Information Technology programme, full-time studies – Collegium Da Vinci Poznań

Information Technology programme, full-time studies

First cycle studies, full-time
  • 3,5 years

    Duration

  • 2822

    Hours

  • 230

    points

Module – a coherent class block within which there are various forms of teaching activities, grouped thematically into courses. The final grade for a given module is a component of the grades from the courses included in the module.

Course – a group of educational content, constituting a coherent whole. The content of education can be identified with the topics of the classes.

  • Structural Programming
    50h
    ECTS 5
    • The module extends the knowledge of the Introduction to Programming module with techniques used in structural programming and the use of numerical computational methods. In the module, the student becomes familiar with the extended syntax of the C/C ++ languages ​​and the Python language.

      • overview of the data types used: basic data types, complex types, pointer type, structured type, strings, dynamic data types
      • errors: representation errors, method errors
      • functions: passing function parameters, passing data of complex types
      • systems of equations: methods of solving systems of linear equations
      • pointers
      • recursion: the concept of recursion, recursive definitions, recursive functions
      • zero of a function: methods of searching for zeros of a function
      • memory classes
      • randomness: generating pseudo-random numbers, applying randomness

       

  • System Programming
    50h
    ECTS 5
    • The aim of the module is to obtain knowledge about the concepts of functions and architecture of operating systems, programming in the Linux operating system. Organizing the knowledge of programming in C with particular emphasis on low-level aspects and issues of access to the Linux operating system kernel services.

      • introduction to the system calls of the Unix operating system kernel: overview and classification of system functions, handling errors of system calls (errno variable, perror function).
      • file handling: creating and deleting files, opening files, writing and reading file contents, shortening the file length, descriptors support (system functions: open, close, creat, read, write, lseek, truncate, ftruncate, dup, dup2).
      • process handling: creating and removing a process, starting the program, waiting for the child to finish, sending a signal (system functions: fork, exec, wait, exit).
      • signal handling: discussing signals, ignoring and intercepting signals (system functions: kill, signal).
      • streaming communication links between processes: named links (FIFO queues) and unnamed links (pipes), performing link access operations, creating a pipe, creating and opening a FIFO queue (system functions: pipe, mkfifo, specification of the read, writea and open functions).
      • interprocess communication based on the mechanisms of the IPC group: shared memory, semaphores, message queues (system functions: shmget, shmat, shmdt, shmctl, semget, semop, semctl, msgget, msgsnd, msgrcv, msgctl)
  • GUI and Web Design
    50h
    ECTS 5
    • The module includes subjects devoted to designing websites and designing and implementing a user interface in web applications using basic web technologies such as HTML, CSS and JavaScript as well as libraries and frameworks for the so-called Rich Internet Applications (RIA), mainly in the SPA architecture (Single-Page Application)

      • object oriented programming based on prototypes and classes,
      • analysis of navigational structures,
      • visual strategy elements: colors, typography, layout, icons, logo,
      • designing mockups of websites,
      • implementing the backend on the Microsoft .NET platform,
  • Advanced Object-Oriented Programming
    50h
    ECTS 5
    • Knowledge of object-oriented programming is required in most software companies. This module extends the subject of the previous module Object-oriented Programming. The course will focus on advanced object-oriented programming, including tools to work with with objects and classes, design patterns and object generation.

      • advanced object management
      • object tools
      • objects and object-oriented design
      • patterns
      • generating objects
      • patterns of flexible object oriented programming
  • Machine Learning
    50h
    ECTS 5
    • The subject is an introduction to the field of creating systems with the ability to learn by example and, as a result, improve their performance. Machine learning is developing dynamically and is gaining popularity in business, entertainment, medical, and other applications. The final goal of the subject is to prepare students for independent solving practical problems in the field of machine learning and creating services and products with their use.

      • machine learning (supervised and unsupervised machine learning algorithms, anomaly detection, text, sound and image classification)
      • neural networks
      • the use of machine learning to create algorithms and patterns used in information systems
  • Web Application Design
    50h
    ECTS 5
    • The module includes courses devoted to designing websites and designing and implementing a user interface in web applications using basic web technologies: HTML, CSS and JavaScript as well as libraries and frameworks for the so-called Rich Internet Applications (RIA), mainly in SPA architecture (Single-Page Application).

      • Information architecture and visual system design for the website and mobile application
      • Information architecture
      • Analysis of navigational structures
      • JavaScript: Structured and functional programming
      • JavaScript: Prototype-based object-oriented programming
      • Backend implementation
      • Single-Page Application (SPA) architecture
      • Implementation of SPA applications using popular frameworks
  • Clouds In Web Applications
    50h
    ECTS 5
    • Construction and operation of the cloud, as well as cloud management

      •  networks and virtual machines in the cloud,
      • web applications in the cloud,
      • communication with the cloud,
      • data visualization in the cloud,
      • data storage in the cloud,
      • cloud services (PaaS), scalable applications
      • cloud communication mechanisms: queues, Service Bus
  • MVC Software Design Pattern
    50h
    ECTS 5
    • Main topcs of the module: using a framework, object-oriented programming, design patterns and project implementation supporting tools.

