The courses Programming 1 and Technology in Sports must be taken in parallel with or before this course.
On successful completion of the course, the students should be able to:
Understand how ROVs are used in E-sports
Understand basic functionality of ROVs and their use in other fields
Use ROVs both as game elements and as tools for industry
See the use of ROVs as elements also in physical education
Have a basic knowledge of software related to the use of ROVs
Many people are familiar with regular computer games and competitions connected to them. What fewer people know is that the use of drones and other remotely operated vehicles are also part of the E-sports realm.
This course will introduce the students to remote operated vehicles and how they are used both in an E-sports context as well as tools for different industries. They will also learn how to use the ROVs as well as be introduced to software connected to them. There will also be an introduction to the use of drones as part of the training process and marketing for athletes.
The course is taught as a combination of lectures, flipped classroom, discussions, and assignments. The students will also be presented with many cases that will be discussed. They will also actively use drones.
Tasks will be presented to cover all modules of the course.
Expected workload for the average student is 135 hours.
Assessment methods and criteria
Portfolio with video assignment and written report. Overview and details will be published in Canvas at the start of the course. Graded assessment.
The study program manager, in consultation with the student representative, decides the method of evaluation and whether the courses will have a midterm- or end of term evaluation, see also the Quality System, section 4.1. Information about evaluation method for the course will be posted on Canvas.