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Study a degree which develops your arts practice through the expressive world of creative computation. The Masters provides you with the historical foundations, frameworks and critical skills to produce a series of projects for public exhibition. Read more

Study a degree which develops your arts practice through the expressive world of creative computation. The Masters provides you with the historical foundations, frameworks and critical skills to produce a series of projects for public exhibition.

What is computational art?

Computation consists of all the changes brought about by digital technology. Art is an open set of ways of acting inventively in culture. Mixing the two together in a systematic way gives us computational art. This is a very open field, and one that is set to expand enormously in the coming years. It is where the most exciting developments in technology and in culture can already be found. This degree will place you in the middle of this fast-evolving context.

What will I learn?

This degree develops your arts practice through the expressive world of creative computation. Over a two years (full-time) or four years (part-time) you will develop your artistic work and thinking through the challenge of developing a series of projects for public exhibition which will explore the technological and cultural ramifications of computation. 

You will learn the fundamentals of programming and how to apply this knowledge expressively. You will work with popular open source programming environments such as Processing, OpenFrameworks, P5.js and Arduino, and will learn how to program in languages such as Java, Javascript and C++. 

Since computational artworks don’t necessarily involve computers and screens, we also encourage students to produce works across a diverse range of media. Supported by studio technicians in state-of-the-art facilities, our students are producing works using tools such as 3D printers, laser cutters, robotics, wearable technologies, paint, sculpture and textiles. 

You will also study contextual modules on computational art and the socio-political effects of technology. Modules provide students with the historical foundations, frameworks, critical skills and confidence to express their ideas effectively. You will have the opportunity to learn the cultural histories of technology, to reflect on computation in terms of its wider cultural effects, and to understand the way in which art provides rigorous ways of thinking. 

Through our masterclass series, we regularly invite world-class artists and curators to explain their work and engage in critical dialogue with the students. This allows you to develop a wider understanding of the contemporary art scene and how your work sits within the professional art world.

Should I study the MFA or MA Computational Arts?

As well as the MFA, we also offer an MA in Computational Arts. The MA is 1 year (full-time), the MFA 2 years (full-time).

The first year of the MFA is identical to the MA. You take the same classes and you learn the same things. The differences between the two courses is that in the MFA you get a 2nd year in which you take additional courses which help you develop your arts practice further. These courses mean that you get a space to work under a tutor's supervision.

Modules & structure

Year 1

Year 1 shares the same core learning as our MA in Computational Arts programme: 

The follwing are core modules:

You may then pick modules of your own choice from the optional modules listed below: 

In year 2 you will study the following: 

Assessment  

In Year 2 you will be assessed by: self-evaluation report of 2,500 words; essay of up to 6,000 words; viva voce; exhibition of final work.

Skills & careers

The programme will equip you with a broad training in the use of creative computing systems that are currently most important in artistic, design and cultural practices and the creative industries, as well as technologies that are yet to emerge.

Find out more about employability at Goldsmiths



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Study a degree which develops your arts practice through the expressive world of creative computation. It provides you with the historical foundations, frameworks and critical skills to produce a series of projects for public exhibition. Read more

Study a degree which develops your arts practice through the expressive world of creative computation. It provides you with the historical foundations, frameworks and critical skills to produce a series of projects for public exhibition. It is delivered by Computing.

What is computational art?

Computation consists of all the changes brought about by digital technology. Art is an open set of ways of acting inventively in culture. Mixing the two together in a systematic way gives us computational art. This is a very open field, and one that is set to expand enormously in the coming years. It is where the most exciting developments in technology and in culture can already be found. This degree will place you in the middle of this fast-evolving context.

What will I learn?

This degree develops your arts practice through the expressive world of creative computation. Over a year (full-time) or two years (part-time) you will develop your artistic work and thinking through the challenge of developing a series of projects for public exhibition which will explore the technological and cultural ramifications of computation. 

You will learn the fundamentals of programming and how to apply this knowledge expressively. You will work with popular open source programming environments such as Processing, OpenFrameworks, P5.js and Arduino, and will learn how to program in languages such as Java, Javascript and C++. 

Since computational artworks don’t necessarily involve computers and screens, we also encourage students to produce works across a diverse range of media. Supported by studio technicians in state-of-the-art facilities, our students are producing works using tools such as 3D printers, laser cutters, robotics, wearable technologies, paint, sculpture and textiles. 