      • creating classes and objects: using constructors, destructors, inheritance, access modifiers,
      • examples of websites and the use of the framework to create projects,
      • MVC model: presenting the model using the example of a framework,
      • routing: defining paths in the framework,
      •  views and controllers,
      • database connection configuration: use of migration, download, insert, edit and delete records from the database,
      • data validation,
      • creating an authentication system,
      • creating applications using the framework,
      • logging in with Facebook and Google
      • application testing
  • Introduction to Containers
    50h
    ECTS 5
    • The module is an introduction to the technology of containers. The student will learn about
      basic concepts of distributed architecture based on containerization and z
      Docker and Kubernetes solutions.

      • Introduction to Docker,
      •  Container management based on docker-cli,
      • Building images along with good practices,
      • DockerHub and private image repository,
      • Docker-compose – building your own architecture,
      • Introduction to the Kubernetes platform,
      • Building an architecture based on Kubernetes,
      • Kubernetes management.
  • Mobile Applications
    50h
    ECTS 5
    • The Mobile Applications module aims to familiarize the student with the basics of programming applications for mobile devices using the currently most popular mobile platform, the Android platform.

      • Construction and architecture of the Android platform, popular programming platforms, use of real devices,
      • Basic application components for the Android platform
      • Gesture support, alarms
      • Fragment class, activity and fragment handling classes, user interface classes
      • Multimedia – audio/video support
      • AdapterView adapters and groups, dialog boxes, notifications, styles, and themes
      • Using network services (REST, SOAP)
      • Intentions and rights
      • Sensor and location support
      • Use of SQLite, Content Providers
      • Using maps (Google Map, OpenStreetMap)
      • Wearable devices
      • Processes, main thread and worker threads, Message recipients
  • Documentation and Automatization
    50h
    ECTS 5
    • The module prepares to work effectively as a devOps system administrator, a team member and an independent employee by providing targets and methods of performed work and solution and process automatisation.

      • automatisation tools and system scripts
      • projects
      • manual and automatic system documentation and archiving
      • management and automatisation system (Puppet)
      • manual and automatic computer network documenation
      • management and automatisation system (Ansible)
      • documentation as a communication tool
  • Wireless network management
    50h
    ECTS
    • The module prepares to understand the functioning of wireless networks. Safe wifi use will be discussed. The laboratory classes will provide you with the knowlegde of wirelesss network and networking hardware which enables connecting with access points.
      You will find out how to configure a router at home with the use of MAC and encryption.
      You will also get to know how to increase the power of transmitters and radio receivers.

      • network technology IEEE 802 standard
      • radio transmitters
      • MAC in network 802.11
      • frames in networks 802.11
      • cryptographic operations
      • security
      • wireless network management
      • network configuration 802.11
      • access points
      • how to increase the efficiency of wireless networks?
      • analysis of wireless networks
  • Large-scale solutions
    50h
    ECTS 5
    • A module that prepares for the implementation of activities in heterogeneous systems of the Enterprise class.

      • types and characteristics of distributed networks
      • design development
      • analysis and management of the performance of distributed networks
      • distributed network technologies – homogeneous and heterogeneous elements
      • reliability and efficiency of distributed systems
      • data processing and storage in distributed networks
      • security management mechanisms in distributed networks, security as a process
      • distributed network security technologies
      • access mechanisms and levels in distributed systems and networks
      • enterprise-scale wireless solutions
      • planning and development of enterprise scale systems
  • Network systems administration
    50h
    ECTS 5
    • The contents based on the training: Suse Linux Enterprise Server Adminstration, SLE 201

      • Install SLES 12 and perform basic Linux configuration
      • Become familiar with the command line interface & commonly used commands
      • Configure and use Remote Administration
      • Manage the boot process and understand systemd
      • Manage processes and jobs
      • Manage users and permissions
      • Manage software
      • Configure basic networking
      • Manage storage
      • Monitor SUSE Linux Enterprise
      • Learn about SUSE Linux Enterprise Server for SAP Applications (optional)

      Note: Certificate of completion of training SuSe Novell. It prepares to take the exam.

       

  • System administration for network administrators
    50h
    ECTS 5
    • The content complies with The Linux Foundation – LFS301 Linux for System Administrators training. Prepares for exam.
      Content:

      •  I / O controlling and optimization
      • File system functions: Parameters, Create, Check, Mount
      • File systems functions: Swap, Quota, Usage
      • File systems: Ext2/Ext3/Ext4
      • Hard drive encryption
      • Logical Volume Management (LVM)
      • RAID
      • Kernel services and configuration
      • Kernel modules
      • Devices and udev
      • Virtualization
      • Containers
      • User account management
      • Group management
      • Ownership and permissions of files
      • Pluggable Authentication Modules (PAM)
      • Network addresses
      • Network devices and their configuration
      • Firewalls
      • Operating start-up and shutdown
      • GRUB, Init, SystemV, Upstart, systemd
      • Backup and Restore methods
      • Linux security modules
      • Local security
      • Started Fix problems
      • System recovery
  • Basics of server systems and network security in systems
    50h
    ECTS 5
    • The content complies with The Microsoft MTA MS-40032 Networking and Security Fundamentals.

      Prepares for exam MTA: Exams 98-366 and 98-367 .

