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Lect.-No.

1100

2332

1400

2331

3200

3210
PEE.2010a

ME_MT6
2120

140

140
ME_C3

130

9130 / 13130

9904060

14020
9904010

PEE.5010v

505

9130/13130

9904050
9903010

6300

990.5060e

9.03.41.201

9.03.41.202
1300

2310

2132

-
130

PEE.2060v

2936127
ME_C6

14560

13170

M19a
M20a

M19b
131100

13170
2936125

98313

ME_MT5
ME_C4

mp8

9903050

PEE.3060mc

9902030
PEE.2060v2

90

9190/13190

90

9903040

29.34198

990.5010v2
2934171

2934171
2934171

2934171
120/24680

2936123

PEE.3060sc
PEE.5080v

42300

9120
2933104

PEE.5070v

9902010

1200

2320
9130

90

9190/13190
9190/13190

M1b

70

90
3120

2936112
-
140
6300
6300

744100
M5a
M5b
M16a
M16b
BBT 20
9.03.31.200
8410420113131
15400 PO2011_E
91110/131110

OJ2629206
14350 PO2011

2400
2400
2400
2400

2400

3100
3100+5100
5100
2400
6100
58007

2232
MK 3870
9.03.32.207
9.03.42.201
9.03.32.209 (MK3940)
9.03.31.205
175103

M942 M632
M952 M632
95100/63200
94200/62300
14100 PO2011
14100 PO2011
OK8457
M6 / M13
BCT23, BBT21, MCuB8
-
-
-
ME_MT10
90.103.2011.4124/514
21200
-
ME_MT7
31200
35300
33300
74319

1022

CP 9
M2b
9021920116270
M942 M632
M13
M13

41.4948

414872

41.4874

364808
414878
414886
414894

30.2546

307408
817122
307218
307526
30.2554
30.2508

812002

414976

414978
41.4948

36.4800

41.4808
414,990

302,574

415,016
414,824

302,592

414,982
81.7524 --> 81.7522

302,548

30.2578 --> 30.2456


414,936

364,802

364,804

36.6020 --> 36.6000

414,840
41.4986 --> 41.5004

30.2550 --> 30.2342

812,004

30.2536 --> 30.2280

414,972
30.7408 --> 30.7500

817,122

302,602

302,588
302,584

302,482

30.7218 --> 30.7214

414,960

414,864

366,000
36.6010 --> 36.6000

414,866

30.2538 --> 30.2416

414,872

30.2508 --> 30.2506

30.2540 --> 30.2366

302,560
414,874

364,810

36.4806 --> 36.4810

36.4808 --> 36.4810

414,876

414,878

414,880
30.2556 --> 30.2478

30.7324 --> 30.7322

415,002

414,886

414,888
414,890

415,024

30.2558 --> 30.2480

30.2554 --> 30.2138


Lecture

A&G Design 1 V

A&G Design for Producers

A&G Methodology 1 / A&G Studies 1

A&G Methodology 1/ Legal and ethical Issues in A&G 1 | Diversity and Interculturalism

A&G Methodology 1/Producing and Production Management 1

A&G Methodology 2

A&G Methodology 3/ Legal and Ethical Issues 3: Media and Entertainment Law

A&G Methodology 3/Producin 3 Law


A&G Project 2 Entrepreneurship

Adaptive and learning control

Advanced Event and Display Technologies: Fulldome

Advanced Modulation and Coding - Lab


AG - Projektwerkstatt 2+6

Animation and Game Design 2 A

Avant Garde in Digital Media

biografical and professional patterns of interaction - 2.0 SWS - englisch

Biographical memory and professional patterns of interaction


Bringing Media Theory and Discourse to Practice

Business StartUp and Freelancing

Challenges through Global Migration

Cinema-therapy, cinema-education and counseling through film-making - 2.0 SWS - englisch

CMOS Analog

Communication in a globalized world (BA Ang. Soz.wissenschaften)


Complex digital architectures

Controlled Drives

Creative Strategies

Creative Strategies

Dance and Theatre in Therapy and Education

Design and Test of Microelectronic Systems


Digital Signal Processing

Drawing for Animation / TV Paint

Elective: Bad Games - 3.0 SWS - englisch

E-Mobility - 2.0 SWS - englisch

English for Architects I (B2.1)

English for Architects II (B2.1)


Game Development 1 P

Game Development 1 V

Game Development 2

Game Development for Producers

Games from Scratch with C++


Inclusion as a world topic - examples from Latvia, Ukraine, the USA,

Information systems in industrial automation

Innovation

Innovation in Transport and Mobility Behavior (ZIS) - englisch

Interactive Theatre
Interculturality and Inclusion in Media Cultural Work

International Business Research Methods

International Social Work

Internationales Recht I
Internationales Recht I - 2.0 SWS - englisch

Internationales Recht II
Introduction to African geopolitics (Pflicht)

Land grabbing and eviction: Communities between developers/investors and state institutions
Late Lessons from Early Warnings –Case Studies in Technology Assessment

Leadership by Arts

Leading People and Teams

Logistik

Marketing, Publishing and PR


Media Aesth Education

Media Concept and Realization

Microwave Components and Systems

Mobile Communications

Model-based nonlinear robot control


Model-based real-time simulation of mechatronic systems

Neurobiology and early bonding theories

Neurobiology and early bonding theories

Neurobiology and early bonding theories - 2.0 SWS - englisch

Optical Communication

Picturing Crime: Crime Fiction and the Graphic Novel in English (ZIS)

Power electronics
Public Speaking and Presentation (ZIS)

Public Speaking and Presentation (ZIS)


Public Speaking and Presentation (ZIS)

Public Speaking and Presentation (ZIS) - englisch


research project 2: Refugees in a German neighbourhood

Resilience: An Introduction to the Analysis of Socio-Ecological Systems (ZIS)

Satellite Communications
Self-Management and modern PM Technologies

Smart Grid Technology

Strategic IT-Management

Strategies and Methods of Inclusion

Strategies of Leadership/Marketing
Sustainable Supply Chain Management (ZIS)

Switch mode power supplies - 2.0 SWS - englisch

Synthesis of dynamics systems using state-space models

TechArt 1 V

Technical Art 2
Technology and Society

Technology as driver for Media Products

Theatre and Dance in Therapy and Education

Trauma and Posttraumatic Stress Disorder

Trauma Psychology and Emotional First Aid


UNICEF and Early Childhood Development

US Urheber- und Patentrecht

Working with transgender people - 2.0 SWS - englisch


Animation and Game Events
Animation Programming
Assessing Children with Disabilities
Bauwirtschaft (Construction Industry)
Character Animation
Character Concepts
Cinematic storytelling in CryENGINE
Classical Drawing
Climate Change (ZIS): Carbon Footprints and Individual Consumption
Concept Art/Environmental Storytelling
Console Development - VR - and New Game Engines
Drawing & Visualization
Effects of foreign experiences on professionalism
Elective Advanced Shader - 3.0 SWS - englisch
Elective Game Programming - 3.0 SWS - englisch
Emerging Technologies (3D Sound)
Englisch
Englisch I
Englisch II
Englisch III (Englische Rechtssprache 1)
Englisch III (Teil 2)
Fachenglisch für CuB (B2)
Fachenglisch für dualen Studiengang Chemie - Intensivkurs
Failure Analysis / Schadenskunde
Financel Management
Global Migration - Theory 1
Houdini FX
Iterating on Basic Game Mechanics
Journalism cultures: Scandinavian journalism - a role model for other countries?
Management and Organization
Media Events
Media Law ADVANCED
Mobile Game Development (IHK) -
MoCap
Modular environment art creation
mp8
Narrative Design
Particles
Photoreal Compositing
Portfolio - Concept Design
Producing P2
Producing/Meth P2
Projektwerkstatt 2
Projektwerkstatt 2 Diversity
Projektwerkstatt 2 Greenlighting
Projektwerkstatt 2 Presentation
Projektwerkstatt 2 - englisch
Projektwerkstatt 2+6 Pitch/Team
Projektwerkstatt 2+6 - englisch
Projektwerkstatt 3
Projektwerkstatt 3 + 5 + P7
Projektwerkstatt 5
Projektwerkstatt 6 Greenlighting
Projektwerkstatt 6 - englisch
Satellite Communications
Shader Programmierung
Streit Raum Reservierung ohne bestimmte VA
TA-Tools
Tech Art for Producers
Tech Art
Techn. Englisch für Kunststofftechnik B1/B2
Technisches Englisch für Bauingenieurwesen (B1.1)
Technisches Englisch für EIT (B2.2)
Technisches Englisch für FB Maschinenbau (B1.2)
Technisches Englisch für Mechatronik (B1/B2)
Technisches Englisch für OBV (Bac) (B2)
Technology as driver for Media Products
UI Design
Wirschaftsenglisch 1 für IBWL 3./ 4. Sem. (B1)
Wirschaftsenglisch 2 für IBWL (B2) 4./ 5. Sem
Wirschaftsenglisch 2 für IBWL (B2) 5. Sem
Wirtschaftsenglisch 1 für IBWL 4. Sem. (B1)
Wirtschaftsenglisch 1
Wirtschaftsenglisch 1 - 4.0 SWS - englisch
WP - Privacy & Security (Katalog OK)
WP Trademark Protection and IP Enforcement in China
WP: Angewandte Organische Chemie und Photochemie
Creative Strategies - Design Basics
Creative Strategies - Visual Design Conception
Emerging Technologies (Virtual Reality)
Emerging Technologies: 3D-Audio Dramaturgies
Fracture Mechanics / Bruchmechanik
International Finance
Introduction Int. Cultural Work
Media Law
Preparation Course External Accounting
Preparation Course Investment & Financing
Preparation Course Logistics
Professional and Personal Development
Self Management and Agile Project methods
Team Project
Technical Pre-semester class
TMC-Project 1 + 2
US Marken- und Wettbewerbsrecht
Vertiefung Spritzgießen KtWp (Special Topics in Injection Molding)
Wirschaftsenglisch 1 für IBWL 3./ 4. Sem. (B1)
WP Negotiating Contracts in a Challenging Scenario Overseas: Brazil
WP Trademark Protection and IP Enforcement in China

Advanced Project Management (english)


Natural Language Processing (english)

Parallel and Distributed Computing (english)


Project System Development II (english)
Real-Time Systems (english)
Security Protocols and Infrastructures (english)
Software Product Line Engineering (english)

Advanced Programming Techniques (english)


Information Technology and Society (english)
Intercultural Communication (english)
IT-Law / Data Protection Law (english)
Project System Development (english)
Unix for Software Developers (english)
.Net Framework and C# (english)
Compiler Construction

