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Masters Degrees (Creative Computing)

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Mobile apps are now ubiquitous, delivering solutions to modern life. They are a medium for creative and artistic expression, answering everyday problems with clever design and user insights. Read more
Mobile apps are now ubiquitous, delivering solutions to modern life. They are a medium for creative and artistic expression, answering everyday problems with clever design and user insights. As an evolving arena that reacts quickly to technological advances, app development offers a wealth of creative opportunity.

Falmouth’s MA Creative App Development responds to these shifts. Designed with industry experts, it provides the chance to expand upon your creative skills and take advantage of the opportunities available in this growing field.

Structured according to workplace demands, you’ll find an emphasis on live briefs and the application of practical skills. Modules are taught by specialists in creative computing, interactive and design practice; while online software tutorials will enable you to develop projects and assemble your professional portfolio ahead of graduation.

Visit the website http://flexible.falmouth.ac.uk/courses/ma-creative-app-development.htm

Summary

- Build your skills by devising creative apps both in solo and co-creative contexts
- Be taught by specialists in creative computing, interactive and design practice
- Join our international community of professionals, researchers and creatives

Who is this course for?

This course prepares you for the demands of app development, whether you want to break into the industry, or already work in the software sector. Here we promote creative solutions to meet a range of platform and audience needs. Informed by critical thinking and research, our approach helps deliver high impact apps.

Typical applicants may be:
- Working in computing and software development and looking to explore new possibilities
- Artists, audio specialists and designers interested in technology focused content creation are also welcome

The course enables you to respond creatively to change and has been designed to support a wide range of career aspirations within the field of app development and beyond.

Course content

You will need to complete four 30-credit modules and one 60-credit project (180 credits in total).

Core Modules:
App development synergies
Individual design and development project
Co-creation design and development project
Live brief design and development project
Major project

Assessments

- Coursework assessment with no formal examinations
- Portfolios, projects and live online presentations
- Assessments are designed to support creative and professional practice

How you study

You may choose to:

1. Study entirely online without attending any face-to-face workshops
2. Study online and attend optional residential workshops held biannually at various locations such as the UK, Asia or the Middle East.

A typical workshop will start on Friday and end on Monday. Students will be informed at least 4 months in advance giving you plenty of time to arrange your attendance. Attendance is strongly encouraged although not compulsory.

Taught by industry experts

Designed with employer-focused learning at the core, our courses work with global organisations, staff and alumni to provide you with the breadth of experience and networks needed to accelerate your career.

Learning activities

There will be guided learning activities consisting of:

- Concise online presentations to introduce key concepts
- Small group and class discussions and crits to facilitate interaction and dialogue
- Online critiques to test assumptions, ideas and to receive feedback from peers and tutors
- Individual and group tutorials throughout the course
- Independent study
- Self-evaluation and peer feedback

Support

As Falmouth student, you enjoy an equal status to students studying on campus:
- Your own student ID card
- Access to online software tutorials at lynda.com
- 24/7 online access to library resources
- Students’ Union community

Find out how to apply here - http://myfalmouth.falmouth.ac.uk/urd/sits.urd/run/siw_ipp_lgn.login?process=siw_ipp_app&code1=MACRADPO_102&code2=0001

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The MA in Creative and Cultural Entrepreneurship should be attractive if you either wish to develop a business arising from an existing creative practice or to understand how to create the infrastructure and environment for new creative businesses. Read more

The MA in Creative and Cultural Entrepreneurship should be attractive if you either wish to develop a business arising from an existing creative practice or to understand how to create the infrastructure and environment for new creative businesses.

This programme offers a number of pathways:

It's an ideal Masters if you want to develop a business in one of these fields, or in new areas of the creative industries. All students bring a business idea to the programme to use as a live case study. 

The Masters is taught in partnership by a number of departments within Goldsmiths and with key individuals and organisations in the creative and cultural industries sector.

Our collective approach is to integrate entrepreneurship within the development of creative practices and to take a ‘creative’ approach to the development of new businesses and the infrastructure that supports them.