      • Introduction to LAN
      • Networks and OSI model
      • Wired and wireless networks
      • Discussion of the IP protocol
      • Network services
      • Wide networks
      •  Infrastructure and network security
      • Layers of security
      • Authentication, Authorization, and user accounts
      • Security policies
      • Security of the network
      • Protection for servers and client stations
  • Basics of server systems
    50h
    ECTS 5
    • Content consistent with the Microsoft MS-40033 Windows Operating System and Windows Server Fundamentals training course.

      Prepares for Microsoft MTA 98-349 and 98-365 exams.

      • installation and update to Windows 10
      • configuring the operating system
      • embedded applications, tools, mobility, remote access and remote assistance
      • managing applications, services, folders and libraries
      • device management
      • file and printer sharing
      • Windows 10 maintenance, update and protection
      • backups and recovery methods
      • introduction to Windows Server
      • management of Windows Server 2019
      • warehouse management
      • monitoring and solving server problems

       

  • Security of operating systems
    50h
    ECTS 5
    • Content compliant with The Linux Foundation LFS416 Linux Security training.

      Prepares for the exam.

      • security basics
      • risk and threat assessment
      • physical access
      • keeping logs
      • auditing and detection
      • application security
      • testicular susceptibility
      • authentication
      • local system security
      • network security
      • security of network services
      • Denial of Service
      • remote control
      • firewalls and packet filtering
      • reacting and relieving
      • OSCAP compliance testing
  • Penetration tests and audit of network systems
    50h
    ECTS 5
    • Content that complies with the certification requirements of the Certified Professional Ethical Hacker.

      Prepares you for the CPEH certification exam.

      • basics of Linux
      • protocols
      • cryptography
      • cracking passwords
      • malicious software
      • safety devices
      • obtaining information – passive reconnaissance
      • social engineering
      • active reconnaissance
      • vulnerability detection and assessment
      • network attacks
      • hacking servers
      • hacking web applications
      • hacking wireless networks
      • maintaining access and covering up traces
      • introduction to the laboratory environment
      • vulnerability detection and assessment
      • interception and analysis of network traffic
      • breaking into Windows systems
      • attacking databases
      • attacking web applications
      • backdoors
  • Routing and Switching in Linux. Basis
    50h
    ECTS 5
      • Addressing IPv4 i IPv6
      • DHCP IPv4 i Ipv6 w Linux
      • Bridging w Linux
      • Creating VLAN network
      • Routing. Classic routing i policy-based routing
      • Creating firewalls in Linux
      • Network Address Translation
      • Tunnelling. GRE i tunele IPv6/IPv4
      • QUAGGA i static routing
      • QUAGGA i dynamic routing RIP
      • QUAGGA i dynamic routing OSPF
      • QUAGGA i dynamic routing BGP
  • Introduction to Game Programming
    50h
    ECTS 5
    • The module is dedicated to people interested in game programming and aspiring game developers. Students will learn the basics of scripting and coding in C # for games in the Unity game engine – they will learn how to create basic script files and obtain and understand variables, functions, events, loops, conditional statements and classes.

      The module also focuses on learning C ++ programming – for the purposes of working in the Unreal Engine game engine.

      Learning topics:

      • Object-oriented programming in C # in the Unity game engine
      • C ++ in the Unreal Engine game engine
      • Visual Studio development editor
      • Code performance
      • Code optimization
      • Learning programming as learning the way of thinking
  • Programming basic game mechanics
    50h
    ECTS 5
    • It is a Game Play programming path module that focuses on programming basic mechanics from different game genres. The game mechanics is a set of all the rules and principles on which the game is based, it tells exactly how all the elements of the game work and interact with each other. The mechanics of the game help to ensure the gameplay by providing the construction of methods or rules designed for the player. The student will learn to code mechanics such as shooting and moving, controlling characters, driving vehicles and puzzles in logic games.

      Learning topics:

      • Game mechanics and fun
      • Levels mechanic in games
      • Script integration
      • Communication: Working with your team, identifying and documenting best practices for scripting and resource delivery
      • Gameplay knowledge – cooperation with level designers
      • Bug fixes and game optimization
  • Fundamentals of programming mobile games
    50h
    ECTS 5
    • We emphasize on developing students’ skills of specific requirements for mobile applications, the proper selection of programming tools as well as testing and optimization techniques. The student will learn what are the differences between Android and iPhone, what tool he will use, what is the porting, how the mobile phones themselves work, how their stores look and how to properly apply settings to them in games (build).

      Learning topics:

      • Basics and specificity of mobile systems
      • Positioning systems for mobile devices
      • Methods of communication of mobile systems
      • Fundamentals of the architecture of mobile devices
      • Basics of mobile operating systems
      • Optimization of mobile games
  • Programming of audio-visual effects
    50h
    ECTS
    • The module belongs to the technical graphic path and includes, among others, shaders, light, visual effects (vfx), including post processing and Particle effects, audio implementation and editing from the code level, camera work and cutscenes. A Technical Artist acts as a liaison between the artists and the programmers working on the game. It is something of a hybrid between an artist and a programmer. Their responsibilities also include creating and maintaining game graphics production processes, deciding on graphics packages and tools, researching new techniques and then implementing them. They work closely with the game designer, lead artist and lead developer, advising on technical resources, analyzing and testing the latest techniques when looking for technical solutions.

