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At the end of this module, the student is able to: (1) Design and realize interactive programs for both screen-oriented and embedded applications, (2) Use theory about smart environments to build parts of working (distributed) applications, (3) Use theory about sending and modeling information and digital signal processing to build working applications, (3) Use theory about embedded systems to build working applications and systems, (4) Understand mathematical concepts for modeling systems and use these to design and realize creative applications, (5) Realize project objectives in a team and reflect one's own role in a team, (6) Present (partial) results of a project, both oral and on paper, (5) Manage a project in a structured and transferable manner
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In the Smart Environments Core students learn various techniques from different disciplines that are needed to invent, design and realize a (prototype of) a smart environment. The module is a mix of smart technology, additional knowledge and skills from other disciplines and a project in which the students apply the skills they just learned. The smart technology components in the module are "Sound & Circuits", "Programming and Physical Computing", "Smart Environments" and the module’s project. Subjects are (distributed) electronic and digital systems in increasing complexity and with increasing interaction with the physical environment. An important part of the module is programming these (sub-)systems. To be able to invent, design and realize smart environments, knowledge from other disciplines is necessary. "Introduction to Mathematics and Modelling" provides the students with basic mathematical skills.
Corona can change the form of the exam, it will be adapted to the current situation
Manual enrollment via Osiris is only for Creative Technology students. If you want to enroll, please contact K. Zalewska (k.zalewska-kurek@utwente.nl).
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 Assumed previous knowledgeSmart Environments Core has just a few prerequisites. If mathematics or physics knowledge at an elementary level is lacking, the student should follow the math or physics build-up course as a challenge for Professional Development. As for programming, the Java and Processing basics as taught in module 1 should be understood. |
Bachelor Creative Technology |
| | Required materialsBook"Learning Processing: A Beginner's Guide to Programming Images, Animation and Interaction", Daniel Shiffman, ISBN-13:978-0123736024. |
 | Book"Thomas' Calculus, Early Transcendentals", G. Thomas et al, 12th print, Pearson Education, ISBN: 9781784498139 |
 | Course materialToolkit: "Arduino starter kit" |
 | BookNeil Storey, “Electronics, a systems approach”, 6th edition, Pearson Education, Inc, 2017. ISBN-13: 9781292114064, ISBN-10: 1292114061 |
 | Reader"Reader Sounds & Circuits 2017 -2018", to be sold during lectures |
 | Course guideSmart Environments Module Manual |
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| Recommended materialsBook"Making things Talk", Tom Igoe, ISBN-13: 978-1449392437 (2nd edition recommended) |
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| Instructional modes Assessment Presence duty |  | Yes |

 | Lectorial Presence duty |  | Yes |

 | Lecture 
 | Practical Presence duty |  | Yes |

 | Presentation(s) Presence duty |  | Yes |

 | Project supervised Presence duty |  | Yes |

 | Project unsupervised 
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| Tests Introduction to Engineering
 | Ubiquitous Computing
 | Project
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