This programme is designed to allow you to continue to innovate, but also to provide the requisite business/entrepreneurial skills and attributes to commercialise your creative and cultural practices and/or knowledge.

You’ll be able to build on a historical and theoretical understanding of cultural and creative industries and the development of a cultural economy to create your own creative initiatives, which might be research-based, policy-based, practice-based, or a combination of any or all of these. Through the programme you will develop techniques to move your creative and critical thinking to entrepreneurial thinking.

This programme has an exit route at Postgraduate Diploma level. 

Modules & structure

The programme contains four taught modules and a further dissertation/portfolio component.

You'll have a range of choices throughout the degree enabling you to design a pathway that is most relevant to your academic, business and career ambitions.

All students take modules I and III, and you can choose between options offered for your chosen pathway for modules II and IV.

Attendance is mandatory for all taught sections of the programme. To encourage collaborative learning we try to teach all students together wherever possible, irrespective of their particular pathway.

Module IV: Entrepreneurial Practices and Modes of Production

Either: Assigned pathway module

Delivered by the partner departments – these modules deal with creative sector issues and case studies within a specific discipline. Please see the relevant MA Creative and Cultural Entrepreneurship pathway page on the website for more information on options given for this module.

OR Work Placement

You will undertake a work placement within an SME, Producing or Research Organisation within the cultural and creative industries. There will be initial taught/tutorial sessions on managing an internship and experiential learning and assessment would be by an analytical report on the ‘culture of management’ of the organisation. In some pathways this will be augmented by classes in specific skill areas (such as marketing) as you are likely to be working in skill-specific departments of organisations.

Module V: Dissertation or Project/Portfolio

The content and research imperatives of the dissertation/portfolio can be developed in tutorials with staff to address your individual needs. It could range from an entirely written document researching a particular area of the cultural and creative industries to a fully developed proposal for a new business.

Skills

You can expect to develop an independence and integrity in developing creative ideas. You will be able to apply entrepreneurial approaches to creative projects and demonstrate an understanding of different business models to establish a creative enterprise. You will also develop team-working and leadership skills, and effective business and communication skills.

Careers

The programme will enable those who have previously studied an area of creative study/practice, such as music, media, theatre and performance, design, or computer games, to start a career developing a business arising from an existing or new creative practice.

This may relate directly to a 'product' or 'process' arising from you own practice or to a form of 'expertise', 'consultancy' or 'knowledge'. The programme will also equip those who wish to work within organisations that develop the infrastructure and environment for new creative businesses with the capacity to flourish in a variety of contexts.

Find out more about employability at Goldsmiths.



Read less
This programme allows you to develop the business/entrepreneurial skills and attributes to commercialise on your creative and cultural practices and/or knowledge. . Read more

This programme allows you to develop the business/entrepreneurial skills and attributes to commercialise on your creative and cultural practices and/or knowledge. 

The Computing (games and entertainment) Pathway of the MA in Creative & Cultural Entrepreneurship allows you to build on a historical and theoretical understanding of cultural and creative industries and the development of a cultural economy to create your own creative initiatives, which might be research-based, policy-based, practice-based, or a combination of any or all of these.

The MA will be taught in partnership by a number of departments within Goldsmiths and with key individuals and organisations in the creative and cultural industries sector.

Our collective approach is to integrate entrepreneurship within the development of creative practices and to take a ‘creative’ approach to the development of new businesses and the infrastructure that supports them.

Modules & structure

In all pathways, this Masters programme contains four taught modules and a further dissertation/portfolio component.

All students take modules I and III, and Computing Pathway students choose options in Computing for modules II and IV. Attendance is mandatory for all taught sections of the programme.

To encourage collaborative learning we try to teach all students together wherever possible, irrespective of their particular pathway.

Module IV: Entrepreneurial Practices and Modes of Production within one creative industry sector

Either: Business of Design 30 Credits

OR Work Placement 30 Credits

You will undertake a work placement within an SME, Producing or Research Organisation within the cultural and creative industries. There will be initial taught/tutorial sessions on managing an internship and experiential learning and assessment would be by an analytical report on the ‘culture of management’ of the organisation. In some pathways this will be augmented by classes in specific skill areas (such as marketing) as you are likely to be working in skill-specific departments of organisations.