      Learning topics:

      • Organizing creative processes (and. Pipelines)
      • Investigating and supervising the implementation of rendering techniques
      • Research on new production techniques
      • Knowledge the key elements of the game development process
      • Supporting artists and engineers in the process of creating 3D graphics
      • Solving complex technical problems
      • Development and maintenance of tools and software for the game
      • Game performance monitoring
  • Artificial Intelligence and Physics in Games
    50h
    ECTS 5
    • The module focuses on creating artificial intelligence, i.e. AI (Artificial Intelligence) of both opponents and NPC-friendly characters, and the implementation of various solutions to NPCs in games. Students will also learn the principles of programming ragdoll and other physics simulations in real time.

      Learning topics:

      • A * algorithm (heuristic algorithm)
      • Machine Learning (an area of ​​artificial intelligence dedicated to algorithms that improve automatically through experience)
      • Interaction in games
      • Collision detection and object motion control
      • Physics of rigid and slender bodies
      • Object simulation elements in games
      • Efficient scene rendering
      • Physical simulations in the game engine
  • Design patterns and the aesthetics of the programmer's work
    50h
    ECTS 5
    • A module for learning to write code using ready-made design patterns, for example: SOLID (an acronym for the five principles of object-oriented design aimed at making software projects more understandable, flexible and easier to maintain). In addition, the student will gain knowledge of working with the GITHUB repository and portfolio (because GITHUB is both a repository and a developer portfolio).

      Learning topics:

      • SOLID rules (Single responsibility, Open / closed, Liskov substitution, Interface segregation and Dependency inversion)
      • GITHUB and GITLAB as repositories and portfolios
  • Programming of tools for game engines
    50h
    ECTS 5
    • The module focuses on writing your own tools and extensions for game engines. e.g. in the Unity game engine you can create and edit your own Inspector view, your own context menu, your own toolbox, toolbar, etc. Necessary knowledge that requires a solid foundation of knowledge in the field of – merging scenes, writing solutions for a designer, custom Inspector and Scriptable objects (in advanced use).

      Learning topics:

      • Tools and extensions for game engines
  • Optimization techniques in games
    50h
    ECTS 5
    • The module deals with code and game optimization, which allows to achieve a balance between fast execution speed and small code size. The student learns the mechanisms provided by Visual Studio in order to facilitate code optimization.

      Learning topics:

      • Profiler
      • External, frequently used tools
      • LOD (Level of detail) system
      • Code debugging
  • Game design and graphics for programmers
    50h
    ECTS 5
    • Among  the indie game companies (a very dominant type in Poland and Europe) it is welcome if the programmer knows a little bit about other aspects of game development, for example game design or game graphics. Among other things, the module will explain the dialogue programming system or the programming of simple game shaders.

      Learning topics:

      • Programming shaders
      • Dialog programming for games
      • Game design and graphics for programmers
  • Game development workshop I
    50h
    ECTS 5
    • The module is entirely dedicated to game prototyping and team work – it is open and recommended to all students in the field of graphics, animation, design and game programming. Industry standard tools will be used for rapid prototyping of various genres of electronic games. Students will design and create games, analyze project needs, plan and organize the entire game development process, manage files and resources, prioritize tasks to complete the prototype in accordance with the design intent and for the time specified by the group and lecturer. An important assumption of this module is to show how complicated a process is to coordinate teamwork and optimize this process.

      Learning topics:

      • Organization and planning of the project
      • Presenting and selling game ideas
      • Game development process
      • Project management
      • Organization and functioning of teams
      • Designing the game depending on the platform
  • Game graphics. Introduction
    50h
    ECTS 5
    • This introductory module to 2D and 3D graphics will explore the principles of graphic design, explain and develop creative processes. The elements and principles of art will be identified and used in the projects and as the basis of the aesthetic sensibility used for critical analysis. Design will be presented as a communication tool.

      The course covers the observation and translation of a three-dimensional form into two-dimensional graphics. Starting with simple shapes and moving on to more complex organic forms, students will practice and deepen their skills in composition, line quality – through the use of tonal light and shadow. The module is an introduction to color principles and an exploration of color theory in relation to interactive media. Students will learn the concepts, hardware and software related to digital image acquisition, image editing, manipulation, color management basics, masking, layering, retouching, and scanning.

      Through critical analysis, the student applies the basic principles of design to solve visual problems with the use of 3D design elements. The student understands 3D coordinate systems, constructs 3D models and applies them to geometric constructions.

      Learning topics:

      • Elements and principles in art
      • 2D vector and raster graphics
      • Introduction to 3D modeling
      • Introduction to the process of creating game graphics (from concept to game engine)
      • Lighting
      • Rendering
      • Presentation of projects
  • 2D game graphics I. Creating objects and heroes
    50h
    ECTS 5
    • This module focuses on designing and drawing characters or objects for games and animations. The student will pay attention to the appropriate proportion, form, color and details of the figure or object. The module will develop skills in creating sketches, applying both human and non-human anatomical structures or illustrating typical characters’ characteristics: including emotions, poses and actions from the point of view of the game plot. The student will be able to demonstrate the progress of the character concept from a simple sketch to the final form used in the game engine.

