EPN-V2

DATA2410 Networking and Cloud Computing Course description

Course name in Norwegian
Datanettverk og skytjenester
Weight
10.0 ECTS
Year of study
2021/2022
Course history
Curriculum
SPRING 2022
Schedule
  • Introduction

    In this course, students will acquire knowledge of TCP/IP and various network protocols used on the Internet and acquire insight into the modern cloud computing technology. They will understand what are the components that make up a computer network and how the Internet works. Through practical lab exercises, students will gain knowledge of network data packet structure and virtual infrastructure in the cloud.

  • Recommended preliminary courses

    No requirements over and above the admission requirements.

  • Required preliminary courses

    After completing the course, the student is expected to have achieved the following learning outcomes defined in terms of knowledge, skills and competence:

    Knowledge

    The student has:

    • fundamental knowledge of different areas of application related to AR/VR, including health, teaching, construction, games and entertainment, and visualisation
    • fundamental knowledge of the software and hardware technologies on which AR/VR is based, and of relevant platforms such as Microsoft Hololens and Google Cardboard
    • an understanding of the commercial aspects related to VR, AR and Mixed Reality.

    Skills

    The student is capable of:

    • designing and implementing simple applications of AR/VR for a relevant platform
    • solving practical issues relevant to industry or society by means of AR/VR
    • identifying possible applications of VR, AR and Mixed Reality, and their place in a value chain

    General competence

    The student is capable of:

    • using AR/VR principles to solve one or more problems of relevance to the business sector/society
    • communicating issues related to AR/VR clearly in both written and oral form
    • describing the main characteristics of VR, AR and Mixed Reality systems, and the main components of a VR, AR and Mixed Reality architecture
  • Learning outcomes

    After completing the course, the student is expected to have achieved the following learning outcomes defined in terms of knowledge, skills and general competence:

    Knowledge The student is capable of explaining:

    • different phases and activities that form part of software engineering
    • different methods and technologies for software engineering
    • the use of different process models, methods, techniques and tools to achieve project and system quality

    Skills

    The student is capable of:

    • applying methods and techniques to obtain, analyse and specify requirements for a system
    • designing software systems
    • considering and applying expedient processes, methods, techniques and tools for software development
    • creating system design based on a requirements analysis

    General competence

    The student has:

    • knowledge of qualitative and quantitative research methods
  • Teaching and learning methods

    The following coursework is compulsory and must be approved before the student can take the exam:

    • The course starts with a compulsory Orientation Meeting.
    • A project outline that describes how the group will organise their work on the project.
    • A standard learning agreement must be entered into between the project provider/supervisor and the student(s), and this must be approved by the internal supervisor before the project can begin.
    • Three minutes of meetings from the supervision meetings held during the project period.

    The deadline for submitting the project outline and the minutes of the meetings will be presented in the teaching plan, which is made available at the beginning of the semester.

  • Course requirements

    A portfolio exam consisting of:

    1. A written project report, individual or in groups (max 5 students), 3000 words +/-10%

    2. An oral presentation, individual or in groups (max 5 students), 10 minutes + 5 minutes Q&A

    The exam result cannot be appealed.

    The portfolio is assessed as a whole and given a single grade, but both the project report and the oral presentation must be passed in order for the portfolio to receive a grade E or higher.

    For group projects, all members of the group receive the same grade. Under exceptional circumstances, individual grades can be assigned at the discretion of the project supervisor(s) and Head of Studies.

  • Assessment

    All aids are permitted, as long as the rules for source referencing are complied with.

  • Permitted exam materials and equipment

    Grade scale A-F.

  • Grading scale

    Two internal examiners. External examiners are used regularly.

  • Examiners

    The student will carry out a project in Blockchain technology, preferably in collaboration with a relevant IT company, individually or in a group of up to five students. The aim is to provide the students with an introduction to applied Blockchain technology, while they solve a commercial problem in the form of an extensive project assignment with a workload equivalent to 10 hours a week over a 12-week period. If the project is carried out during the summer, the work must correspond to four days a week over a six-week period.

    Blockchain is defined as a globally distributed ledger that ensures the digital distribution of assets with a minimal transaction fee and quick processing time. The technology allows for digital information to be distributed and divided, but not copied, ensuring that one individual piece of data only has one owner. An example of this could be spreadsheets, which are duplicated thousands of times across a network of computers. This network can be developed with rules for continually updating the spreadsheets. This is the fundamental essence of Blockchain technology.

    Blockchain is best known for being the underlying technology behind many famous digital currencies/cryptocurrencies (Bitcoin, Ethereum, Ripple, etc.). The technology has gained increasing media coverage, much due to a quick and massive growth in the cryptocurrency market (in particular Bitcoin). At the same time, cryptocurrency is one of many potential areas of application that are of interest to both public organisations and private parties in business and industry. Other relevant areas of application are:

    • Storing and distribution of intellectual property, for instance the rights to music, videos, art etc.
    • Supply chain management, for example in combination with sensor/IoT technology in order to control and verify the quality of products from production to shop.
    • Smart contracts are code-based contracts that can automatically perform actions based on the terms of the contract, for instance used in loan syndication to companies or major projects.

    Students will among other things work on a user case that involves many parties that are dependent on trusting each other in a bigger network/ecosystem.

    In addition to the projects on offer, students can find their own projects within a relevant company, public organization or nonprofit. In this case, it is the student's responsibility to find a supervisor for the project within the external organization. All student-initiated projects must be approved by a supervisor at OsloMet before the start of the project.

    The elective course will only run if a sufficient number of students a registered.

  • Overlapping courses

    After completing the course, the student is expected to have achieved the following learning outcomes defined in terms of knowledge, skills and competence:

    Knowledge

    The student:

    • has a fundamental understanding of Blockchain technology
    • has developed an awareness of a number of issues relating to Blockchain technology
    • It is an advantage if the student has prior knowledge of Blockchain tools, such as IBM Hyperledger, Azure BaaS, etc.

    Skills

    The student:

    • is capable of implementing simple application of Blockchain technology

    General competence

    The student:

    • is capable of applying Blockchain-related technologies or principles to solve problems relevant for business and industry/society