Module V: Dissertation or Project/Portfolio

The content and research imperatives of the dissertation/portfolio can be developed in tutorials with staff to address your individual needs. It could range from an entirely written document researching a particular area of the cultural and creative industries to a fully developed proposal for a new business.

Skills

You can expect to develop an independence and integrity in developing creative ideas. You'll be able to apply entrepreneurial approaches to creative projects and demonstrate an understanding of different business models to establish a creative enterprise. You'll also develop team-working and leadership skills, and effective business and communication skills.

Careers

The programme will enable those who have previously studied an area of creative study/practice to start a career developing a business arising from an existing or new creative practice. This may relate directly to a 'product' or 'process' arising from you own practice or to a form of 'expertise', 'consultancy' or 'knowledge'.

The programme will also equip those who wish to work within organisations that develop the infrastructure and environment for new creative businesses with the capacity to flourish in a variety of contexts.

Find out more about employability at Goldsmiths.



Read less
This programme allows you to develop the business/entrepreneurial skills and attributes to commercialise on your creative and cultural practices and/or knowledge. Read more

This programme allows you to develop the business/entrepreneurial skills and attributes to commercialise on your creative and cultural practices and/or knowledge.

The Media and Communications Pathway of the MA in Creative and Cultural Entrepreneurship allows you to build on a historical and theoretical understanding of cultural and creative industries and the development of a cultural economy to create your own creative initiatives, which might be research-based, policy-based, practice-based, or a combination of any or all of these.

The MA will be taught in partnership by a number of departments within Goldsmiths and with key individuals and organisations in the creative and cultural industries sector.

Our collective approach is to integrate entrepreneurship within the development of creative practices and to take a ‘creative’ approach to the development of new businesses and the infrastructure that supports them.

Modules & structure

The programme contains four taught modules and a further dissertation/portfolio component.

You'll have a range of choices throughout the degree enabling you to design a pathway that is most relevant to your academic, business and career ambitions.

All students take modules I and III, and you can choose between options offered in media for modules II and IV.

Attendance is mandatory for all taught sections of the programme. To encourage collaborative learning we try to teach all students together wherever possible, irrespective of their particular pathway.

Module IV: Entrepreneurial Practices and Modes of Production

Either: Film Producing Fundamentals 15 Credits AND Understanding the UK Media Industries 15 Credits

OR Work Placement

You will undertake a work placement within an SME, Producing or Research Organisation within the cultural and creative industries. There will be initial taught/tutorial sessions on managing an internship and experiential learning and assessment would be by an analytical report on the ‘culture of management’ of the organisation.

In some pathways this will be augmented by classes in specific skill areas (such as marketing) as you are likely to be working in skill-specific departments of organisations.

Module V: Dissertation or Project/Portfolio

The content and research imperatives of the dissertation/portfolio can be developed in tutorials with staff to address your individual needs.

It could range from an entirely written document researching a particular area of the cultural and creative industries to a fully developed proposal for a new business.

Careers

The programme will enable those who have previously studied an area of creative study/practice, such as computing (games and entertainment), to start a career developing a business arising from an existing or new creative practice. This may relate directly to a 'product' or 'process' arising from you own practice or to a form of 'expertise', 'consultancy' or 'knowledge'.

The programme will also equip those who wish to work within organisations that develop the infrastructure and environment for new creative businesses with the capacity to flourish in a variety of contexts.

Skills

You can expect to develop an independence and integrity in developing creative ideas. You will be able to apply entrepreneurial approaches to creative projects and demonstrate an understanding of different business models to establish a creative enterprise. You will also develop team-working and leadership skills, and effective business and communication skills.

Find out more about employability at Goldsmiths



Read less
This programme allows you to develop the business/entrepreneurial skills and attributes to commercialise on your creative and cultural practices and/or knowledge. Read more

This programme allows you to develop the business/entrepreneurial skills and attributes to commercialise on your creative and cultural practices and/or knowledge.