      Learning topics:

      • Designing 2D objects and creating a world in games
      • Designing 2D heroes for games
      • The plot in the games
      • Graphic styles
  • Concept Art
    50h
    ECTS 5
    • This module focuses on concept art for games. This art is a form of graphic illustration needed to express the idea and style of a design; used in the film industry, video games, animation or other types of media before the product is finished. It plays a significant role in the visualization of a given product, at its initial and later stages of implementation. Students will analyze and design the visual style of the game, define and create visual representations of objects and characters for games, and design the space of the world in games – adjusting them to design requirements.

      Learning topics:

      • Create game concepts using the exploratory design process.
      • The ability to visually represent an idea.
      • Building perspective and structure.
      • Maintaining visual and thematic continuity between the levels of the game.
      • Concept analysis to identify design strengths and weaknesses.
  • 3D game graphics I. Modeling techniques
    50h
    ECTS 5
    • The module covers modeling techniques used to build organic and hard surfaces of objects and 3D environments. Students will use industry standard techniques to create 3D objects. The student will learn to apply appropriate modeling techniques to design specifications, create UV coordinate maps and texture maps. Students learn the process of creating modular Grid objects. The module will present the differences in modeling theory between hard surface modeling and organic modeling. Students learn about the 3D printing process.

      Learning topics:

      • Hard Surface modeling.
      • Introduction to UV maps and texture maps.
      • Organic modeling.
      • 3D printing.
  • 3D game graphics II. Textures and world building.
    50h
    ECTS 5
    • In this module, students will be introduced to the process of creating, editing and working with all types of textures (maps) used in game models. The process of creating 2D UV coordinate systems for texture maps that are superimposed on a 3D object and texture maps will be described. The PBR rendering system used in game engines and based on real physics, real-time shaders, rules and examples will be introduced to use lights to define and strengthen the shapes and forms of objects in the game.

      The module will present methods of building the world of games (called World building), integration of 3D objects for games in game engines, lighting the world in games as well as the composition and aesthetics of all visual elements in the game.

      Learning topics:

      • The process of creating 2D UV coordinate systems for texture maps that are superimposed on a 3D object, and creating and editing texture maps.
      • Photogrammetry – recreating the shapes, sizes and mutual position of objects in the field on the basis of photogrammetric photos. A practical application of photogrammetry is its use as a source when creating objects and texture maps for objects in games.
      • Creating and arranging a 3D world in the game engine (World Building) – taking into account the way of the game, mechanics and the plot of the game.
      • Optimization of all graphics in games.
  • Game engines
    50h
    ECTS 5
    • The module is designed for graphic designers, game designers and programmers. Students will be introduced to the arcana of the most popular game engines, learn how to install them, learn about the interface, rules of moving, adding and manipulating objects (GameObject) and their components.

      Learning topics:

      • Create a basic environment design
      • Work with tools
      • Project debugging
      • Use ready-made resources
      • Basic project architecture
      • Saving the state of the project
      • Tests with the device
      • The terrain and surroundings in the game
      • Tests and optimization
  • Game design I. Introduction
    50h
    ECTS 5
    • This module focuses on Game Design and Level Design. Students will have the opportunity to analyze different types of games based on game theory, strategy and their historical context, define and recreate the interactive game development process from concept to final product in the form of a prototype, and constructively analyze creative and technical processes.

      Students will learn about the process of creating various forms of documentation of a game project. The emphasis is on research, brainstorming techniques, critical thinking, drafting and verification of project documentation.

      Learning topics:

      • The process of designing and creating games
      • Design elements
      • Game mechanics
      • Directing a player
      • MVP (from English – Minimum Profitable Product)
      • MDA Framework
      • Documentation – pitch, concept and GDD (Game Design Document)
      • Building the game concept
      • Game vision – shaping and message, vision holder
      • Create sketches and level plans
      • Sand Box design
      • Tools in game engines
      • Analysis of game theory and strategy; Game system
      • GUI design
  • Game design II UX and story
    50h
    ECTS 5
    • The module explains the principles of designing player experiences in games (UX), focuses on researching the expectations and needs of game users and research methods of players. Students will analyze the psychology of gamers and its application in game design. The module also focuses on building heroes for games, the plot and the player’s narrative.

      Learning topics:

      • User Experience (UX)
      • Psychology of players
      • Psychology in games
      • Methods of researching players
      • Research on the needs and expectations of players – understanding the client
  • Animation I. Introduction
    50h
    ECTS 5
    • Students will research and implement the principles of animation through projects that emphasize real-world movement analysis, adapting that movement to an animation medium, and creating the illusion of movement and life.

      Learning topics:

      • Real-world traffic analysis
      • Relate real-world motion to the principles of animation
        Integration of straightforward action, posing of the hero to a pose, putting together a movement section into an animation
      • Integration of deceleration and acceleration, secondary traffic and timing
      • Elements of exaggeration, weight, depth, balance and attractiveness in animation
      • Elements of cycles, prediction, crushing and stretching
      • Creating drawings showing the gestures and movement of animated heroes
  • Workshop: game development I
    50h
    ECTS 5
    • The module is completely dedicated to game prototyping and team work – it is open and recommended for all students in the field of graphics, animation, design and game programming. Industry standard tools will be used for rapid prototyping of various genres of electronic games. Students will design and create games, analyze project needs, plan and organize the entire game development process, manage files and resources, prioritize tasks to complete the prototype in accordance with the design intent and for the time specified by the group and lecturer. An important assumption of this module is to show how complicated a process is to coordinate teamwork and optimize this process.