3D Animation Technologies

Advanced Communication Networks


Advanced Internetworking
Advanced Project Management

Advanced Seminar

Agile Software Development


Applied Artificial Intelligence

ASP.NET Programming

Autonomous mobile systems


Business Process Engineering

Case Studies in Information Security

Cloud-Computing Technologies
Communication and Media

Compiler Construction

Construction of Multi-Touch and Multi-User Interfaces


Cryptography

Culture and Language I

Culture and Language II

Defense of Master Thesis

Design Patterns
Entrepreneur- and Intrapreneurship

Fundamentals of IT-Controlling

Game Development

Genetic Algorithms

Independent R&D Studies


Information Technology and Society

Intercultural Communication

Internetworking

Introduction to Machine Learning


Introduction to Operating Systems with Tracing

Introduction to QT programming

IT-Law / Data Protection Law

Language-Oriented Programming

Logistical Applications and Optimizations

Master Module
Master Thesis

Mobile Computing

Mobile Databases

Natural Language Processing

.Net Framework and C#

Object-Oriented and Object-Relational Databases

Ontologies for Knowledge Management


Parallel and Distributed Computing

Project System Development

Project System Development I

Project System Development II

Quality Management

Real-Time Systems

Reference Architectures and Patterns


Routing

Scientific Writing in Computer Science 1

Security of Web Servers and Web Applications

Security Protocols and Infrastructures

Semantic Web
Service Oriented Architecture

Software Product Line Engineering

Switching

Unix for Software Developers


Type Department Degree ECTS Semester

Lecture Media Department Bachelor 5.0 WI 17/18

Tutorial Media Department Bachelor 2.5 SO 16

Lecture Media Department Bachelor 10.0 WI 16/17

Seminar Media Department Bachelor - WI 17/18

Lecture Media Department Bachelor - WI 17/18

Tutorial Media Department Bachelor 2.5 SO 16

Lecture Media Department Bachelor 5.0 WI 17/18

Lecture Media Department Bachelor 5.0 WI 16/17


Tutorial Media Department Bachelor - SO 16

Lecture Electrical Engineering and In Master - SO 16

Project Media Department Master 5.0 WI 17/18

Lab Electrical Engineering and In Bachelor - WI 16/17


Groupe Project Media Department Bachelor 15.0 SO 16

Tutorial Media Department Bachelor

Seminar Media Department Master 5.0 WI 17/18

Seminar Social Work Bachelor - SO 17

Seminar Social Work Bachelor - WI 16/17


Seminar Media Department Master 5.0 SO 17

Seminar Media Department Master 5.0 SO 16

Seminar Social Work Bachelor - WI 16/17

Seminar Social Work Bachelor

Lecture Electrical Engineering and In Master 5.0 SO 16

Course Social Sciences Bachelor 2.5 WI 16/17


Lecture Electrical Engineering and In Master - -

Lecture Electrical Engineering and In Master - SO 16

Seminar Media Department Bachelor 5.0 WI 16/17

Seminar Media Department Master 5.0 SO 16

Seminar Social Work Bachelor - WI 17/18

Lecture Electrical Engineering and In Master - SO 16


Lecture Electrical Engineering and In Master - SO 16

Seminar Media Department Bachelor 5.0 WI 16/17

Project Media Department Bachelor 5.0 SO 17

Vorlesung Electrical Engineering and In Master - SO 17

Course Architecture Bachelor 2.5 SO 16

Course Architecture Bachelor 2.5 WI 16/17


Tutorial Media Department Bachelor - WI 16/17

Lecture Media Department Bachelor

Tutorial Media Department Bachelor 5.0 SO 16

Tutorial Media Department Bachelor 2.5 SO 16

Seminar Media Department Bachelor 5.0 WI 17/18


Seminar Social Work Bachelor - WI 16/17

Lecture Electrical Engineering and In Master - -

Seminar Media Department Master 5.0 WI 16/17

Vorlesung Social Sciences Bachelor 2.5 SO 17

Seminar Media Department Master 5.0 WI 16/17


Seminar Media Department Master 6.0 WI 16/17

Lecture Business Bachelor 5.0 WI 16/17

Lecture Social Work Bachelor - WI 17/18

Lecture Business Bachelor 2.5 SO 16


Vorlesung Social Sciences Bachelor 2.5 SO 17

Lecture Business Bachelor 2.5 WI 16/17


Seminar Social Work Bachelor - WI 17/18

Seminar Social Work Bachelor - WI 17/18


Lecture Social Sciences Bachelor 2.5 SO 16

Seminar Media Department Master 15.0 WI 17/18

Seminar Media Department Master 5.0 SO 16

Lecture Business Bachelor - WI 17/18

Seminar Media Department Master 5.0 WI SO


Seminar Media Department Master 5.0 WI 17/18

Project Media Department Master 15.0 SO 16

Lecture Electrical Engineering and In Master - SO 16

Lecture Electrical Engineering and In Master - WI 16/17

Lecture Electrical Engineering and In Master - SO 16


Vorlesung Electrical Engineering and In Master -

Seminar Social Work Bachelor - WI 16/17

Seminar Social Work Bachelor - WI 17/18

Seminar Social Work Bachelor - SO 17

Lecture Electrical Engineering and In Master - SO 16

Seminar Social Sciences Bachelor - WI 17/18

Lecture Electrical Engineering and In Master - SO 16


Lecture Social Sciences Bachelor 2.5 SO 16

Seminar Social Sciences Bachelor 2.5 WI 16/17


Lecture Social Sciences Bachelor

Vorlesung Social Sciences Bachelor 2.5 SO 17


Seminar Social Work Bachelor - WI 17/18

Lecture Social Sciences Bachelor 2.5 SO 16

Lecture Electrical Engineering and In Master - -


Seminar Media Department Master 5.0 WI 16/17

Lecture Electrical Engineering and In Master - SO 16

Lecture Business Master 6.0 SO 17

Seminar Social Work Bachelor - WI 16/17

Seminar Media Department Master 5.0 SO 16


Lecture Social Sciences Bachelor 2.5 SO 16

Vorlesung Electrical Engineering and In Master - SO 17

Lecture Electrical Engineering and In Master - SO 16

Lecture Media Department Bachelor 5.0 WI 17/18

Tutorial Media Department Bachelor 5.0 SO 16


Seminar Media Department Master 15.0 WI 17/18

Seminar Media Department Master 15.0 WI 17/18

Seminar Social Work Bachelor - WI 16/17

Seminar Social Work Bachelor - WI 16/17

Seminar Social Work Bachelor - WI 17/18


Seminar Social Work Bachelor - WI 17/18

Lecture Business Master - SO 16

Seminar Social Work Bachelor - SO 17


Project Media Department Bachelor 5.0 SO 16
Seminar Media Department Bachelor 5.0 WI 16/17
Seminar Social Work Bachelor - WI 16/17
Lecture Civil Engineering Bachelor 5.0 WI
Seminar Media Department Bachelor 5.0 WI 16/17
Project Media Department Bachelor 5.0 SO 16
Seminar Media Department Bachelor 5.0 WI 16/17
Seminar Media Department Bachelor 5.0 WI 16/17
Seminar Social Sciences Bachelor 2.5 WI 16/17
Lecture Media Department Bachelor 5.0 SO 16
Project Media Department Bachelor 5.0 SO 16
Seminar Media Department Bachelor 5.0 WI 17/18
Seminar Social Work Bachelor - WI 17/18
Project Media Department Bachelor 5.0 SO 17
Project Media Department Bachelor 5.0 SO 17
Seminar Media Department Bachelor 5.0 WI 16/17
Lecture Electrical Engineering and In Bachelor - SO
Lecture Business Bachelor 2.5 WI
Lecture Business Bachelor 2.5 SO 16
Lecture Business Bachelor 2.5 WI 16/17
Lecture Business Bachelor 2.5 SO 16
Lecture (Bio-) Chem. Engineering Bachelor 5.0 WI 17/18
Lecture (Bio-) Chem. Engineering Bachelor 2.5 WI 16/17
Lecture Mechanical and Plastics EnginBachelor 5.0 SO
Lecture Business Bachelor 5.0 WI 16/17
Seminar Social Work Bachelor - WI 17/18
Seminar Media Department Bachelor 5.0 WI 16/17
Seminar Media Department Bachelor 5.0 WI 17/18
Seminar Media Department Bachelor - WI 16/17
Lecture Business Bachelor 5.0 WI 16/17
Seminar Media Department Bachelor 5.0 WI 16/17
Seminar Media Department Bachelor 5.0 WI 16/17
Project Media Department Bachelor 5.0 SO 16
Seminar Media Department Bachelor 5.0 WI 16/17
Seminar Media Department Bachelor 5.0 WI 17/18
Project Media Department Bachelor 15.0 WI 16/17
Seminar Media Department Bachelor 5.0 WI 16/17
Seminar Media Department Bachelor 5.0 WI 17/18
Seminar Media Department Bachelor 5.0 WI 17/18
Project Media Department Bachelor - SO 16
Project Media Department Bachelor 2.5 SO 16
Project Media Department Bachelor 2.5 SO 17
Project Media Department Bachelor 15.0 SO 16
Tutorial Media Department Bachelor 15.0 SO 16
Project Media Department Bachelor 15.0 SO 16
Project Media Department Bachelor 15.0 SO 16
Project Media Department Bachelor 15.0 SO 17
Project Media Department Bachelor 15.0 SO 16
Project Media Department Bachelor 15.0 SO 17
Project Media Department Bachelor 15.0 WI 17/18
Project Media Department Bachelor 15.0 WI 16/17
Project Media Department Bachelor 20.0 WI 16/17
Project Media Department Bachelor 15.0 SO 16
Project Media Department Bachelor 20.0 SO 17
Lecture Electrical Engineering and In Bachelor - WI
Seminar Media Department Bachelor 5.0 WI 17/18
Project Media Department Bachelor - WI 17/18
Seminar Media Department Bachelor 5.0 WI 17/18
Tutorial Media Department Bachelor 2.5 SO 16
Project Media Department Bachelor 5.0 SO 16
Course Mechanical and Plastics EnginBachelor 2.5 WI/SO
Course Civil Engineering Bachelor 2.5 WI/SO
Course Electrical Engineering and In Bachelor 2.5 WI/SO
Course Mechanical and Plastics EnginBachelor 2.5 WI/SO
Course Mechanical and Plastics EnginBachelor 2.5 WI
Course Matthematics and Natural Sc Bachelor 2.5 WI
Seminar Media Department Bachelor 5.0 WI 16/17
Seminar Media Department Bachelor 5.0 WI 17/18
Course Business Bachelor - WI 16/17
Course Business Bachelor - WI 16/17
Course Language Department Bachelor 5.0 WI 17/18
Course Language Department Bachelor 5.0 WI 17/18
Course Business Bachelor 5.0 WI/SO
Vorlesung Business Bachelor 5.0 WI/SO
Seminar Media Department Bachelor 5.0 SO 16
Lecture Business Bachelor 2.5 SO 16
Seminar (Bio-) Chem. Engineering Bachelor 2.5 WI 16/17
Seminar Media Department Master 15.0 WI 17/18
Seminar Media Department Master 15.0 WI 17/18
Seminar Media Department Master 15.0 WI 17/18
Seminar Media Department Master 5.0 WI 17/18
Lecture Mechanical and Plastics EnginMaster 5.0 SO
Seminar Business Master 6.0 WI 17/18
Seminar Media Department Master - WI 17/18
Seminar Media Department Master - -
Seminar Business Master 5.0 WI 16/17
Seminar Business Master 5.0
Seminar Business Master 5.0 WI 16/17
Seminar Business Master - WI 16/17
Seminar Media Department Master 15.0 WI 17/18
Project Electrical Engineering and In Master - SO 16
Seminar Electrical Engineering and In Master - SO 17
Project Media Department Master 15.0 WI 17/18
Lecture Business Master - SO 16
Lecture Mechanical and Plastics EnginMaster 5.0 SO 16
Lecture Business Master - SO 16
Seminar Social Sciences Master 2.5 SO 17
Seminar Business Master 2.5 SO 16

Lecture & lab Computer Science Master 6.0 WS 17/18


Lecture & project Computer Science Master 6.0 WS 17/18

Lecture & Project Computer Science Master 6.0 WS 17/18


Lecture & Project Computer Science Master 7.5 WS 17/18
Lecture & Lab Computer Science Master 6.0 WS 17/18
Lecture & lab Computer Science Master 6.0 WS 17/18
Lecture & lab Computer Science Master 5.0 WS 17/18