You will also study contextual modules on computational art and the socio-political effects of technology. These modules provide students with the historical foundations, frameworks, critical skills and confidence to express their ideas effectively. You will have the opportunity to learn the cultural histories of technology, to reflect on computation in terms of its wider cultural effects, and to understand the way in which art provides rigorous ways of thinking. 

Through our masterclass series, we regularly invite world-class artists and curators to explain their work and engage in critical dialogue with the students. This allows you to develop a wider understanding of the contemporary art scene and how your work sits within the professional art world.

MA or MFA Computational Arts?

As well as the MA, we also offer an MFA in Computational Arts. The MA is 1 year (full-time), the MFA 2 years (full-time).

The first year of the MFA is identical to the MA. You take the same classes and you learn the same things. The differences between the two courses is that in the MFA you get a 2nd year in which you take additional courses which help you develop your arts practice further. These courses mean that you get a space to work under a tutor's supervision. 



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This new programme aims to produce postgraduates with excellent technical and creative skills, who have a unique vision of how digital technology transforms creative, technical and social possibilities. Read more

This new programme aims to produce postgraduates with excellent technical and creative skills, who have a unique vision of how digital technology transforms creative, technical and social possibilities. You will receive training in the full research cycle including identifying a problem, choosing suitable methods to address it (eg, qualitative, experimental, practice-based) and communication of results.

You will develop a critical appreciation of the technical and creative state-of-the art in contemporary applications of digital media. In addition you will learn key technical skills that will enable you to produce new applications of your own. You will then apply this learning to a six-month advanced placement project with one of our partner organisations leading to a thesis.

This innovative programme, unique in the UK, comprises four main components: a series of advanced taught modules completed during the first six months that include programming interactive digital media, production skills for audio and video, making creative installations and research methods; additional advanced option modules that cover topics ranging from advanced technical skills through human interaction to performance and live art; and specialist project work and a placement project with an external partner leading to a thesis (see http://www.mat.qmul.ac.uk/ for a full list of our partners). You may also undertake your placement project with a research partner in a different department or, where appropriate, collaborating departments in other universities.

This programme will:

  • Develop your skills in programming interactive digital media, production skills for audio and video, making creative installations and research methods.
  • Allow you to choose from additional advanced option modules which cover topics ranging from advanced technical skills through human interaction to performance and live art.
  • Give you specialist project work and a placement project with an external partner leading to a thesis.

Why study your MSc in Media and Arts Technology by Research at Queen Mary?

Our research-led approach

Your tuition will be delivered by field leading academics engaged in world-class research projects in collaboration with industry, external institutions and research councils.

As one of the UK's leading research-led universities, we are involved in Tech City, the largest concentration of technology, digital and creative companies in Europe (http://www.techcityuk.com)

You will develop a critical appreciation of the technical and creative contemporary applications of digital media. You will also learn key technical skills that will enable you to produce new applications of your own.

You will have access to our new state-of-the-art media and arts technology studios, which include the listening room, control room and performance laboratory, as well as other research and performance facilities including the augmented human interaction laboratory and the Pinter Studio Theatre.

Structure

Programme structure

MSc Media and Arts Technology is currently available for one year full-time study.

Full-time

Undertaking a masters programme is a serious commitment, with weekly contact hours being in addition to numerous hours of independent learning and research needed to progress at the required level. When coursework or examination deadlines are approaching independent learning hours may need to increase significantly. Please contact the course convenor for precise information on the number of contact hours per week for this programme.

Core modules:

  • Interactive Digital Multimedia Techniques (including processing/Max MSP/Jitter/Arduino)
  • Sound Recording and Production Techniques
  • Digital Arts Documentary (film production and critical review of a new media art piece)
  • MSC Advanced Placement Project

Optional modules:

Three from among the following options (subject to space and timetabling):

  • Machine Learning
  • Introduction to Computer Vision
  • Computer Graphics
  • Data Mining
  • Big Data Processing
  • The Semantic Web
  • Fundamentals of Digital Signal Processing
  • Digital Broadcasting
  • Java Programming
  • Design for Human Interaction
  • Multimedia Systems
  • Computer Vision and Neural Networks
  • C++ for Image Processing
  • XML and Structured Information
  • Distributed Systems and Security
  • Performance Research
  • and many others

For further information please visit the Media & Arts Technology website: http://www.mat.qmul.ac.uk



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This MA responds to the pressing need for a high quality postgraduate degree serving the computer games and entertainment industries. Read more

This MA responds to the pressing need for a high quality postgraduate degree serving the computer games and entertainment industries. The emphasis is on games design, art and animation, and will also develop the fundamentals of computer programming, entrepreneurship/business, and your own practice. You'll also be able to work with industry partners.