      Learning topics:

      • Organization and planning of the project
      • Presenting and selling game ideas
      • Game development process
      • Project management
      • Organization and functioning of teams
      • Designing the game depending on the platform
  • Photo studio

    Mediaworking

    • The aim of the module is to equip the students with theoretical and practical knowledge that will enable them to consciously create static visual images applicable in marketing communication. In theoretical scope, the students will acquire knowledge enabling them to use all the key formal elements of the consummation of a photographic image depending on the communication situation. During the course, the students will also learn about the methods of deconstruction and analysis of photographic images, which are used both in scientific analysis and for the practical extension of the photographic workshop. During classes in the photo studio, the students will practice the principles of using studio equipment and apply them when implementing photo shoot projects: portrait, beauty, fashion, product and macro photo shoots.

  • Intercultural communication in business

    Data Science

    • The module prepares the student for work in an international environment. Classes equip students with the basic conceptual apparatus, also providing knowledge in the field of modern trends in international communication. The practical nature of the module helps students acquire skills and competences valued on the modern labor market, including in particular: communication and negotiation skills and the basics of diplomatic protocol.

  • Relationship marketing

    Creative Management

    • Skills and competences in building positive relationships with customers, taking into account knowledge of the concept of relationship marketing, tools for building and maintaining customer loyalty and the specificity of the B2B market. It helps to classify methods and processes of building relationships with clients, recognize the types, types and tools used to design loyalty programs, define the types, sources and ways of building relationships on the B2B market, identify the basic elements of the relationship building process, design a loyalty program that builds relationships with customers, build relationships with clients on the B2B market, interpret and update the possessed knowledge, qualifications and broaden the skills in building relationships with clients, and collaborate and works effectively in a project team.

  • Sustainable development strategies

    Creative Management

    • Sustainable development, CSR, CSV. Defines and lists the basic strategies of sustainable development and explains the conditions for their use. Explains the importance of the elements of the sustainable development strategy. Analyzes the possibilities and limitations of the use of the sustainable development strategy. The student defines and analyzes the elements of the sustainable development strategy (CSR and CSV), analyzes and designs the sustainable development strategy based on on best practices, presents and communicates the adequacy of the application of the sustainable development strategy, builds action plans for the organization in the field of sustainable development. The student is open to building relationships within the project team. The student shows an active attitude in the area of ​​shaping the atmosphere of cooperation stimulating openness, commitment and a sense of co-creation in team.

  • Innovation management - from idea to implementation

    Creative Management

    • Preparation module for comprehensive innovation management in an enterprise – from idea to implementation; standards for managing the innovation and design process, stages of the innovation development process in the company as well as the methodology and techniques of innovation development a holistic approach to innovation management, as well as the individual components of this process.

      It recalls the standards of managing the innovation and design process. Explains selected models of innovation development in the company. Explains the assumptions of agile methodologies (Agile, Lean, Scrum). Defines the essence and describes the knowledge management process in the organization. Explains the process of innovation development in the company. He explains issues related to managing a project team. Initiates a project of development and implementation of innovations ensuring its completion within the assumed budget and time. Designs the process of innovation development in the company. Applies selected methodologies and techniques in the process of innovation development. Takes responsibility for managing an interdisciplinary project team. Applies the basics of knowledge management in an organization. Identifies and combines tacit and dispersed knowledge in the organization.

  • Neuromarketing

    Creative Management

    • Neuromarketing tools and techniques.

      The student defines and describes the basic techniques and tools used in neuromarketing, The student explains how to use neuromarketing knowledge in practice, The student defines and lists the basic psychological concepts used in neuromarketing. The student describes and analyzes the areas of marketing activity that can use neuromarketing knowledge. The student presents innovative solutions based on neuromarketing knowledge. The student distinguishes and explains the possibilities and limitations of the use of neuromarketing knowledge. The student is aware of the importance of competences in integrating psychological and marketing knowledge. The student collaborates in the group to generate new ideas using neuromarketing knowledge.

  • Information Safety

    IT Project Management

    • As part of the module, the student acquires detailed knowledge of information security in the organization. They learn about threats and methods of combating cybercrime and cyberterrorism. Operational activities in the field of cybercrime and cyberterrorism detection are discussed. Information security management systems will be analyzed. In this, the issues of the role of IT systems in information security management in the organization and the architecture of information security management systems in organizations will be addressed. The case study will investigate the basic forms of information security threats; including information and data leakage – its risk, course and consequences.

  • Time management skills

    IT Project Management

    • The aim of the module is to equip students with the ability to set goals, and therefore to demand development from oneself, remaining faithful to the SMART principle. They will be able to practice building goals in every respect that are realistic, and also look for the causes of problems with achieving them so far. This knowledge will be supplemented with the most important time management skills including: organization, prioritization, setting goals, communication, planning, delegating tasks and dealing with stress. Time management skills are considered so important because they help to structure the work to achieve goals. Good time management also allows for a creative and proactive approach to goals. The rules related to time management are based on rational management of appropriate resources, so as to maintain the balance necessary for proper development, remembering about matching tasks to individual predispositions.