Lecture & Project Computer Science Bachelor 7.5 WS 17/18


Seminar Computer Science Bachelor 2.5 WS 17/18
Seminar Computer Science Bachelor 2.5 WS 17/18
Lecture Computer Science Bachelor 2.5 WS 17/18
Project Computer Science Bachelor 7.5 WS 17/18
Lecture + Project Computer Science Bachelor 5.0 WS 17/18
Lecture + Project Computer Science Bachelor 5.0 WS 17/18
Lecture + Project Computer Science Bachelor 5.0 WS 17/18

Lecture + Exercise Computer Science Bachelor 5.0 WS 17/18

Lecture + Lab Computer Science Master 6.0 WS 16/17

Lecture + Lab Computer Science Master 6.0 SS 18


Lecture + Exercise Computer Science Master 6.0 WS 16/17

Seminar Computer Science Master 5.0 SS 18

Lecture + Lab Computer Science Master 6.0 SS 16


9.0 SS 18

Lecture + Lab Computer Science Master


2.5 SS 16

Lecture Computer Science Bachelor


Lecture + Lab + Seminar Computer Science Master 6.0 SS17
6.0 SS 18

Lecture + Lab Computer science


5.0 SS18

Lecture + Seminar Computer science Bachelor


Lecture + Lab Computer science Master 6.0 SS 18
2.5 WS 17/18
Seminar Computer science Bachelor
5.0 SS 18

Lecture + Lab Computer science Bachelor


5.0 WS 16/17

Lecture + Lab Computer science Bachelor


6.0 WS 17/18

Lecture + Lab Computer science Master


5.0 SS 18

Seminar Computer science Master


5.0 SS 17

Seminar Computer science Master


0.0 WS 17/18
Kolloquium Computer science Master
6.0 WS 16/17

Lecture + Lab Computer science Master


6.0 WS 15/16

Lecture + Lab Computer science Master


5.0 SS 15

Lecture + Lab Computer science Bachelor


5.0 SS 18

Lecture + Lab Computer science Bachelor


5.0 SS 17
Lecture + Lab Computer science Bachelor
Seminar Computer science Master 6.0 SS 18
43222.0 SS 18

Seminar Computer science Bachelor


43222.0 SS 18

Seminar Computer science Bachelor


5.0 SS 18

Lecture + Lab Computer science Bachelor


5.0 SS 18

Lecture + Lab Computer science Bachelor


43222.0 WS 16/17

Lecture + Lab Computer science Bachelor


1.0 SS 11

Lecture + Lab Computer science Bachelor


43222.0 SS 18

Lecture Computer science Bachelor


9.0 WS 15/16

Lecture + Lab Computer science Bachelor


3.0 SS 18

Lecture Computer science Bachelor


30.0 WS 15/16
Project Computer science Bachelor
0.0 WS 17/18
Project Computer science Bachelor
6.0

Lecture + Lab Computer science Bachelor


5.0 SS 15
Lecture Computer science Bachelor
6.0 WS 17/18

Lecture + Lab Computer science Master


5.0 WS 17/18

Lecture + lab Computer science Bachelor


5.0
Lecture + Lab Computer science Bachelor
5.0

Seminar Computer science Bachelor


6.0 WS 17/18

Lecture Computer science Master


15.0 SS 18

Project Computer science Bachelor


43227.0 SS 17
Project Computer science Master
43227.0 SS 17
Project Computer science Master
5.0 SS 16

Lecture + Lab Computer science Master


6.0 SS 18

Lecture + Lab Computer science Master


6.0 SS 18

Lecture + Lab Computer science Master


5.0 SS 17

Lecture + Lab Computer science Bachelor


43222.0 SS 18

Seminar Computer science Bachelor


6.0 WS 17/18

Lecture + Lab Computer science Master


6.0 WS 17/18

Lecture + Lab Computer science Master


6.0

Lecture + Lab Computer science Master


6.0 SS 17

Lecture + Lab Computer science Master


6.0 WS 17/18

Lecture + Lab Computer science Master


5.0 WS 16/17

Lecture + lab Computer science Bachelor


5.0 WS 17/18

Lecture + Lab Computer science Bachelor


Course Description

Learning Outcomes
The Animation & Game Design Module 1 provides a broad foundation for conceptual and visual design
processes in the field of animations and games. The learner is introduced to basic notions, methods
and practices involved in the generation and development of concepts for digital and cross media
information and entertainment products.

Learning Outcomes
The Animation & Game Design Module provides a broad foundation for conceptual and visual design
processes in the field of animations and games. The learner is introduced to basic notions, methods
and practices involved in the generation and development of concepts for digital and cross media
information and entertainment products.

The Module “Animation & Game Studies 1” introduces the students with basic methodical knowledge
and skills to analyse and critique animation and game productions with regard to characteristics of
format, genre and audiovisual language. It provides a first overview over scientific concepts and
strategies to identify and describe the historic, cultural, ethical and social dimensions of animation and
game production.

The Sub-Module "Legal and Ethical Issues in Animations & Games 1: Diversity and Interculturalism in
Animations & Games" introduces the students to the major challenges of communication in
economically globalized and socially diversified media spheres. It provides the students with critically
informed knowledge about issues of gender and diversity representation with regard to animations
and games.

This sub-module provides a foundation for communication and cooperation in animation and game
project teams. The students are introduced to theories, methods and practices typically involved in the
development, production and distribution of animations and games

The Animation & Game Methodology Strand provides the students with elementary interdisciplinary
knowledge and skills to reflect animations and games with regard to their contexts of production and
reception. It is composed of various sub-modules which introduce the learners with the economic,
historic, cultural, aesthetic and ethical dimensions of digital media. The methodology strand
complements the student’s path towards a disciplinary specialization within the practical field of
animation and game production with holistic, knowledge-based methodic approach. It aims to
strengthen the student’s organization and communication skills, their critical, quality oriented thinking
and their awareness for audiences and users.
Learning Outcomes: This sub-module introduces students to the legal framework and legal issues in
relation to animation and game production.

Learning Outcomes This sub-module provides professional skills for communication and cooperation
in animation and game project teams. The students are introduced to advanced concepts, strategies
and tools typically involved in the development, production and distribution of animations and games.
In this first project students are familiarized with the aesthetic and technological implications related
to the creation of two-dimensional and three-dimensional ludic or narrative worlds. They are
encouraged to integrate fundamental concepts of storytelling, cinematography and gameplay. The
students get introduced to the standard project stages of concept development, planning,
preproduction, production and testing, thus gaining first producing skills. They are encouraged to take
responsibility for self-directed, group-oriented learning processes and to explore individual and
collective methods of problem solving. Furthermore they take different roles and functions in the
production process to find their own strength and artistic voice.
In producing a simple game or animation, the students are exposed to the dynamics of the various
disciplines and roles that contribute to animation and game production. They experience essential
characteristics of both fields of practice and explore the creative potential at the intersections of game
and animation. They gain an increasing awareness of the aesthetic specificities of genres and formats,
which will guide them in their creative decisionmaking.

The course covers the areas:


- Formulation of the Adaptive Control Problem
- Classification of Adaptive Control Systems
- Digital Process Modelling and Online Identification using the RLS Method
- Adaptation of Deadbeat Controllers and Controller Design by Pole Placement
- Dynamic Behavior of Adaptive Control Loops and Configuration Issues
- Motivation for Learning Control and Basic Structure of Learning Control Loops
- Neural Networks as Memory Blocks for Controller and Process Model in Learning Control Loops
- Computer based applications using Matlab/Simulink

On successful completion of this module the student shall be able to


• demonstrate knowledge and skills of innovative technologies to be applied for enhancing and expanding audience
experiences in media cultural projects (e.g. in events, exhibitions, workshops; for participatory strategies,
collaborative working environments, virtual and simulative environments, tools for media production and
distribution etc.)
• conceptualize innovative approaches to media cultural communication and education by applying innovative
technologies
• develop and apply novel applications and tools in order to create novel experiences
• demonstrate, discuss and adapt the technologies within a media cultural project according to the project’s
objectives, designs and managerial frameworks.

The student achieves competencies in the above mentioned topics. The student knows and understands
the concepts and design parameters of modern modulation and coding schemes. The student is able to
understand further developments on his own and is able to participate in research and implementation
projects dealing with modulation and coding schemes.
On successful completion of this subject the student will be able to:
• use appropriate methodologies to explore the topic for an animation or game related
product; and/or
• carry out extensive and detailed user/audience research for a product; and/or
• use appropriate methodologies with regard to research for technology or product
development; and/or
• use appropriate methodologies with regard to market research; and/or
• use appropriate methodologies with regard to product concept and development;
and/or
• use appropriate methodologies to plan the project organisation and financing of a
media-project; and/or
• Identify and design for the cultural environment in which a product will be used or
experienced

The Animation & Game Design Module AGD_2 aims to deepen the conceptual, methodical and
practical foundations for all animation and game related design activities and processes. The learner
is encouraged to adopt a critically informed, analytic and creative approach to the iterative resolution
of design problems related to digital and cross media information and entertainment products.

On successful completion of this module the student shall be able to:


• Critically challenge the ‘standard’ or ‘traditional’ concepts of digital media design and development;
• Extend their comprehension of digital media into previously unexplored areas through considered analysis and
reflection;
• Adapt and extend known strategies in order to establish individual methods and approaches;
• Identify and evaluate radical approaches in current media research and practice;
• Demonstrate a synthesis of knowledge and competencies through the development of avant-garde media
responses.

In the first years of life human beings experience different types of early interaction with the most important
persons in their life. Those emotional relations (positive or negative) affect on a long term the patterns of
interactions with other persons, the ways of coping with stress, the strategies of decision making, and the way of
setting boundaries. Moreover, neuroscience reveals that part of our day-today experience is processed in an
unconscious manner which has roots in our earliest experiences. Being aware of those patterns contributes to have
a more conscious way of social interaction and lead to better coping strategies when one deals with interpersonal
conflict.

In the first years of life human beings experience different types of early interaction with the most important
persons in their life. Those emotional relations (positive or negative) affect on a long term the patterns of
interactions with other persons, the ways of coping with stress, the strategies of decision making, and the way of
setting boundaries. Moreover, neuroscience reveals that part of our day-today experience is processed in an
unconscious manner which has roots in our earliest experiences. Being aware of those patterns contributes to have
a more conscious way of social interaction and lead to better coping strategies when one deals with interpersonal
conflict
On successful completion of this module the student shall be able to
• show knowledge of diverse media theories and discourses
• apply the knowledge to different forms of media phenomena, as for examples new forms of media products,
innovative technologies, new concepts of participation and interactivity
• be able to identify therein the media cultural aspects and perspectives and its fields of activities
• adapt existing theories and discourses to contemporary and possible future media cultural conditions and/or
develop new cultural notions
• apply the knowledge to curatorial concepts, media cultural communication and/or education purposes and aims
• lead discussions and discourses on the relationship between media theories and media cultural approaches, and
apply their outcomes critically to developing artistic concepts, communicational and educational strategies for
media cultural projects.

Learning Outcomes / Competencies


On successful completion of this module the student shall be able to:
- Know the process how to establish a business StartUp or self-employment;
- Know the legal framework for a business StartUp;
- Formulate a business plan for a business StartUp;
- Execute so called elevator pitches;
- Understand the concept of business angels.

This course provides an overview of the global migration crisis, its definition, trends and drivers. It will highlight the
different push/pull factors, geographical locations and political scenarios of origin and destination regions and
resulting humanitarian needs created by migration crises. Students will learn how to develop comprehensive
mitigation approaches for the challenge of migration and innovative responses.

