and explanations to an audience. Through the written or oral mode of communication accurately and concisely.
- Argument - Able to put forward, debate and justify an opinion or a course of action, with an individual or in a wider group setting
Subject specific skills
- Knowledge and understanding of facts, concepts, principles & theories
- Use of such knowledge in modelling and design
- Problem solving strategies
- Deploy theory in design, implementation and evaluation of systems
- Knowledge and understanding of commercial and economic issues
- Specify, design or construct computer-based systems
- Evaluate systems in terms of quality and trade-offs
- Deploy tools effectively
- Development of general transferable skills
- Deploy systems to meet business goals
- Specify, deploy, verify and maintain information systems
- Defining problems, managing design process and evaluating outcomes
- System Design
- Knowledge and understanding of mathematical principles
- Knowledge and understanding of computational modelling
- Specify, deploy, verify and maintain computer-based systems
Courses including this module
Compulsory in courses:
- I103: BSc Computer Science with Game Design year 3 (BSC/CSGD)
- H114: BSc Data Science and Visualisation year 3 (BSC/DSV)
Optional in courses:
- I110: BSc Computer Information Systems year 3 (BSC/CIS)
- I11B: BSc Computer Information Systems (4 year with Incorp Found) year 3 (BSC/CIS1)
- I111: BSc Computer Information Systems with International Exp year 4 (BSC/CISIE)
- I11P: BSc Computer Information Systems with Industrial Placement year 4 (BSC/CISP)
- G400: BSC Computer Science year 3 (BSC/CS)
- G40B: BSc Computer Science (4 year with Incorporated Foundation) year 3 (BSC/CS1)
- G40F: BSc Computer Science year 3 (BSC/CSF)
- I102: BSc Computer Science (with International Experience) year 4 (BSC/CSIE)
- GW49: BSC Creative Technologies year 3 (BSC/CT)