  • Management methods and concepts

    IT Project Management

    • The module prepares the student to work in organizations in the field of solving management problems. Its aim is to provide knowledge on the use of the latest management methods and techniques in modern enterprises.

      In addition, the module presents students the selected management concepts such as: reengineering principles, Lean Management concept, benchmarking, outsourcing, TBM method, comprehensive TQM quality management and knowledge management. Moreover, they learn the concepts of organizational cultures of traditional structures as well as virtual and network organizations.

  • Proces facylitacji i rola facylitatora

    Consulting and coaching

    • Facilitation is a methodology for conducting meetings, serving to support the effectiveness of the group’s work. It is a process which aim is to create a space for open dialogue between people of different points of view, ideology and even nationalities, in order to discover and explore various assumptions and possibilities. Through facilitation, the group can pursue a set goal in a way that keeps everyone involved.

      The main role of the facilitator is to conduct the discussion and work of the group in such a way as to help the participants achieve their goals, and the methods proposed by the facilitator make the group strive for solutions on its own. And most importantly, the facilitator is responsible for the process that he prepares in advance by working with the group and making it responsible for the effects and finding a solution on its own, without going into the substantive issues on which the group is working. The facilitator is completely neutral as to the topics discussed at the meeting and does not comment, does not present his point of view on the issues raised, is impartial.

  • Managing yourself in time by managing the flow of tasks.

    Consulting and coaching

    • Nowadays, the problem is not the lack of consumer goods, but their excess, and hence the problem with finding time and opportunities to use these goods. Therefore, good time management, as well as acting according to the importance of tasks and your own priorities, is a key issue in achieving life work balance.

      The goal of this module is not only to provide the key tools necessary to manage the time we have at our disposal, but also to verify the activities on which we spend the most time. That is, first looking at your values, and then using specific tools to manage your own activity in the most effective and valuable way. This will be achieved by methods such as the Eisenhower Matrix, or energy planning to perform tasks in accordance with the Pareto Rule, or simply time allocation methods. The most important element that will be implemented as part of the module is the model showing how to make decisions regarding the choice of activity, presented in David Allen’s best-selling book – “Getting Things Done.” That is the art of stress-free efficiency “, which is based on two pillars – the first is to capture all the tasks that must be carried out – immediately, later, sometime – within the framework of a logical and reliable system, and the second is to discipline oneself in such a way as to make preliminary decisions about each task you intend to undertake, so that you always have a planned “next action that can be taken or redesigned at any time.

  • Introduction to psychology

    Consulting and coaching

    • Classes in the module are based on the English-language literature in the field of general psychology and experimental psychology.

      During the course, students will gain knowledge in the field of psychology, including knowledge about the most important experiments in psychology. In addition, they will acquire the ability to use English-language psychological terminology and acquire the ability to construct experimental research. During the course, students: will gain knowledge in the field of general psychology and experimental psychology, They will develop the ability to use English-language psychological terminology, They will acquire the ability to construct and conduct experimental research.

      Course Topics:

      • Psychology as a science,
      • Basic trends in psychology,
      • Personality,
      • Cognitive processes,
      • Emotions and motivations,
      • Intelligence,
      • Elements of psychopathology,
      • Social psychology
  • Production of cultural events

    Creative Video Production

    • After completing the module, the student will know the basic terminology related to the organization of cultural events, will understand the specificity of target markets where cultural events are organized, and will be able to properly select system tools and procedures for marketing cultural goods.

  • Marketing and advertising in audiovisual production

    Creative Video Production

    • After completing the module, the student will know the promotion strategies on the music market and the process of planning audiovisual festivals, taking into account the most important legal aspects in the organization of such events.

       

  • Production of advertisements

    Creative Video Production

    • After completing the module, the student will know the process of creating advertising from concept to implementation, and will also understand the role of crafting, i.e. the meaning of project implementation. The student builds narratives in advertising using the storytelling method and design thinking.

  • Visual communication in video production

    Creative Video Production

    • After completing the module, the student will have basic information and skills related to the management of visual communication processes, including the design of visual messages, image theory.

  • Business self-presentation

    Creative Video Production

    • After completing the module, the student will know the basic practical information on how to: a deal with public speaking, construct consistent and eye-catching statements, recognize linguistic manipulation. As part of this module, the student will also construct a business self-presentation.

  • Engaging social campaign

    Creative Video Production

    • After completing the module, the student will be aware of the importance of projects based on important social problems, such as equality or the fight against hate online. CM is a versatile method that allows you to design programs based on the needs and interests of the company while solving social problems. The student designs and creates campaigns using the CM method.