The computer games and interactive entertainment business is a fast-growing multi-billion dollar worldwide business, with games platforms from handhelds and mobiles including iPhones, iPads and Android phones, through consoles such as the Playstation 4, Xbox One and Nintento Wii U, to PCs and massively-multiplayer online games involving tens of thousands of people.

This MA will produce graduates who are well-positioned to have a career in this exciting worldwide industry, meeting the strong demand for graduate computer games designers and artists in the UK and abroad. The programme is delivered by a mix of professionals from the games and effects industries and from the research world.

Potential employers include EAUbisoftSony SCEECreative AssemblyMicrosoftCinesiteFramestore, and many others.

The influence of computer games is spreading to other digital industries, with gamification and games-based learning, social machines and interactive visualisation of scientific and financial data all exploiting techniques from computer games, and all fields where graduates from this MA could make their mark.

Industry placements

We work closely with industry leaders to shape the course content and to offer industry placements at studios including:

Modules & structure

The skills you will learn throughout the programme will have a focus on games design, art and animation, in addition to gaining the fundamentals of computer programming, entrepreneurship/business and practice. 

You will study the following modules:

You will also study:

  • Industry Placement or Research Project and Dissertation (60 credits)

Industry Seminars Series (shared with the MSc in Computer Games and Entertainment course) 

  • With leading speakers from the games and entertainment industry

Skills & careers

We expect that you will leave this programme with strong creative skills, production experience and management capability, giving you the potential for senior roles in the computer games and entertainment industries.

Skills

This MA builds on the success of the MSc in Computer Games and Entertainment, and will develop your skills in game design, art and animation. You'll have the opportunity to work with students from this industry-recognised programme on placements and final projects. Through these creative collaborations with artists, games designers and developers we hope that many exciting and innovative projects will emerge. This mix of students also replicates the typical mix of workers in games development and special effects studios. 

It's likely that this will encourage exciting and innovative projects to emerge, through creative collaborations 

Careers

You'll be well equipped to pursue a career in the computer games industry, covering mainstream computer games for mobile, PC, tablet and console platforms, through to gamification and 'serious games'. 

Or you could choose to work in the broader entertainment industries – including advertising, special effects, television and web/design studios.

Graduate employment destinations of our computing programmes include: 

Find out more about employability at Goldsmiths.



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Music Technology.  is a rapidly evolving field of study with a diverse and expanding range of possibilities. Read more

Music Technology is a rapidly evolving field of study with a diverse and expanding range of possibilities.

The MSc in Audio Technology is designed to go beyond the simple provision of training, and to instead enable you to engage with current debates and actively participate in some of the most vibrant areas of contemporary research.

Throughout the course you will be encouraged to demonstrate self-direction and autonomy as you critically explore and define your position within the wider field. One overarching aim is that you should leave the course as not only an adept user of various hardware and software technologies, but as someone able to actively shape and develop their own, responding as necessary to future developments.

Thus, in addition to developing your theoretical and methodological understanding, the MSc in Audio Technology features a strong emphasis on practical work in a number of different (but related) areas. For example, you will study modules in Advanced Studio Practice, Sound on Screen, Music Computing and Musical Human-Computer Interaction. These are supported by a technology-orientated Research and Development module that provides robust foundation for the final Audio Technology Project.

Acting as summary of all that you have learned and a portfolio going forward, the Audio Technology Project provides an opportunity to plan and execute a substantial project in an area of personal specialism or interest. Innovative projects are encouraged, and there exists the potential for interdisciplinary and/or collaboration with practitioners in other fields.

What happens on the course?

Advanced Studio Practice

This module explores various methodologies employed in the planning, recording, editing, mix down and mastering stages of audio production. You will conduct research into genre and equipment-specific working practices, which will lead to the development of innovative engineering concepts and techniques. You will evaluate and use a variety of software and hardware tools and produce work in both stereo and surround sound.