In this course, participants will be introduced in the field of using motion pictures or film-making for self-awareness,
personal development, counseling and education.sed in an appropriate setting, movies can be a great tool for self-
exploration, achieving coping mechanisms and a deep connection to oneself and to the human values, personal
transformation and growth. It also helps improving interpersonal, family and socio-professional relationships.
Through cinema-education, the participants can be more aware of themselves, the others, they can learn and
develop new healthy attitudes and behaviors. Through movie-making, they can discover more of their potential,
their personal resources. In cinema-therapy, using the movie allows the exploration, analysis and re-signification of
the participants’ personal scenario, who are the beneficiaries of a restructuring process. Those modern techniques,
cinema-therapy, cinema-education and counseling through film-making, can also be used and adapted to the
participants’ professional practice.

After the completion of the module the student is able to design analog building blocks and integrated analog
systems starting from a specification to a verified integrated circuit layout. The module covers complex design
problems and identifies common mistakes made by beginning engineers. Design recipes are presented taking the
student step by step through the creation of real circuits. The module leaves out bipolar analog circuits, since CMOS
is the dominant fabrication technology

In today’s globalized world, intercultural competence is an essential qualification for success. We come into contact
with “foreigners” in our own countries and when we go abroad, in business and in social situations.
In this course you are given an introduction to intercultural communication, made aware of your own cultural
conditioning, and sensitized to other viewpoints, lifestyles and ways of interacting with people from other cultures.
Successful participants will be able to specify and/or design as well as implement on digital hardware platforms
hardware algorithms and systems, specifically subject to constraints as maximum clock rates, bit-widths and
through-puts, on the basis of a synoptic system view.

The course covers the areas: - Basics of torque generation, voltage induction, rules
- Basics of electrical machines
- DC-motor, dynamics and simulation
- Three-phase drives (asynchronous-, synchronous-machines,
- Transfer-functions of DC- and asynchronous machines
- Transfer-functions of power-converters
- Sensors for current-, speed-, position-measurement
- Control-Methods and strategies for E-machines (DC- AC-machines)
- Simulation of electromechanical systems
- Stepper motors

The course in Creative Strategies explores ways to meet strategic communication goals employing a wide variety of
digital media. With design strategies based on storytelling techniques, students learn to attract and maintain user
attention, shape experiences triggering emotional and cognitive processes and instill enduring memories and value
attributions in their target audience. There core strategies are explored in hands-on storytelling for transmedia
projects, offering a chance to experiment with the particular strengths of several different media, from classic
feature films and television series, to games, social media, Augmented Reality and Virtual Reality'

Learning Outcomes / Competencies


On successful completion of this module the student shall be able to:
- Discuss the principle theories of creativity and their potential for holistic design and
communication strategies;
- Critically evaluate media concepts with regard to their innovative potential, their
general interest, their technical dimensionality and their potential to be realized;
- Apply a variety of creative and analytical methods of idea generation and
development;
- Identify and develop professional concepts for innovative digital media products;
- Describe and apply professional methods of presentation, simulation and prototyping
of media concepts to get the point of the main conceptual quality of a developed
strategy.

Dance and Theatre can be found in different forms and practices in everyday life, in schools and in community
projects.
In series of practical research tasks we are going to learn how movement and text can be transformed into dance
and theatre by using methods of dance improvisation as well as physical and spoken theatre.
Examples of contemporary performances will give us an idea of how to lead a dance and theatre project with
people from all ages and backgrounds.

Lehrformen: Workshop / Practice

Lernziele/Kompetenzen: Leading groups, Group dynamics, physical group exercises, performances

The student is able to make decisions on different implementation choices of digital integrated circuits, on transistor,
architectural and platform level regarding design constraints like speed and power dissipation. Also the concepts of
the main memory devices are understood. The student is able to use state-of-the-art engineering tools for IC design
including design-for-testability features.
The student achieves competencies in the above mentioned topics. The participants will master both theory and
applications of discrete-time signals and systems covering the areas listed above. After successful completion of the
module the student is able to understand further developments on his own and is able to participate in respective
R&D projects.

In this course, the students are learning how to improve their animation skills by using the 12 Principles of
Animation, a guidline for high quality animation, develloped by Walt Disney and his animators. The Animation
Software TV Paint, standard in many of today's animation productions, gives these
animation skillls a suitable platform

Nobody sets out to make a bad game or a commercial failure on purpose, still, there is a huge number of failed (or
seemingly failed) productions every year either in terms of quality, in terms of sales or in terms of players´ reception.
In this elective, we will have a good look at these so-called failures and determine what went wrong, what could
have been done better and if time maybe redeemed them by now.
Each participant will hold an input-presentation as a basis for discussion, in the end, a paper in the form of a game-
critique will be submitted based on the presentation and the findings of the discussion.
A number of titles and subjects will be offered but feel free to add your own suggestions at the beginning of the
semester. Games can be provided.

The course covers the areas: -History of electric vehicles


- Physical and mechanical basics of vehicle technology
- Electric power supply on vehicles
o Energy storage, battery, super capacitors
o Fuel cells and hydrogen storage
o Charging methods, charging stations
- Electric drive
o Choose of e-machine type,
o Power electronics
o Control
- Hybrids, full-e-vehicles, electrical locomotives
- Infrastructure for e-mobility

The course is practical/vocational in nature, focusing on skills such as giving presentations, taking part in business
negotiations, fax/letter writing.

It coveres for example the following technical areas: building materials, weather exclusion, noise attentuation,
thermal consideration, fire protection, lighting, building sites, bridge constructions etc.

The course is practical/vocational in nature, focusing on skills such as giving presentations, taking part in business
negotiations, fax/letter writing.

It coveres for example the following technical areas: building materials, weather exclusion, noise attentuation,
thermal consideration, fire protection, lighting, building sites, bridge constructions etc.
Today the development of computer games is more complex than it ever was. Due to the ongoing
pursuit of realism and immersion, team sizes, budgets and schedules have significantly increased
over the past years. At the same time the rise of mobile devices, independent games, and
crowdfunding opens up new market opportunities, technologically fuelled by increasingly powerful
software game engines available to the masses.
Being inherently interdisciplinary, Game Development is derived from fields such as mathematics,
computer science, programming, and artificial intelligence. This course is therefore designed as a first
part introduction to the field, aimed at aspiring game developers as well as anyone involved in the
game development process in general. It covers several fundamental and established subjects and
techniques at the core of many of todays game projects, which any serious game developer needs to
understand and apply, in order to enter and succeed in game studios.

Today the development of computer games is more complex than it ever was. Due to the ongoing
pursuit of realism and immersion, team sizes, budgets and schedules have significantly increased
over the past years. At the same time the rise of mobile devices, independent games, and
crowdfunding opens up new market opportunities, technologically fuelled by increasingly powerful
software game engines available to the masses.
Being inherently interdisciplinary, Game Development is derived from fields such as mathematics,
computer science, programming, and artificial intelligence. This course is therefore designed as a first
part introduction to the field, aimed at aspiring game developers as well as anyone involved in the
game development process in general. It covers several fundamental and established subjects and
techniques at the core of many of todays game projects, which any serious game developer needs to
understand and apply, in order to enter and succeed in game studios.

The increasing complexity and growing technological diversity in todays computer games can only be
tackled through a mastery of several areas of game development and the proper skills to apply such
knowledge using state-of-the-art game engines. This includes topics such as programming, animation,
applied mathematics, artificial intelligence, game engine architectures, or visual effects.
Continuing from "Game Development I", this course plunges deeper into key aspects of modern game
development. While covering some advanced software programming techniques and processes, it also
addresses the basics of several essential use cases present in nearly every modern game, such as
physics simulation, character animation, AI, mobile, 2D, and user interfaces.

The increasing complexity and growing technological diversity in todays computer games can only be
tackled through a mastery of several areas of game development and the proper skills to apply such
knowledge using state-of-the-art game engines. This includes topics such as programming, animation,
applied mathematics, artificial intelligence, game engine architectures, or visual effects.
Continuing from "Game Development I", this course plunges deeper into key aspects of modern game
development. While covering some advanced software programming techniques and processes, it also
addresses the basics of several essential use cases present in nearly every modern game, such as
physics simulation, character animation, AI, mobile, 2D, and user interfaces.

This course shows you how to develop an SNES-style game like Zelda or
StreetFighter2 from ground up! Many game studios still have their own inhouse
engines written in C++ and using own Frameworks. Therefore it is still
required to have solid C++ skills and knowledge of low-level engine
procedures. Modern engines like Unity and Unreal are cloaking those deep
features from their programmers. Our goal will be to uncover the underlying
mechanisms and write our own engine, using nothing but Visual Studio and
Spine (for Assets)
Students will gain a broad perspective related to the topic of diversity and inclusion for a global society. This course
will explore diversity and inclusion from a multi-disciplinary perspective. It will draw from research, direct
experiences in Ukraine, China, and Latvia. The students will be encouraged to reflect on their year abroad in Turkey,
Costa Rica, and Ghana and make connects to course materials.

The students learn the concepts of information systems in industrial automation. This includes the main software
tools, the data structures and the data exchange methods between the different enterprise management levels.
Furthermore this module enables the students to model and simulate mechatronic systems. These models can be
used to improve the design and implementation process, to improve the system’s documentation and
maintainability and to support the system diagnosis. The students learn to simulate and test the systems using
different testing methods.
Students will gain practical knowledge on modern engineering methods using model-based real-time simulation
methods and tools.

On successful completion of this module the student shall be able to:


 Know about basic theoretical approaches to innovation and to technical and
social development and change in modern societies and organizations;
 Know and identify supporting conditions for innovations of different types as a
strategical factor in organizations;
 Be able to design and implement an integrated innovation-management-system
in an organization and conceive a successful innovation cycle;
 Be able to support the realization of an innovative media product, with respect
to design, usability/quality and market success.

Contents: To guarantee mobility is essential for developed nations like Germany or the US. On the one hand,
economic growth is dependent on a functioning automotive sector and its supply chain. Furthermore, it is also
important for the individual and her or his interests to be mobile (to go to work, or to university/school, go shopping
or on holidays.).
We will discuss different trends influencing the individual choices of mobility options. General trends (number of
cars, daily mileages, licensing and other statistical date) will set the stage overall stage to allow for international
comparisons. Important aspect are the options and obstacles to change our daily mobility behavior.
Educational objective: Understanding the basic principles and methods used to assess technologies, the intertwined
relation between technical and social developments, Improve comprehension and use of the English language,
Evaluate chances and risks of competing technical solutions

On successful completion of this module the student shall be able to:


Know about basic theoretical approaches to innovation and to technical and
social development and change in modern societies and organizations;
- Know and identify supporting conditions for innovations of different types as a
strategical factor in organizations;
- Be able to design and implement an integrated innovation-management-system
in an organization and conceive a successful innovation cycle;
- Be able to support the realization of an innovative media product, with respect
to design, usability/quality and market success.
On successful completion of this module the student shall be able to
• understand the necessities for and principles of interculturality, inclusion in general and a special regard to gender
mainstreaming
• understand the diverse interculturally- and inclusion-based approaches to media culture as one of its core
principles
• show knowledge of diverse practices of interculturality, inclusion and gender mainstreaming, and apply the
knowledge to different forms of target groups/communities, cultural institutions, media genres and technological
phenomena, implying gender awareness as a cross cutting issue
• evaluate critically existing media aesthetic educational practices in respect to interculturality and inclusion, lead
discussions and discourses on its necessity, goals, and effects on media culture, media aesthetic education practices,
and apply their outcomes critically to communicational and educational strategies for media cultural projects

Students learn how to conduct empirical research and data


analysis by writing a research paper hands-on. Topics and
data sets originate from different business environments
like, e.g., digital market data or firm surveys.