  • Designing graphic interfaces and websites

    Information Technology

      • Designing graphic interface for web and mobile applications
      • Introduction to the RIA application
      • Design of information architecture and visual system for a website and mobile application
      • JavaScript: Structured and functional programming
      • Information architecture
      • JavaScript: Prototype-based object-oriented programming
      • Analysis of navigational structures
      • JavaScript: Class-based object-oriented programming
      • Elements of visual strategy: colors, typography, layout, icons, logo
      • JQuery library
      • Influence of visual strategy elements on functionality
      • Ajax and WebSocket
      • Designing mockups of websites
      • Implementing the backend on the Microsoft .NET platform
      • Single-Page Application (SPA) architecture
      • Implementing SPA applications using popular frameworks
  • Web portal content management systems

    Information Technology

      • CMS content management systems introduction
      • Project – content management systems for web portals
      • WordPress
      • Principles of designing web interfaces
      • CSS
      • ASP.NET the programming language of web portals
      • Security of IT systems – selected issues
      • WIX
      • Drupal
      • Prestashop
      • Designing CMS themes
      • Implementation of CMS platforms on the web server
      • Creating your own CMS engine
  • Projects management

    Information Technology

      • The role of management in designing information systems. Project management methods. PMBoK (Project Management Body of Knowledge) as a set of standards and best solutions in project management. Matrix of processes and knowledge areas as the basis for detailed recommendations.
      • Elements of the software development process. Agile project management. Mill methodology (Scrum)
      • Scheduling. Work Breakdown Structure (WBS). Obtained Value Analysis (EVA). Network charts – task duration, dependencies, time reserve
      • Project management by the critical chain method (CCPM). Time buffers in the CCPM method and graphs of buffer usage. Align and smooth resources. Gantt bar charts
      • Project budget. Risk management in an IT project
      • Quality management in the project
  • Advertising photography

    Graphic Arts

    • The module consists of knowledge and skills in the field of studio photography, along with digital processing of photos using graphic programs (eg Lightroom). The module combines the basics of photographic techniques in the studio with the use of artificial lighting.

  • Freehand drawing EN/PL

    Urban Management

    • The module provides students with a solid grounding in the principles of drawing.

      Students will learn the key elements of drawing and composing, including how to create sketch perspectives, scale, 3D modeling and introduce texture and tone into their illustrations. Based on cross-disciplinary examples they will get to know on tools and techniques supporting designing urban concepts, visualizing and communicating solutions.

      The practical dimension of the module is aimed at supporting observation skills, sense of proportion, eye coordination, handling of light and shade. After completing the module students will have ability of developing a basic conceptual drawing/plan for presentation and explaining urban solutions.

  • AutoCad EN/PL

    Urban Management

    • Students will gain basic knowledge on the main AutoCad functions and tools supporting design process, modeling, drawing, editing and viewing. Among others: basic functions of draw panel, status bar, shortcuts, layouting, properties of objects,
      navigation inside drawing, creating basic geometric objects, working with files, selection of objects, zooming, using command line, copy and paste between .dwg files and between files from other software, working with references, plotting drawings).
      After completing module students Can redraw printed drawings, draw simple floor planes and basic development plane/concept.

  • Designing public space EN

    Urban Management

    • Module provides students with a practical knowledge and understanding of the role of public space in urban fabric.

      Students will get acquainted with multifunctional and multidimensional destination of a public space. They will learn to use toolkits to support future planning and design skills. Technical approach for public space arrangement will be complemented with humanistic design aspects.

      • Public space – health, well-being and safe cities
      • Accessibility of public space, influence on mobility
      • Public space and urban renewal
      • Creative meeting place
      • Public space – culture and identity
      • Public space – right to the city and human rights
      • Public space – democracy, social participation and governance
      • Public space – local economy stimulator
  • Climate neutral and zero pollution cities EN

    Urban Management

    • Europe’s cities are crucial actors of the transition towards a climate neutral society. Many have already committed and are taking the lead in tackling climate challenges to the 2050 goal. Students will enter into the most urgent information on ongoing processes of climate transition, formulated in the European Green Deal.

      In accessible way students will get an opportunity to collect knowledge and get wider picture on a new way of working in Europe, including policies influential the cities future functioning. Among these – policies on energy supply across the economy, industry, production and consumption, transport food and agriculture, constructions, biodiversity, digital transformation etc.

      The whole undertaking creates need for a new and more effective ways of involving city leaders, city authorities and citizens. What more must be shaped also at the very local level to be effective.

Forms of didactic classes:

Lecture – a form of knowledge presentation consisting mainly of a lecturer’s monologue, often supplemented by a multimedia presentation or a practical demonstration. In CDV, it usually includes elements of discussions with the audience or answering questions asked during the lecture.

Studio – classes, outside the university building.

Seminar – a form of presenting knowledge enriched with gaining social competences, based on a discussion of the topic presented by the teacher. Students ask questions to the teacher and each other, discuss the presented concepts, express their opinion.

Classes – didactic activities of a practical nature that allow gaining knowledge and skills not directly related to the implementation of professional tasks, but requiring student workload. Typical exercises are physical education, mathematics and physics.

Computer workshops and laboratories – practical classes that allow you to gain skills related to the implementation of professional tasks. These are interactive classes in which the lecturer presents a theoretical introduction, and then supports students in the individual or team implementation of the task. Such classes involve students to a very large extent and allow them to acquire knowledge, develop skills and social competences. Workshops are the dominant form of conducting classes in most fields of study at CDV.

E-Learning – a form of independent learning, less often skills, with the use of IT tools for distance learning, supported by contact with the teacher. Usually used as a support tool for teaching in other forms.

Seminar – a form of classes in direct contact with the thesis supervisor, consisting in designing the process and consulting the implementation of the diploma thesis.

The offer is for information purposes and does not constitute an offer within the meaning of Art. 66 § 1 of the Civil Code.