Sound on Screen

The module aims to investigate the relationship between sound and the moving image in contexts such as film, television, advertising and video games. Throughout the module you will develop your understanding of theories, practices and techniques used in the production of music intended to be experienced in conjunction with other media. This will initially involve analysing and deconstructing a range of audio-visual media, examining their aims and how effectively these aims are met. You will then use your understanding of the work of others in the field to critically inform and evolve your own approaches. Using a variety of techniques and technologies, you will create a number of short practical pieces to accompany a variety of linear and non-linear media.

Music Computing

In this module you will explore the relationship between theories of music and computing and creative practice. More specifically, you will study perception and cognition of sound, the ways in which computers can analyse music and audio, generative musical structures, and how these compositional processes can be applied to the generation and transformation of audio. In carrying out the practical assignment, you will critically evaluate, understand the differences between, and demonstrate mastery of common musical programming languages in the realisation of your ideas.

Musical Human-Computer Interaction

Musical interaction is a vibrant area of contemporary research with considerable crossover into more established areas such as Human-Computer Interaction (HCI) and Physical/Ubiquitous Computing. In the first part of the module you will look at recent work by the New Interfaces for Musical Expression (NIME) community, using these examples to examine and explore a range of pertinent design issues. These include: novice versus virtuoso users (i.e. ease of use versus the potential for mastery), single versus multi-user, discrete versus continuous data control, the provision of haptic feedback, and causality of sound. Using appropriate Physical Computing technologies (e.g. Arduino, Beagleboard, sensors, actuators, basic electronics), you will then design and implement a musical interface for a chosen real-time application (i.e. analysis, composition, or performance). Finally, you will consider how HCI-inspired evaluation methods may be applied to your work, and document your design (online) in such a way that it can be recreated and developed further by interested others.

Research and Development

The Research and Development module initially explores the nature of innovation, then moves on to examine research process including design and development, fundamentals of both quantitative and qualitative traditions, and HCI-inspired methodologies for the evaluation of audio software, musical interfaces and other technologies. Towards the end of the module the emphasis then shifts to the development of an individual research design/proposal that may form the basis of your final Audio Technology Project.

Audio Technology Project

The Audio Technology Project is an opportunity for students to pursue a substantial, self-directed project in a chosen area of audio or musical technology.

Career path

The course will actively equip both graduates and those already in industry with a diverse range of skills to enhance their career prospects. It will also develop a range of opportunities for experience and employment in areas such as studio recording, media production and content creation, video game and software development, education (FE/HE), research assistantships/studentships, and employment in HE institutions.

In addition to subject-specific practical skills, you will also acquire a range of transferable skills relevant for pursuing a research degree. These include critical, analytical, project management and research skills from the study of a broad spectrum of literature, research, and external projects.



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The MSc Computing and Information Systems is designed for those wishing to pursue a career in industry related to developing complex information systems, processing of enterprise data and controlling business processes to guarantee usability, security, manageability and quality of information services according to the modern standards of the cyber age. Read more
The MSc Computing and Information Systems is designed for those wishing to pursue a career in industry related to developing complex information systems, processing of enterprise data and controlling business processes to guarantee usability, security, manageability and quality of information services according to the modern standards of the cyber age. The focus of the course is on the three recent movements within IT industry: Cloud Computing, Big Data and Internet of Things. The focus of the course is on the three recent movements within IT industry: cloud computing, big data and the internet of things.

More about this course

The course will be based on development tools and software technologies for data, system and service development, Cloud Computing, Big Data, Internet of Things and Information Security. It will also make use of new technologies for integration of embedded devices such as Arduino and Raspberry. Students will be able to choose options from Mobile application development, cybercrime and security, data and visualisation or work related learning before embarking on the project.

The course provides preparation and training which encourages students seeking positions within the financial, retail and entertainment sectors. It incorporates materials for professional training, which prepare you for professional certification in Oracle SQL, Java Enterprise and Hortonworks Data Platform.

The extensive collaboration between the School of Computing and industries in London resulted in numerous Knowledge Transfer Partnerships and Consultancy Projects. These won a number of national awards and made London Met graduates renowned for their high starting salaries. Due to the high demand for specialists in this area, students on the course can rely on help in finding jobs both in the numerous high-tech startups as well as big financial organisations in the City of London.