Globalization impacts on the lives of people and populations around the world and also influences welfare policies.
It thus affects the practices of social professionals who seek opportunities to work internationally, and at the same
time the practices of those who continue to see their work as essentially rooted in local conditions. In this seminar,
we rather focus on the world and explore and discuss:

The course provides an introduction into the Anglo-American System. As Contract Law is of major importance to
business and commercial activities, students will focus on both, Contract Law and Intellectual Property Law.
Comparing the national law and legal systems to the American Contract, Copyright and Trademark Law as well as
the Law of Civil Proceedure, students will develop an understanding of the core differences between the Civil and
the Common Law System. Both, the lecture and the exam will be held in English. In addition, students will write case
briefs in English.
N.A

The course provides an introduction into the Anglo-American System. As Contract Law is of major importance to
business and commercial activities, students will focus on both, Contract Law and Intellectual Property Law.
Comparing the national law and legal systems to the American Contract, Copyright and Trademark Law as well as
the Law of Civil Proceedure, students will develop an understanding of the core differences between the Civil and
the Common Law System. Both, the lecture and the exam will be held in English. In addition, students will write case
briefs in English.
The lecture will have the following three parts. Each part covers a distinguished aspect in the Seminar.
The first part: will focus on the term Geopolitics, what does it mean? The origin, doctrines, theories and school of
thoughts and the role it plays in global phenomena will be discussed. And also a glance on global geopolitics will be
discussed ( North, Central and South America, Europe and Eurasia, Asia, The Middle East, and Oceana). Global
geopolitical epicenters, and strategic locations and resources (natural, mineral ...etc) will be covered.
The second part: will focus on Africa (North, South, West, Central and East Africa). It will deeply focus on the core
geopolitical locations and countries shaking the continent. The History, Geography, Economy, Population, Culture,
and Politics of the continent will be covered.
The third part: will be devoted to the Geopolitical analysis of Africa in relation to other Regions (Europe, The Middle
East, the US and China). Migration and other current phenomenon will also be covered in this part.
The course will cover cross-cutting issues which are relevant for social science discipline in general and for social
work in particular. It will broaden the research horizon of students and also will give them a global geopolitical
perspective.
Lehrformen:
Power point lectures , and discussions will be used. Each session will focus on a particular topic so that, at the end of
each lecture period, discussions will take place.
Lernziele/Kompetenzen:
The expected outcome of the seminar encompasses:
•Students will be equipped with the necessary terminologies, facts, and theories of Geopolitics as a discipline,
Global geopolitical phenomenon in general and a detailed African geopolitics in particular.
•Various interdisciplinary concepts and ideas will be circulated, discussed and presented; hence, students will have
the chance to have an integrated and holistic knowledge about geography, politics, society, and environment of
Africa.
•And also, students will be expected to grasp the global geopolitical phenomenon happening in various parts of the
world, which might be important in their future academic or work Endeavour.

Land grabbing and evictions is identified as a phenomenon of great relevance in the global south. Huge areas of land
are subducted from its primary use, affecting existing land use patterns and the livelihoods of peasants and urban
poor. Driving forces are investments into agroindustry, infrastructure projects, securing extra-territorial agricultural
lands and urban development projects.

The phenomenon will be introduced on a general level and looked at in-depth in the case of Cambodia – one of the
most affected countries. Its complexity will be understood by analyzing the contradictory roles of different key
stakeholders. The impact on affected communities as well as strategies to prevent evictions or improve conditions of
resettlements will be explored. By introducing an integrative community development concept a linkage to social
work is made.

A critical reflection of the professional roles and challenges working in an international and transcultural context
shall be an integrated part of this seminar.
History reveals a huge number of cases when critical scientists argue about the risks of certain technologies,
chemicals or applications. Often their warnings remain unheard and counter measures are taken far too late. One
result of this ignorance is a number of cases where people are suffering from health issues, the environment is
polluted or firms are facing severe financial threats.

The seminar gives a review of approaches and methods of technology assessment (TA). TA is seen as an instrument
to inform firms in the process of innovation. While often accused to be costly a review of the pros and cons of an
innovative technology might be a good investment to secure future existence and cash flow.

On successful completion of this module the student shall be able to:


• define and describe the tasks of an artist or the impact of an artistic vision in development and production of a
media product in contrast or completion to classical management methodologies.
• identify, differentiate and evaluate roles and functions in creative leadership.
• explain, establish and value an art- or vision- driven approach in management of a media production without
violating standard leadership schemes.
• critically analyze the relationship of art and design towards society, commerce and industry.
• estimate the impact of aesthetic quality on the process of development as well as on the final product.
• identify and establish different criteria of success for media products.
• operate a production process from an artists or designers point of view.

 Concepts and models of Leadership (principles, processes, factors);


 Leadership styles (authorian, participative, delegative);
 Team Leadership (goal setting, supervision, inspiring, learning, powering,
relationships);
 Team Leadership (growing a team, motivation, communication, characters);
 Group dynamics (group mix, group norms, group conflicts);
 Organizational behavior (elements, models, development, learning);
 Diversity (culture, atmosphere, attitude, behavior);
 Change (acceptance, leading the change).

This course gives students an understanding of the interdependencies between organization, management and
leadership. The main objective is to encourage students to enagage with critical, self-reflective, autonomous ways of
thinking.

On successful completion of this module the student shall be able to


demonstrate knowledge and analyzing skills of
• the elements of media cultural projects’ related measures, methods and skills of publishing, pubIicizing, marketing
and public relations, as well as their the objectives, values, strategies and controlling methods
conceptualize, design and implement
• a media plan, using diverse media including social media, addressing different types of clients, audiences and
stake holders
• market-related activities/products/projects in order to satisfy, foster and create (potential) demanders, last but not
least by innovative approaches including social media
• information, communication, education and marketing materials e.g. social media communication, posters, flyers,
press-kits, catalogues; e.g. public and press announcements, press conferences and balance creative innovation with
professional standards
• establish, deal with and develop relations to social media, reporting media and media partners, to multipliers and
stakeholders and develop an individual approach to the strategic dimension of publicizing
On successful completion of this module the student shall be able to
• understand and apply the notion of education in general and media aesthetic education specifically
• show knowledge of diverse media aesthetic educational approaches and practices and their methods of involving
participation and interactivity
• apply the knowledge to different forms of cultural institutions, target groups/communities, media genres and
technological phenomena
• adapt existing media aesthetic educational practices to contemporary and possible future media cultural
conditions, envisioning and developing new approaches
• lead discussions and discourses on the necessity, goals, and effects of media aesthetic education practices, and
apply their outcomes critically to developing artistic concepts, communicational and educational strategies for
media cultural projects.

On successful completion of this module the student shall be able to:


- Use a range of research methods to identify and discuss the aims and objectives of
scientific/scholarly concepts and additional questions, which are driving future media;
- Demonstrate a substantial knowledge of contemporary scientists, artists and work
that are relevant to the aims, objectives and concepts for innovative and converging
media;
- Critically evaluate scientific/scholarly ideas and concepts with regard to their technical
dimensionality, their innovative potential and their potential of realization;
- Experiment with scientific, scholarly and technical approaches and adopt them for
her/his own concepts;
- Develop existing scientific/scholarly ideas further and develop professional concepts
for innovative digital media products;
- Describe and apply professional methods of presentation, simulation and prototyping
of media concepts;
- Demonstrate professional expertise with scientific/scholarly methods and tools to
implement advanced media.

The student knows modern microwave technology and is able to analyze, simulate, develop, and test microwave
components and systems. After completion of the module the student is able to participate in R&D projects

The student knows modern wireless communications systems for the transmission of voice and data and is able to
understand the differences between different systems as well as their pro and cons.
The student shall be able to evaluate and develop components for satellite systems.
After completion of the module the student is able to participate in R&D projects and operation of satellite and
mobile communication systems.

Introduction to robot arm control, necessary basics of kinematics, robot kinematics, model of robot arm
and actuator system, model-based control on the base of defined input-output characteristics, modelbased
cascaded control, model reference adaptive control
This course provides an introduction to the concepts of model-based real-time simulation and system
design.
The course covers the areas:
- Modelling and classification of mechatronic systems
- Application area, requirements
- Software and function development process
- Real-time simulation and rapid prototyping methods
- Hardware-in-the-loop, software-in-the-loop and processor-in-the-loop
- Automatic code generation
- Experimental validation and testing methods
- Summary, conclusion and future prospects

The attachment theory reveals that a caregiver and an infant tend to form an emotional connection with implication
for the future emotional development of the child. The effects of a secure/insecure attachment in the first years of
life affect particular brain areas through the process of neuroplasticity. Thus, the latest research in neurobiology
have strenghtened the point of view which states that those patterns of interpersonal behavior have implications
later in life

The attachment theory reveals that a caregiver and an infant tend to form an emotional connection with implication
for the future emotional development of the child. The effects of a secure/insecure attachment in the first years of
life affect particular brain areas through the process of neuroplasticity. Thus, the latest research in neurobiology
have strenghtened the point of view which states that those patterns of interpersonal behavior have implications
later in life.

The attachment theory reveals that a caregiver and an infant tend to form an emotional connection with implication
for the future emotional development of the child. The effects of a secure/insecure attachment in the first years of
life affect particular brain areas through the process of neuroplasticity. Thus, the latest research in neurobiology
have strenghtened the point of view which states that those patterns of interpersonal behavior have implications
later in life.

The student will learn the most important components of optical communications, and the numerical simulation
methods to analyze these components. The student should be able to evaluate, apply and further develop different
system concepts. Moreover the student will learn and apply the optical measurement methods in the laboratory.
After successful completion of this course the student should be able to conduct research and development projects
in the area of the optical communications.

This course will explore the crime novel in English as it appears in graphic novels. Through these graphic novels we
will explore issues of identity, ethics, culture, and how the visual medium affects and constructs stories and reading.
We will read a variety of graphic novels. These novels will include one based on the British television series
Sherlock, one on the 60s blacksploitation film Shaft, and one on Paul Auster’s novel City of Glass, as well as several
others. This course will be conducted in English

On a basic knowledge base of power electronics students shall understand and achieve the capability to analyze and
calculate power electronic circuits with advanced components and technologies. They will be able to understand,
simulate and calculate concepts in the fields of power conversion, renewable energies and line applications. They
are able to design switch-mode power supplies.
Not only in your studies at university but also in your later professional life, presentation techniques are key
competences. You must be able to communicate your knowledge, your ideas, your strategies, your proposals for
solutions in such a way that you reach your listeners. For many students, presentations are associated with
apprehension and insecurity. One of the main objectives of the course is to acquire public speaking skills.

A second topic deals with the question how digital media influence our cognitive abilities. The use of the Internet
and Google is omnipresent and a facilitation in our professional life as well as in our private life. But to what extent
does the industrialization of our thinking change our patterns of perception and our structures of thinking? The
development of literacy in ancient times supported logical and exact thinking, the language became more
differentiated. Now digital media are changing the focus from words to images and overloading us with information
and sensory stimuli. What effects does this have on our memory, our ability to concentrate and the depth,
autonomy and differentiation of our thinking?

The course will be in English.

Not only in your studies at university but also in your later professional life, presentation techniques are key
competences. You must be able to communicate your knowledge, your ideas, your strategies, your proposals for
solutions in such a way that you reach your listeners. For many students, presentations are associated with
apprehension and insecurity. One of the main objectives of the course is to acquire public speaking skills.