A range of assessment methods is employed throughout the course:
-Case study reports and presentations
-Computer laboratory workshops
-Individual and group coursework
-Unseen examinations
-In class tests
-Individual vivas

The method of assessment for each module is clearly described in the individual module guide which is made available to the students at the start of the semester. Every module has dedicated website providing students with comprehensive learning/teaching material including workshop exercises. Module leaders use this site regularly to communicate with their students including guidelines on how prepare for assessment, supporting materials, and general feedback.

Professional accreditation

This course is not currently accredited, however, students who wish to pursue professional certification will be assisted to sit the certification exams in Databases, Java Enterprise and Apache Hadoop by Oracle and Hortonworks.

Modular structure

The course has a September start with three semesters spread over one academic year. Each semester is 60 credits with the final semester dedicated to your dissertation.

Indicative core modules:
-Information Systems Development (20 credits)
-Enterprise Software Components and Systems Development (20 credits)
-Information Security (20 credits)
-Datawarehousing and Big Data (20 credits)
-Cloud Computing and Internet of Things (20 credits)
-MSc Project (60 credits)

Indicative optional modules, choose one from:
-Mobile Applications Design and Development (20 credits)
-Cyber Crime and Security (20 credits)
-Data Analysis and Visualisation (20 credits)

Detailed information about the structure and content of the course is provided in the course handbook which will be made available to the students at the start of the course.

After the course

The employment market has an abundance of posts that require skills in the three key areas of this course - Ccloud computing, big data and internet of things. There are many exciting employment opportunities available, including:
-Enterprise Component Developer and System Integrator
-Data Warehouse and Big Data Manager
-Embedded and Mobile Devices Programmer
-Network Security and Cyber Security Consultant

Additionally, the course provides skills for seeking more traditional, but high demand industry roles:
-Software Engineer
-Internet Programmer
-System Programmer
-Database Administrator
-System Administrator

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The. EdTech Master is an. international interdisciplinary. program dedicated. to learning science and digital practices. Read more

The EdTech Master is an international interdisciplinary program dedicated to learning science and digital practices. It aims at training creative and talented students to become the future change makers of education by providing them with a global and strategic understanding of the digital transformation in education and to help them design relevant and impactful projects.

Hosted at the Center for Research and Interdisciplinarity in the center of Paris, it benefits from an outstanding environment where creators, entrepreneurs and researchers converge in a think and do mindset to prototype relevant scenarios for a positive change.

You are a entrepreneur in the making, willing to challenge the digital transformation happening in education?

You are a natural-born teacher who enjoys testing and prototyping new ways to engage the students?

You are a lifelong learner willing to make of this passion a professional exploration and an entrepreneurial plan?

You are a maker convinced that “opening the box” is not just an expression, and that the challenges of today call for collaborative design of solutions and knowledge sharing?

You are a doctor, a biologist, a researcher, interested in alternative tools launched in the area of Arduino, 3D printers, laser cuts and other nomad technologies to participate in inclusive and transparent resources for common good?

Then our program is made for you!

Course content

Our current program is divided into two years.

In Master 1, you access a panorama of courses and visions that define the learning science of the 21st century. You acquire knowledge in structural fields such as game design, learning by doing, cognitive science, history and critical approach of the concept of innovation in education, open science basics and technologies for learning. Through a pedagogy impulsing collaborative projects in classes, you learn quickly from your teachers, peers and mentors who give you precious feedbacks and you become keen on building rapid prototypes, designing original learning scenarios and documenting your work to share it with the community through analytical papers, blog posts, open talks and public presentations.

The second part of your M1 year is dedicated to a full-time internship of 5 months that you can spend in a company, a startup, a school, an association, an NGO or a scientific lab. Thus, you extend your network, train yourself to understand the current ecosystem structuring educational issues at a local or a global issue and improve your expertise in field analysis, assessment of the existing resources and drafting recommendations for a desirable future.

In Master 2, you can design further your own learning experience and expertise by embarking in two new internships for the whole year: it can be in France or abroad. On a regular timeline, you have courses and workshops in order to dig the research basis of their experimentations: it means acquiring further knowledge in reading and commenting papers and articles, get used to leading and extracting data from interviews, records and all kinds of open platforms, building a research protocol and testing it, analyzing publically its results. And just like your research profile is being strengthened, your entrepreneurial self is challenged as well… In M2, you’ll learn to stimulate your creativity, will be aware of the design basics and accelerate your projects!

Note that if your profile fits the eligibility conditions, you can enroll directly in Master 2 and choose between two possibilities: either to enroll in two internships one after the other, either to catch back the content of M1 courses in the first semester, aside from the M2 courses of course! If it’s indeed a pretty full experience for one year long, it’s also for sure the opportunity for already trained students to live the experience of being in an incubator to test further their projects and benefit from the inputs of our community!

At the end of the two years, no doubt that your three researcher, creator and entrepreneur’s selves will be trained, whatever you’re willing to make out of them!

Job opportunities

We prepare our students to be the future change-makers of education. We believe that the learning transition is transforming the present jobs in education (teacher, pedagogical designer) but also creates new jobs in this field. These new jobs are inside the education system (e.g. fab manager in the university) but also “outside” the system, in the third places (public libraries, co-working spaces), in the administration (chief digital officer) and in companies as lifelong training is turning into a big challenge. Above all, there are many professions that do not exist yet or that are currently in progress. In one word: we prepare our students to be the ones who prepare and act for the world to come.

Our alumni are currently working as education designer, editorial manager, project manager, consultant, entrepreneur, teacher or PhD student!

Application information

If working with inspired people, all connected to the idea that 21st century problems require 21st century skills and new means for education, apply to our Master Program!

Roadmap to apply:

  • February 1st - May 18th 2018 : online application
  • End of May : convocation for interviews with the jury
  • June 6th and 7th : interviews in Paris (or skype if abroad)
  • Mid-June : final admission results

Please note that you will be asked to attached some documents:

- your curriculum vitae

- 2 letters of recommendation

- ID photo

- a copy of your last diploma

- a copy of your last grades transcript

Over a second phase and if your application is selected, we’ll have an interview which can be set up through Skype if you’re currently abroad. The final admission results will be broadcasted over the course of June 2018.

If you have any further questions, do not hesitate to contact us:

Hey, we’re also on social media!

Twitter - https://twitter.com/openedtech?lang=en

Facebook - https://www.facebook.com/openedtech/

Medium - https://medium.com/open-edtech

Instagram - https://www.instagram.com/openedtech/

Website

And here you can see our faces - https://cri-paris.org/aire-edtech-master/people/



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Develop your technical knowledge, shape your ideas and concepts and gain a blend of creative and programming skills highly sought after in industry. Read more
Develop your technical knowledge, shape your ideas and concepts and gain a blend of creative and programming skills highly sought after in industry.

This course will equip you with creative prototyping and programming skills for design. You’ll use software and hardware to respond to a range of design briefs dealing with human interaction in spaces and through objects and interfaces.

You’ll learn combined technical and creative skills and have the opportunity to shape your own ideas, concepts and theories through a self-directed major project, informed by design research and critical enquiry.

This course has a strong studio culture and is taught in a multidisciplinary space within a suite of post-graduate design courses where you’ll gain skills and knowledge highly sought after in industry.

See the website http://www.napier.ac.uk/en/Courses/MA--MDes-Interaction-Design-Postgraduate-FullTime

What you'll learn

In specialist prototyping modules you’ll develop specific skills and knowledge in Arduino and other forms of prototyping, which will inform and enable highly developed 3D outcomes in your self-directed major project. Working with specialist tutors, the major project allows you to model and develop design outcomes for human interactions.

Collaboration with practitioners from other areas is encouraged. You have the option of taking an MA or MDes award, depending on whether you complete a dissertation or design project report in your final trimester.

We have a strong studio culture supported by our multidisciplinary staff team of academics and industry based practitioners. You’ll develop creative, professional, strategic and contextual knowledge and skills and apply design thinking to a range of creative outcomes.

Modules

• Design Research Methods
• Sketching in Hardware & Software
• 3D Prototyping or Exhibition Design
• Major Design Project
• Light Art & Projection or Digital Creative
• For MDes Degree - Design Project Report
• For MA Degree - Design Dissertation

Study modules mentioned above are indicative only. Some changes may occur between now and the time that you study.