A second topic deals with the question how digital media influence our cognitive abilities. The use of the Internet
and Google is omnipresent and a facilitation in our professional life as well as in our private life. But to what extent
does the industrialization of our thinking change our patterns of perception and our structures of thinking? The
development of literacy in ancient times supported logical and exact thinking, the language became more
differentiated. Now digital media are changing the focus from words to images and overloading us with information
and sensory stimuli. What effects does this have on our memory, our ability to concentrate and the depth,
autonomy and differentiation of our thinking?
Not only in your studies at university but also in your later professional life, presentation techniques are key
competences. You must be able to communicate your knowledge, your ideas, your strategies, your proposals for
solutions in such a way that you reach your listeners. For many students, presentations are associated with
apprehension and insecurity. One of the main objectives of the course is to acquire public speaking skills.

A second topic deals with the question how digital media influence our cognitive abilities. The use of the Internet
and Google is omnipresent and a facilitation in our professional life as well as in our private life. But to what extent
does the industrialization of our thinking change our patterns of perception and our structures of thinking? The
development of literacy in ancient times supported logical and exact thinking, the language became more
differentiated. Now digital media are changing the focus from words to images and overloading us with information
and sensory stimuli. What effects does this have on our memory, our ability to concentrate and the depth,
autonomy and differentiation of our thinking?

The course will be in English.

Not only in your studies at university but also in your later professional life, presentation techniques are key
competences. You must be able to communicate your knowledge, your ideas, your strategies, your proposals for
solutions in such a way that you reach your listeners. For many students, presentations are associated with
apprehension and insecurity. One of the main objectives of the course is to acquire public speaking skills.
A second topic deals with the question how digital media influence our cognitive abilities. The use of the Internet
and Google is omnipresent and a facilitation in our professional life as well as in our private life. But to what extent
does the industrialization of our thinking change our patterns of perception and our structures of thinking? The
development of literacy in ancient times supported logical and exact thinking, the language became more
differentiated. Now digital media are changing the focus from words to images and overloading us with information
and sensory stimuli. What effects does this have on our memory, our ability to concentrate and the depth,
autonomy and differentiation of our thinking?
The aim of this – psychological rather than social – research is to provide a German neighbourhood with tools to
promote the integration of refugees / migrants further. The City of Viernheim, about 35.000 inhabitants, in the
south of Hessen, has undertaken outstanding efforts in this regard (“startsocial” awarded by Chancellor Merkel in
2015) and is ready to take yet another step forward to understand needs, fears and hopes of and in the community
in order to organize the social services respectively. We assume that the relationship of citizens and the City or
community is not exclusively determined by structural factors, but that it is impacted also by psychological or sub- /
unconscious motivation.

Italy, a country where clinical community psychology has a long tradition, is a pioneer in this kind of research; and
the advice of the team of Prof. Langher from Sapienza University Rome and her team is in demand by municipalities
and communities. We will undertake this research exercise with a back up by Prof. Viviana Langher, Dr. Andrea
Caputo – and by a student from Rome, already Erasmus student at our department and involved in refugee work in
Viernheim, who intends to write a Master thesis on the subject. She will do the preliminary work / first phase of the
project, ie she will collect information about the “state of the art”, meaning the integration measures in Viernheim
and identify about 20 – 30 key actors with an in-depth-knowledge of the community. She will also provide us with
information on the – psychological – theoretical framework.

Our work will then be to conduct interviews with these key actors (in German in most cases!) and to analyze them
with T-LAB, a software consisting of a mix of linguistic and statistic instruments that allows to explore, to compare
and to visualize the results of the analysis. It makes part of this kind of research that the results are presented to
and discussed with the people involved! Please see schedule below

„Resilience“ is one of the most widely used concepts to denote a favourable state of systems as diverse as human
communities, communication networks, or ecosytems. Most fundamentally, resilience is a particular dynamic
stability property. It denotes the ability of a system to return to a “functioning” system state after a disturbance or
shock. The more resilient a system, the faster or more completely it will return to an undisturbed state. Systems are
also regarded as resilient if they are capable of absorbing external disturbances without moving to an alternative –
undesired – system state. In the course, we will analyse the main factors that contribute to the dynamic stability of
ecosystems. Because of the potentially enormous importance of ecological stability for human values in a dynamic
word, we will include social systems in the analysis and focus on coupled natural and social systems (socio-ecological
systems).

Die Studierenden sollen die modernen drahtlosen Kommunikationssysteme zur Sprach- und
Datenübertragung kennen und die Anforderungen und Ansätze auf den verschiedenen
Protokollschichten verstehen. Die Studierenden sollen mit den Unterschieden sowie Vor- und
Nachteilen der betrachteten Kommunikationssysteme vertraut sein und diese Kenntnisse auch in der
Praxis bei der Auswahl, Modifikation und Inbetriebnahme von Mobilkommunikationssystemen
selbstständig einsetzen können.
Die Studierenden sollen in der Lage sein, Satellitentechnologie bewerten und entwickeln zu können.
Dazu gehören das Satelliten-, Raum- und Bodensegment. Die Studierenden sollen diese einzelnen
Technologiebereiche verstehen und ihre Kenntnisse anwenden können. Dabei sollen sie mit
Simulationsprogrammen vertraut sein.
Nach Abschluss des Moduls sollen die Studierenden in der Lage sein, eigenständig Aufgaben im Bereich
Mobilkommunikation und Satellitentechnologie in Forschung, Entwicklung und Betrieb übernehmen zu
können.
Learning Outcomes / Competencies
On successful completion of this module the student shall be able to:
 Describe common project management methodologies that are relevant in the
media-related industry;
 Discuss and individually select various state-of-the-art methods and tools for self -
management and for managing teams (e.g. web-based collaboration tools, progress
monitoring, etc.).

Participants will obtain a basic physical, technical and economical knowledge of the Smart Grid Technology. Main
focuses of the lecture are on component technologies and their interaction in the power system. The students shall
also understand the potential and the risks of the change to renewable and distributed production and the efforts
that have to be taken for system stability and energy balancing.

Thecourseobjectivesare:
• tointroduceyoutoinformationsystemsandinformationmanagement(IM)
• to offer an analytic framework for the understanding of the interrelations of IM and businessprocessmanagement
• toofferananalyticframeworkforthedevelopmentofanITstrategyforenterprises
• tointroduceyoutotheconcepts,methodsandtoolsforplanning,implementationand
controloftheIToperationsofenterprises
• tointroduceyoutonewtechnicaltrendsandtheirimplicationsforthebusiness
1
• tointroduceyoutoelectronicmarketsandvirtualgoods
• tointroduceyoutotheneedforprivacyandITsecurity

This course is designed to provide an overview of of the special education process while focusing on various types of
learners with special needs, including children with disabilities, gifted learners, and children at risk. Topics include:
legal requirements and laws, partnering with parents/families, topics on public laws relating to individuals with
disabilities, categories of exceptionality, identification and intervention, collaboration, identification and assessment
of children, inclusion, coordinating with various agencies and specialists, and planning, delivering, and documenting
educational services.

Adapted from: http://iris.peabody.vanderbilt.edu/

Learning Outcomes / Competencies


On successful completion of this module the student shall be able to:
- Demonstrate knowledge of the decision makers' targets, strategies and processes in
a media company;
- Communicate with those decision makers and to present own strategic ideas driven
by technology, design or arts;
- Discuss pros and cons of the different management approaches with specific respect
to the 'creative industry';
- Understand the methods of Design Management;
- Develop an individual approach to the strategic dimension of creativity.
With respect to a more sustainable development of human production and consumption, supply chains have come
under increasing scrutiny. Major corporations in the textile and food industries, for example, are facing tough
inquiries into the environmental and/or social conditions, under which clothes or agricultural raw materials are
produced in countries such as Bangladesh, China or Ghana. Current allegations address issues as grave as child labor,
inhumane working conditions, and ecosystem destruction.

Traditionally, multinational corporations denied any wrong-doing despite substantial economic power. In the recent
past, voluntary and mandatory regulations started to enforce more sustainable supply chains, and sustainable
supply chain management (SSCM) is increasingly regarded as a component of pro-active management approaches.

The course covers the areas: - short repetition of basic switch mode topologies, Buck, Boost, Fly-Back
- choking coils
- Forward- and Push-Pull-Converter
- Resonant Converter
- Power-Factor Control
- Control of switch mode power supplies,
- Transistor drive circuits
- Calculation of transformers and choking coils
- Radio Interference Filter
- Design of printed circuit boards

This course covers the areas:


- Modelling of dynamic systems using state variables
- State space representation, canonical forms
- Correlation between transfer functions and state space representation
- Structural properties (stability, controllability , observability)
- State space transformations
- Solution of the time-invariant state-space equations
- Design of state variable feedback controllers
- Design of state variable observers
- State feedback by optimal control
- Computer based applications using Matlab/Simulink

The module Tech Art I teaches basic abilities in all technical pipeline steps of an animation movie and
animation-asset creation for games, such as modeling, texturing, shading, rigging, lighting and datahandling.
Students shall be able to list, describe and work with different nodes of all those working
fields. They will be able to operate basic tools of an animation software, organize data in project
structures and transfer animation asset data to games engines.

The module Tech Art II deepens the knowledge gained in Tech Art I. Especially the topics modeling and
rigging will be covered in higher detail. Additionally it provides foundation for rendering. The students
shall be able to create a polygon topology the way that it is most easy deformable. They will then be
able to create a rig of higher complexity by editing the influence of the deformer to the mesh and add
some more complex mechanics as inverse kinematics and different ways of node-connection. It also
provides theory about the technical foundation of animation software as math, geometry and nodebased
structures. Students shall be able not only to operate the software but also to understand and
describe the technical structure to be prepared to extend the software with their own scripts and
plugins.
On successful completion of this module the student shall be able to:
- Deal with and know about the interactions between technology and society;
- To reflect on social conditions, anticipations of the future, guiding visions and
the history and experiences with established technologies;
- Recognise the importance of an interdisciplinary approach regarding technology
and society;
- Discuss ethical issues in media production.

Contents of this module may contain but are not limited to the following aspects:
• Analysis of existing techniques and their evolution towards the media related business. Examples of these
technologies may include:
 Wireless communication
 Advanced interfaces
 Social networks
• „Facts without application“: understanding the nature of technical and scientific knowledge and the way they have
to be adopted for real-world usage scenarios (e.g. delays between innovation and commercial production can range
from 3 to 25 years)
• „Applications based on technology“: The process of designing a media product based on technological facts: this
process involves a non-technical but rather user-oriented point of view.

Dance and Theatre can be found in different forms and practices in everyday life.

In series of practical research tasks we are going to learn how movement and text can be transformed into dance
and theatre by using methods of dance improvisation as well as physical and spoken theatre.

Examples of contemporary performances will give us an idea of how to work in a creative enviroment with people
from all ages and backgrounds.

Theories of trauma and their applications. Introduction into various trauma treatment techniques. Emotional First
Aid as a basis for helping others in emotionally challenging situations.

Trauma and diversity – how do different countries/ peoples deal with trauma. Communicating in a diverse
environment while helping traumatized people.

Theories of trauma and their applications. Introduction into various trauma treatment techniques. Emotional First
Aid as a basis for helping others in emotionally challenging situations.

Trauma and diversity – how do different countries/ peoples deal with trauma. Communicating in a diverse
environment while helping traumatized people.
For 70 years, UNICEF has been working on the ground in 190 countries and territories to promote children's survival,
protection and development. The world's largest provider of vaccines for developing countries, UNICEF supports
child health and nutrition, good water and sanitation, quality basic education for all boys and girls, and the
protection of children from violence, exploitation, and AIDS. The seminar will look at different UNICEF Early
Childhood Development (ECD) initiatives, policies, strategies and implementation plans based on globally
acknowledged scientific evidence. This includes the development of culturally appropriate implementation
guidelines for both sectoral and cross-sectoral programming and the identification of relevant indicators.