Careers

You’ll gain a rare blend of creative and programming skills which are highly sought after in industry. With a physical and digital portfolio demonstrating industry-ready skills, graduates can apply for design jobs, freelance work or establish entrepreneurial ventures.

You may also continue to study to MPhil or PhD level.

How to apply

http://www.napier.ac.uk/study-with-us/postgraduate/how-to-apply

SAAS Funding

Nothing should get in the way of furthering your education. Student Awards Agency Scotland (SAAS) awards funding for postgraduate courses, and could provide the help you need to continue your studies. Find out more: http://www.napier.ac.uk/study-with-us/postgraduate/fees-and-funding/saas-funded-courses

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Explore the design of products through physical and virtual modelling. Develop creative skills, technical knowledge and apply design thinking to a range of projects. Read more
Explore the design of products through physical and virtual modelling. Develop creative skills, technical knowledge and apply design thinking to a range of projects.

This course explores new and emerging methods for rapid prototyping, digital crafts and the repatriation of manufacture.

You’ll use old and new technologies for the virtual and physical modelling and testing of design ideas. With highly creative projects you’ll employ design prototyping and fabrication methods for various scales of production, critically informed by design research methods.

You’ll have the opportunity to shape your own ideas, concepts and theories through a self-directed major project, informed by design research and critical enquiry.

See the website http://www.napier.ac.uk/en/Courses/MA--MDes-Product-Design-Prototyping-Postgraduate-FullTime

What you'll learn

Research led and critically informed, this course encourages a process of re-thinking the form and function of prevailing design practice. Through applied research you’ll engage with speculative design provocations that test ideas through motifs, messages, signs, symbols and interventions.

In specialist prototyping modules you’ll develop specific skills and knowledge in CNC milling, laser cutting, 3D printing, digital crafts and Arduino (electronic prototyping), which will inform and enable highly developed 3D outcomes in your self-directed major project.

Collaboration with practitioners from other areas is encouraged.

You have the option of taking an MA or MDes award, depending on whether you complete a dissertation or design project report in your final trimester.

We have a strong studio culture supported by our multidisciplinary staff team of academics and industry based practitioners. You’ll develop creative, professional, strategic and contextual knowledge and skills and apply design thinking to a range of creative outcomes.

Modules

• Design Research Methods
• Sketching in Hardware & Software
• 3D Prototyping
• Design Management
• Major Design Project
• For MDes Degree - Design Project Report
• For MA Degree - Design Dissertation

Study modules mentioned above are indicative only. Some changes may occur between now and the time that you study.

Careers

The repatriation of manufacture is a key theme in promoting the creative economy of Scotland and Europe. The UK is a global leader in the design industry and many of our graduates have gone on to work in leading design consultancies or have set up their own businesses.

With a physical and digital/online portfolio demonstrating industry-ready skills, graduates can apply for design jobs, freelance work or establish entrepreneurial ventures.

You may also continue to study to MPhil or PhD level.

How to apply

http://www.napier.ac.uk/study-with-us/postgraduate/how-to-apply

SAAS Funding

Nothing should get in the way of furthering your education. Student Awards Agency Scotland (SAAS) awards funding for postgraduate courses, and could provide the help you need to continue your studies. Find out more: http://www.napier.ac.uk/study-with-us/postgraduate/fees-and-funding/saas-funded-courses

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The. Master course in Smart Buildings and Sustainable Design. addresses the issue of sustainability in terms of design strategies that optimize environmental, energy and social behaviors of the urban environment. Read more

The Master course in Smart Buildings and Sustainable Design addresses the issue of sustainability in terms of design strategies that optimize environmental, energy and social behaviors of the urban environment. The course is aimed at embedding interactive and web connected technology with architecture, in order to become aware of what is going on in the surrounding environment and acquire the capability of virtuous reactions.

Sustainable design deals with the challenges and problems of post-industrial polluted cities by combining design and technical skills to outstanding theoretic, critical and cultural knowledge.

Methodology and structure - The course includes different teaching activities: theoric classes, seminars, design workshops, speeches, construction labs.