The course features vigorous discussion and the active participation of students (e.g. preparing and giving group
presentations) and will be held in English language. Check the link for first information on the course's topic.
https://www.unicef.org/earlychildhood/ The "Prüfungsvorleistung" is a peer reviewed presentation of one UNICEF
ECD initiative, policy or strategy that can be choosen by the students.

The aim of this course is to acquaint students with the work of a multilateral, international organisation, so that
students know about different UNICEF ECD initiatives, policies and strategies and and can reflect about the role of
social work within these ECD policies and strategies.

The courses provide a detailed knowledge in the field of U.S. Intellectual Property Law as this forms the major part
for all questions related to licensing.
The courses deal with the following subjects: Intellectual Property (works, inventions and marks), Patent- and
Trademark registration requirements, IP infringement issue and remedies. The students analyse on the basis of
both, statutory as well as case law. They prepare case briefings and draft license clauses. Both, the lecture and the
exam will be held in English.

According to APA (American Psychological Association), (2016): “Transgender is an umbrella term for people whose
gender identity, gender expression or behaviour does not conform to that typically associated with the sex to which
they were assigned at birth”. This includes: transsexuals, cross-dressers drag queens/kings, genderqueers,
androgynous, third gender, multigendered, gender nonconforming people. Transgender persons have been
documented in many indigenous cultures and societies from antiquity until the present day. The degree of societal
acceptance for transgender people varies from culture to culture. The intensity of discrimination, harassment, abuse
and violence against transgender people can be seen mainly as an effect of the lack of information. Through this
course, we aim to draw attention to the importance of knowing the realities of transgender people and the
difficulties that they are facing in order to better understand, accept and socially integrate them. In this course, we
will corroborate audio-visual materials, theoretical presentation with experiential techniques.
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Based on the basic programming skills, the students shall acquire competences required in industrial practice:
Meet complex application requirements with software solutions
Develop maintainable, robust, and well-performing applications
Proficiently use modern software development environments
The Java programming language will be used in the laboratory. However, the concepts and skills learned are
applicable to other programming languages, object-oriented and of other programming paradigms.
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The possible thematic spectrum of these courses is:


Designing Characters in respect of feasibility in 3D graphics by using 2D graphic methods
Designing Characters in respect of feasibility in 3D graphics by sculpting (maquettes)
Designing Characters in respect of feasibility in 3D graphics by digital sculpting
Constructing 3D Models in respect of deformability
Implementing mechanics to make digital models animatable (rigging)
Scripting for 3D programs
Basic design principles
Foundations of cinematogrphy

The following competencies shall be established:


Knowledge of fundamental structures and functions of packet-based telecommunication and data networks
Specifics of certain selected communication networks
Relationship to legacy telecommunication networks and services
Knowledge about the prevalent protocols, network and service functions
Analysis of such networks with an industry accepted tool set
Plan and evaluate packet-based networks
Readiness for the constant and fast changes in this field

The following competencies shall be established:


Self-driven exploration of new concepts and technologies in the field of data packet networks
Knowledge about structures and functions of packet-based telecommunication and data networks
Knowledge of design and implementation of Internet-wide protocols
Internet-wide applicable protocol design and implementation
Analysis of such network and protocols with an industry accepted tool set
Readiness for the constant and fast changes in this field
Students will acquire and practice the following competencies:
Conceptual knowledge of professional standards for Project Management, Process Improvement and Quality
Management, in particular
PMBOK
CMMI
Knowledge of fundamental ideas, e.g. Plan-Do-Check-Act, Continuous process improvement, maturity levels,
statistical process control
Knowledge about the relationship between these standards and software engineering process models, e.g. V-Modell
and RUP
Practical application of this knowledge, in particular PMBOK- and CMMI-process area knowledge to case studies
Application of the maturity level concept of CMMI to projects and to organizations

Varying; will be dynamically determined for each seminar according to new IT-trends and in connection with the
specific lecturer's main research interests.
Students get information about scientific publications on specialized aspects of computer science. Knowledge
gained during literature research has to be described and presented. Students have to participate in all discussions
of the seminar.

The students shall learn the current approaches to agile software development.
The students shall understand the similarities and differences with more traditional software development
approaches.
The students shall get a practical experience with various agile techniques.
The students shall understand the challenges and limitations to agile development approaches, such as scalability
and the trend towards worldwide distributed development.

The following competencies shall be established.


•Understanding of Artificial Intelligence (AI) as a discipline
•Ability to classify certain project requirements as AI problems
•Ability to select AI techniques for given AI problems
•Ability to select state-of-the-art AI technology and tools for AI techniques to be implemented
•Ability to model and design AI solutions using state-of-the-art AI technology and tools
•Ability to implement AI solutions using state-of-the-art AI technology and tools

A.C#-programming-language
The students learn the basic of C#-programming language..
B. WPF
The students learn the basic of WPF-applications.
C. ASP.NET
The students learn the basic of ASP.NET-applications and MVC5 applications. They learn how to deploy them to
Azure.
D. VisualStudio Online
The students learn the basic of Scrum and TFS version control.
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The students shall
•Learn basic concepts of process oriented organizations
•Understand scenarios of use of information technology in process oriented organizations
•Understand the role of business process engineering as the linking element between enterprise strategy and
technical implementation in IT-systems
•Understand the role of business process engineering to foster the competitiveness of enterprises
•Analysis, Modelling and Evaluation of business processes
•Knowing reference process models for process oriented organizations
•Knowing alternative implementation approaches for business process engineering (e.g. classical reengineering
versus evolutionary approaches)
•Knowing typical leverage points for business process engineering
•Knowing and hands-on training experience for implementing process oriented business models in modern IT-
systems
•Introduction to writing scientific assignments
•Introduction and hands-on experience with presenting a scientific assignement in front of a class-room situation

After this course the students


•have in-depth knowledge on common security risks and typical vulnerabilities of institutional IT systems;
•have good knowledge about well-known Information Security Management Systems and Standards (e.g., ISO
27000);
•are able to design and implement a security management system within a company;
•have a solid understanding of security awareness to enforce security processes within a company;
•can analyse and evaluate the security investment impact;
•can apply sample hacking techniques to penetrate a company network;
•are able to set up basic attack defence mechanisms

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After completing the course, students should be able to understand and apply all the phases of compilation in order
to translate a program in source code into an executable form. Further, they should be able to apply the same
techniques to solve commonly occurring cross-compilation (format conversion) tasks.

This lecture will convey knowledge and skills for actual hard- and software techniques needed to construct and
operate multi-touch and multi-user interfaces. The theoretical part of this lecture will explain the hardware and
software necessary to realize these multi-touch interfaces. Optical (camerabased) techniques will be analyzed and
mediated in detail. On the softwareside, essential image processing and computer-graphical algorithms will be
explained. The practical part of this lecture will advance selected aspects of the introduced theory. This will be
realized by means of a project work which will be conducted in 2-part teams.
After this course the students
•have an understanding of different security terms in cryptography.
•have knowledge of the significance of probabilities and entropy for the security of cryptographic schemes.
•understand the fundamental principles of quantum cryptography.
•know that alternative cryptographic schemes like elliptic curve based procedures exist and how to apply them in
practice.
•are able to choose suitable parameters for cryptographic schemes.
•evaluate the security of pseudo random numbers and stream ciphers.
•have knowledge of implementation aspects of cryptography and are able to apply this knowledge in practice.
•are able to decide about the zero-knowledge property of a cryptographic protocol.

The students shall:


•become more adapted and comfortable in using English in classroom situations
•learn about what makes Americans and Australians "tick" - and how do Germans "tick"
•become sensitive to areas where cultural differences can be critical and
•learn how to handle them
•become more familiar with cultural diversity in general and specifics of the country they will be studying in
•become familiar with the English language not only as "technological language" but as a way to communicate
feelings and emotions
•understand that "small talk" is considered an art in the countries they will be studying in
•learn about the way society and government are organized in order to profit as fully as possible from the semester
abroad

Idiomatic, spoken English, especially the expressions and vocabulary students will encounter while living in
Platteville or Townsville. In addition to improving their survival skills, students will engage in conversations on a wide
range of personal and professional topics.
Writing conventions, including not only grammar, but also the American and Australian style of organization for
paragraphs and essays, respectively. The students will also compose resumes in English.
American and Australian culture and history, respectively, from politics and current events to campus life and
holidays.

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•Students acquire high-level principles, elements and vocabulary of software design.


•The pattern vocabulary enables students to develop, discuss and communicate designs of medium-sized software
systems.
•Students are enabled to select patterns according to design aspects that must be kept variable, thus introducing
flexibility to a design.
•Students are enabled to combine patterns into more complex systems.
Product life cycles in IT are getting shorter, while business prospects for innovative and ‘Agile IT-entrepreneurs' are
increasing. In order to be successful in this new business world, skills in Agile & Lean business development are
required. On completion of this module students should:
•be aware of the contemporary issues and potentials in entrepreneurship research and be able to apply them to the
IT sector.
•have a sound understanding of the concepts of Agile & Lean startup metho ds within the context of IT-related
innovation, management and business model development.
•can apply the techniques and skills which apply to the current approaches to successful business planning within
the ICT (Information and Communication Technology) sector.
•have demonstrated a practical (case study or real-world) application of the techniques and skills which apply to
successful Agile & Lean business planning within the ICT (preferably Information and Communication Technology)
sector.
•understand, be able to develop and critically evaluate a business model canvas as an integral element of successful
entrepreneurship

With this module students should get a basic understanding of economic efficiency in IT projects. This module is a
versatile supplementary course for the bachelor degree.
The students should
•receive awareness for the business aspects of the development and operation of IT-systems and IT-projects
•get to know strategic and operational IT-Controlling as management subtasks in modern enterprises
•learn the fundamental terms of IT cost accounting and profitability calculations
•get to know important methods of IT-Controlling
•get to know profitability calculations and business cases,
•understand investment appraisals and value-benefit-analyses

On successful completion of these modules students shall be able to:


•explain and use the principles of object-oriented software development to implement games across all genres
•describe, explain the game development process and apply professional tools and toolchains along those
processes
•identify, explain, and debug possible flaws and errors in game code or game software architectures
•demonstrate professionalism within key aspects of game development, including the underlying principles,
patterns, related tools and processes, as well as implementation details.
•demonstrate state-of-the-art knowledge and skills in selected areas of game development, enabling them to design
and implement own approaches to given challenges by reflecting, analyzing, and adapting existing approaches.
•work and communicate efficiently within the role of a game developer in multidisciplinary teams.
•demonstrate awareness of the complete software development process in the games industry.

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The course is not based on fixed teaching content but it takes aspects into consideration, which show a specific
timeliness and topicality or are of special interest to either the students or the lecturers. These may be aspects from
the following catalogue of topics:
•New views of Computer Science; social and cultural history of data processing, Computer Science as a Science,
philosophy of Computer Science
•Scope of Computer Science technologies: production, health science, education,…
•Comprehensive effects and action requirements, action requirements, job market and structure of the profession,
"women in computer science", structures of mental activity and communication
•Perspectives of a socially oriented Computer Science: work analysis and software development, software
ergonomics, A.I. and expert systems, computer networks and distributed systems
•Computer Science between theory and practice: estimation of the consequences of technology, ethics and
computer science, job practice, social situation and awareness of computer scientists

The course is not based on fixed teaching content but it takes aspects into consideration, which show a specific
timeliness and topicality or are of special interest to either the students or the lecturers. These may be aspects from
the following catalogue of topics:
•New views of Computer Science; social and cultural history of data processing, Computer Science as a Science,
philosophy of Computer Science
•Scope of Computer Science technologies: production, health science, education,…
•Comprehensive effects and action requirements, action requirements, job market and structure of the profession,
"women in computer science", structures of mental activity and communication
•Perspectives of a socially oriented Computer Science: work analysis and software development, software
ergonomics, A.I. and expert systems, computer networks and distributed systems
•Computer Science between theory and practice: estimation of the consequences of technology, ethics and
computer science, job practice, social situation and awareness of computer scientists

This module builds on top of the modules "Netzwerke (engl. Networks)" and "Verteilte Systeme (engl. Distributed
Systems)" . The goal is to enhance the theoretical knowledge of computer networks and telecommunication
networks.