The first month will be dedicated at introducing students to the skills of the job, including 3d modeling, digital fabrication, Arduino technology and principles of environmental strategies. From the second month and through the next 11 months, students will work on a challenging thesis project that will be presented to a public audience at the end of the Master. During this phase, classes will stimulate students on the topics of Green Energies Design Strategies, Smart Technologies for the Built Environment, Design Rating Systems and Certifications, Big Data, Urban Sharing. All the input coming from these activities will be embedded in the students design work to develop a compelling thesis project.



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Our Digital Music and Sound Arts MA is aimed at graduate and professional artists who are interested in exploratory, experimental and interdisciplinary approaches to sound, music, AV media, and sound arts practices and productions. Read more

Our Digital Music and Sound Arts MA is aimed at graduate and professional artists who are interested in exploratory, experimental and interdisciplinary approaches to sound, music, AV media, and sound arts practices and productions.

The course enables students to address new developments in digital music and sound arts and the role of sound in contemporary culture in its widest sense. It is structured around a framework for developing advanced practices relevant to artistic and commercial contexts, and for potential researchers wishing to further their research-based practice.

Through creative practice-based research students will engage with musical composition and sound design productions, as well as focusing on the relationship of sound to other art forms and related media key areas including:

  • sound for screen and moving image
  • sound arts
  • sound and new media.

Why study with us?

  • You’ll be exposed to sound across a wide spectrum of aesthetic forms and in diverse technological media, especially the relation of sound to other art forms.
  • Our staff are experts in the field and work as artists, producers, curators, composers and authors as well as in teaching.
  • The course combines practical experimentation in both music and sound art with theoretical reflection and contextual research.
  • You are encouraged to articulate, explore and develop your ideas within group and independent projects.

Areas of study

Through creative practice-based research students will engage with musical composition and sound design productions. Studies will place particular emphasis on the relationship of sound to other art forms and related media key areas including:

  • sound for screen and moving image – addressing screen-based musical composition and sound design for film, video, games, new media, television, multi-channel audio-visual installations and audio-visual projections in space
  • sound arts – addressing sound in relation to other art forms, such as sculpture, installation art, photography, architecture, soundscape composition, environmental art as well as sound ecology, sound in space and spatialisation of sound, audio-visual installations and radiophonics
  • sound and new media – covering sound and music in the context of the new content afforded by the digital media, such as generative composition & sound design, audio programming for new media applications and interactivity, hybrid (lived and virtual) environments, interface and new instrument design, computer games, locative media, apps design for mobile media.

Modules

  • Experimental Sound Practice
  • Practice-based Research Methods
  • Critical Theory – Research Essay
  • Contemporary Debates in Sonic Media and Sound Arts
  • Sound Research Project and Professional Practice: Stage 1 (Initiation)
  • Sound Research Project and Professional Practice: Stage 2 (Resolution)

Some modules are shared with students from the Digital Media, Culture and Society MA, and the Digital Media Arts MA, enabling a cross pollination of ideas and strategies.

Facilities

Students have access to high-end equipment, resources and expert staff support, including:

  • four state-of-the-art networked digital studios equipped with surround sound, high-end sound processing, AV post-production capable via fully automated mixing and mastering, which includes an array of analogue hardware synthesizers and specialised analogue outboard equipment and instruments, for example Theramin
  • two sound isolated sound recording booths with connection to all studios
  • sound diffusion lab dedicated for multi-channel sound (up to 16 channel), HD video projections and digitally controlled LED DMX eight channel lighting system for research and experimentation with multi-channel audio-visual interactive systems
  • computer suite with specialised audio and AV software
  • recording equipment: digital mobile multi-channel professional digital recorders, professional condenser and dynamic microphones, 5.1 surround sound microphone
  • specialist software: IRCAM Spat, MaxMSP, Pure Data, Logic Audio Pro, Cubase, Pro Tools, Melodyne, Final Cut Pro, full Adobe Suite
  • dedicated electronic workshop mash-up area to aide building and experimentation with interface design, new instrument design, sensors via dedicated Arduino kits
  • AV technical support
  • technical inductions and workshop sessions
  • tutor support for practice-based research and theoretical research project development.

Careers and employability

The course emphasises the creative exploration of sound in the context of both new creative industries and contemporary arts practices. Students are encouraged to develop a strong portfolio preparing them for professional opportunities as creative specialists or researchers, who can move across different fields of practice and respond to conceptual and technical innovations with imaginative solutions.



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