The content is:


•advanced IPv4 and IPv6,
•transition technologies from IPv4 to IPv6
•transport protocols (e.g., TCP and extensions, Multipath-TCP, SCTP)
•structure and functions of network elements (e.g., router and middleboxes)
•design and operation of IP-based networks
•specialized IP protocols (e.g., IP multicast and IP mobility)
•alternative network protocols (e.g., Peer-to-Peer, Information Centric Networking (ICN))
•further network protocols as necessary (e.g., Instant Messaging and Email)
•current topics out of the packet based data networks

The students will be able to apply learning algorithms to building smart robots (perception, control), text
understanding (web search, anti-spam), computer vision, medical informatics, audio, database mining, and other
areas.
Using the DTrace system students explore the various sub-systems of a modern operating system, including the
scheduler, memory management, networking and storage. Each class introduces a new topic from a basic
theoretical standpoint, and then works through several practical examples in which applications interact with the
operating system. Students will write scripts during their lab and homework sessions to investigate and answer
questions about how each subsystem is reacting when presented with common applications, such as a web server
or database. The use of tracing allows us to cover a broad range of topics in two weeks.

Introduction to QT with its history and background. Highlighting QT library, object model, and tools. Basic
applications like dialogs, widgets, layouts, and events are presented as exercises and the use of QT Designer.Main
focus is in mobile network programming. Examples and excercises with TCP and UDP sockets and TCP/IP application
protocols like http and ftp are made. Also WebKit engine and its usage in applications is shortly explained.

A. IT Law
•Fundamentals of civil law and law enforcement: contract law, penal provisions regarding intellectual property,
strategy of law enforcement
•Intellectual property, with focus on software and IT: copyright law, patents, trademark law, Know-How, licensing law
and contract design: proprietarily permissible articles for software licensing (Eula, prohibitions of dissemination),
laws with respect to general terms and conditions of business, design leeway.
B. Data Protection Law:
•Fundamental terms and basic principles of data protection law
•Data protection in public/non-public areas
•Data protection in courses of business/operational data protection/operational data security officers
•Rights of affected parties
•Data protection in e-commerce with current use cases

The students shall achieve the following skills in advanced programming and design:
•Be proficient in different programming language styles, e.g., objectoriented, functional, and logic
•Be familiar with the concepts of domain-specific languages (DSLs) and meta-programming using extensible
programming languages
•Be proficient in particular DSLs, e.g., for queries, workflows, and for tests
•Be proficient in designing new DSLs
•Be proficient in implementing new DSLs
•Be proficient in integrating components, implemented in different languages, within a complex application

Students have a deep understanding of the concepts and instances of the Logistical Application area and the
relevance, concepts and instances of Optimization Applications in that.

Students have a conceptual awareness of the techniques which apply to the current modern approaches,
•the applications design of handling logistical processes,
•the integration of interdependent logistical components,
•the optimization of logistical processes and indispensable practical requirements.

Students work on topics of scientific interest which most often is application oriented. They have to be self-reliant
and use basic scientific methods. Students have to summarize and present their results.
N.A

The students shall


•know the characteristics of wireless and mobile communication technologies (like e.g. GSM, GPRS, UMTS, HSPA,
LTE, WiFi, Bluetooth, ZigBee) and shall be able to use and document this.
•know the various protocols (like e.g. Mobile IP, RTP and SIP) in the mobile environment and shall be able to assess
and discuss their advantages and disadvantages.
•be able to analyze and evaluate the technical specifications of the different wireless and mobile communication
technologies.
•be able to analyze, use and evaluate the possibilities and limitations concerning Quality of Service (QoS) and
security of the underlying communication systems.
•be able to use the characteristics of wireless and mobile communication technologies for mobile application and
systems development.
•shall be able to suggest appropriate concepts and technologies for various mobile application scenarios (like e.g.
mobile commerce), as well as evaluate and overlook the consequences of the design choices at the same

N.A

The students will


•understand the relevance of Natural Language Processing (NLP) as a sub-field of Artificial Intelligence
•understand the complexity of NLP applications, and on the basis of a detailed analysis, point at the problem and
become sensible w.r.t a solution
•get familiar with NLP tools and apply them
•acquire knowledge in the subfields of NLP: morphology, Tokenization, Tagging, electronic dictionaries, Syntax,
Semantics, Machine Translation (rule-based and statistical), Text Mining, and Speech Recognition
•understand the connection between NLP and Computational Linguistics, i.e. different views on the same field
•become sensible to problems in the NLP field - focusing on disambiguation on different levels (word-, sentence-,
text-, web)
•have acquired theoretical skills across the entire field of NLP and will be able to apply them
•be able to analyze an NLP problem, design & implement a prototypical solution and document the work

This course teaches the fundamentals and characteristics of C# that will allow students to design and implement
complex windows applications using state-of-the-art .NET techniques. In addition the students will gain an in-depth
knowledge of a .NET technology in a self-directed manner. The reflection of group dynamic processes will improve
their abilities to work in a team.

N.A

Participants will be able to analyse a given domain of knowledge, build ontologies for them, and to link "information
islands" via linked data mechanisms. Furthermore participants will also be able to set up, parameterise, and operate
a special-purpose search engine. This search engine will be used to acquire the corpus of knowledge to be
exploited.
Students should learn how to first plan, then build and then maintain parallel and distributed systems. More
precisely, they should be able to:
•analyze problems and algorithms to discover implicit (theoretical) parallelism,
•find the appropriate degree of granularity for a given problem (i.e. choose between fine-grained and coarser
grained parallelism in the real world),
•use both the shared memory and the message passing paradigms,
•choose between the shared memory and the message passing paradigms for a given problem,
•use, and choose between, currently available tools (programming languages, libraries, etc.) for constructing parallel
software,
•apply best practice design processes and design patterns.

The students can work on a specific question in one of the areas of Computer Science. They are proficient in a
structured approach and can present their results in an adequate form.
They apply their so far acquired knowledge and expand and deepen
•their academic competences in at least one area of Computer Science,
•their competences in Software Engineering and Project Management,
•key competences, such as cooperation and team skills, presentation techniques and competences,
•strategies for knowledge acquisition.

N.A

N.A

•The students will learn the foundation of modern approaches to quality management at the organizational and
project level.
•They will become familiar with the principles and approaches for improvement of process and product quality.
•They will learn to recognize management weaknesses and their consequences to quality.
•They will also learn to read and interpret QM related literature such as standards.

Students will learn


•how to differ between the properties and requirements of ordinary and real-time systems
•the real-time systems theory on scheduling, worst-case execution times analysis, distributed real-time systems,
real-time communication, real-time operating systems, etc.
•how to model and analyse real-time systems
•how to use this theory in real applications

The students shall achieve the skills and proficiencies to be able to perform the following tasks:
•design medium-size and large-scale business information systems,
•design components and interfaces according to design principles,
•apply Object/Relational Mappings,
•design and implements clients of business information systems,
•implement professional exception handling,
•apply design patterns,
•understand the basic concepts of Busienss Intelligence, Systems Integration, and Service-Oriented Architecture.
This module deepens knowledge gained in the required course about computer networks on the IP layer.
Participants are able to to make better use of the learned concepts of efficient usage of IP address ranges when
planning digital networks. The participant will be able to plan and implement small and up to large local networks
(based on IP).
They know and understand the important concepts and protocols which occur in the context of the various
alternative implementations. They further are familiar with the tasks that occur during network operation and are
able to analyze and repair errors as they occur. They are able to choose the right routing protocol for the task given
and to calculate the required and implemented convergence time. The module also imparts and requires practice in
social competences (self-reliance and teamwork) as well as the responsible usage of material and financial resources
for their later career paths.

On the basic of a topic of the 1st and 2nd year modules in Computer Science, the students are to reach the
following learning outcomes:
•extract key aspects from within a topic
•perform an independent literature research, including a censored evaluation of the sources
•decide on the structure of an academic text (seminar paper) in form and content
•present bring across the key aspects of a topic in form of an oral presentation

After this course the students


•have in-depth knowledge on attack vectors and typical vulnerabilities of web applications and web servers;
•have good knowledge about the design, development, deployment, and operation of secure web applications and
web servers;
•are able to design and implement secure web servers and web applications;
•have a solid understanding of authentication and authorization protocols used by modern Web applications;
•can analyse and evaluate the security level of web servers and web applications;
•can acquire basic knowledge of a new topic in Web security from original research publications as well as from
technical specifications;
•are able to use standard documents like RFCs as reference;

After this course the students


•have a deep understanding of design principles of security protocols and security infrastructures.
•have knowledge of the basic security goals in cryptography and its relevance to practical use cases.
•understand, in which way well-known security protocols (TLS, PACE, EAC) achieve the security goals.
•understand the key topics of the wide-spread security infrastructure standards and apply them to practical tasks.
•are able to choose suitable protocols for a given use case.
•are able to analyse if a security protocol does have the zero knowledge property.
•can evaluate the security properties of security protocols and infrastructures.

•Be familiar with the goals, concepts, opportunities, and limitations of Semantic Web
•Be able to develop ontologies using the Semantic Web Standards RDF, RDFS, and OWL
•Be able to browse, understand, and include existing ontologies
•Be able to develop reasoning applications that use ontologies
The students shall achieve the skills and proficiencies to be able to perform the following tasks:
•analyze the business architecture of an enterprise,
•analyze architectures of IT application landscapes,
•apply rules for designing components in IT application landscapes,
•apply rules for designing services in a service-oriented architecture,
•determine a suitable degree of coupling and design interfaces accordingly.
•Use SOA technology like Web Services, BPEL and an Enterprise Service Bus in practice

programming skills
Goal: The students shall achieve the following skills:
•to recognize software product lines in real-life projects and to propose appropriate solutions for the development
•to recognize and to handle variability in projects (including analysis, design, realization and management)
•to use advanced modeling techniques to express variability in common modeling artifacts (esp. UML diagrams
•to implement and to model reusable software with variability
•to transfer the techniques from product line development to 'normal' projects

This module deepens knowledge gained in the required course about computer networks on the Ethernet layer.
Participants are able to plan, build and operate complex local networks based on switches and Ethernet. They know
and understand the important concepts and protocols which occur in the context of the various alternative
implementations. They further are familar with the tasks that occur during network operation and are able to
analyze and repair errors as they occur. They can secure local networks and protect them from attackers. They can
develop and configure local networks for multimedia applications including Voice-Over-IP. They are able to predict
and implement the redundancies and switching times required by a given task. The module also imparts and
requires practice in social competences (self-reliance and teamwork) as well as the responsible usage of material
and financial resources for their later career paths

The students should


•understand concepts, terms and correlations about software development in the Unix environment and related
systems (including Linux).
•work with Unix and be able to solve software development tasks.
•learn to administer Unix systems.
•Get to know the capabilities of different Unix tools and be able to use these tools on their own.

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