The Design Pathway of the MA in Creative and Cultural Entrepreneurship allows you to build on a historical and theoretical understanding of cultural and creative industries and the development of a cultural economy to create your own creative initiatives, which might be research-based, policy-based, practice-based, or a combination of any or all of these.

The MA will be taught in partnership by a number of departments within Goldsmiths and with key individuals and organisations in the creative and cultural industries sector.

Our collective approach is to integrate entrepreneurship within the development of creative practices and to take a ‘creative’ approach to the development of new businesses and the infrastructure that supports them.

Modules & structure

The programme contains four taught modules and a further dissertation/portfolio component.

You'll have a range of choices throughout the degree enabling you to design a pathway that is most relevant to your academic, business and career ambitions.

All students take modules I and III, and Design Pathway students choose options in design for modules II and IV.

Attendance is mandatory for all taught sections of the programme. To encourage collaborative learning we try to teach all students together wherever possible, irrespective of their particular pathway.

Module IV: Entrepreneurial Practices and Modes of Production 

Either: Business of Design 30 Credits

OR Work Placement 30 Credits

You will undertake a work placement within an SME, Producing or Research Organisation within the cultural and creative industries. There will be initial taught/tutorial sessions on managing an internship and experiential learning and assessment would be by an analytical report on the ‘culture of management’ of the organisation. In some pathways this will be augmented by classes in specific skill areas (such as marketing) as you are likely to be working in skill-specific departments of organisations.

Module V: Dissertation or Project/Portfolio

The content and research imperatives of the dissertation/portfolio can be developed in tutorials with staff to address your individual needs. It could range from an entirely written document researching a particular area of the cultural and creative industries to a fully developed proposal for a new business.

Skills

You can expect to develop an independence and integrity in developing creative ideas. You'll be able to apply entrepreneurial approaches to creative projects and demonstrate an understanding of different business models to establish a creative enterprise. You'll also develop team-working and leadership skills, and effective business and communication skills.

Careers

The programme will enable those who have previously studied an area of creative study/practice to start a career developing a business arising from an existing or new creative practice. This may relate directly to a 'product' or 'process' arising from you own practice or to a form of 'expertise', 'consultancy' or 'knowledge'. The programme will also equip those who wish to work within organisations that develop the infrastructure and environment for new creative businesses with the capacity to flourish in a variety of contexts.

Find out more about employability at Goldsmiths



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This one year (full-time) MA advances practical, research, and writing skills while deepening creative and critical engagement with media of all kinds. Read more

Overview

This one year (full-time) MA advances practical, research, and writing skills while deepening creative and critical engagement with media of all kinds. The core module in Critical and Creative Media Research develops transferable research, writing, and analytical skills, while optional pathways take students through Irish media history and contemporary media archives; creative interactive computing and digital identities, and writing for screen media and screen production.
Students will be offered the flexibility to pursue traditional scholarly and practice-based research, with most modules permitting a combination of critical and creative assessment options. Electives in Digital Humanities, Sociology, Law, English, and History are available for students keen to explore the interdisciplinary character of media.

Course Structure

A single compulsory module, Critical and Creative Media Research, lays the foundation for the programme in Semester One. Students have the freedom to select individual pathways that combine critical media studies and practical work, honing creative computing, audio-visual production, and screenwriting skills. Modules in Irish Media History, Media Archives, and Identity Technologies explore media in cultural and historical context across formats and platforms, from print to celluloid to digital. The MA programme culminates with a supervised individual thesis project that may assume a variety of forms, from scholarly essay to a practice-based project, where creative outcomes are contextualised and framed theoretically. A Postgraduate Diploma is available to students who do not wish to complete a thesis.

Career Options

This programme offers practical training and transferable skill development for individuals from a variety of educational and experiential backgrounds in humanities, social sciences, and IT fields. It is designed for students who aspire to careers in creative and research-driven areas within media industries such as Marketing, TV, Film and Web Production, and user design, as well as for those who intend to pursue doctoral research in Media Studies or Digital Arts and Humanities.

How To Apply

Online application only http://www.pac.ie/maynoothuniversity

PAC Code
MHS58

The following documents should be forwarded to PAC, 1 Courthouse Square, Galway or uploaded to your online application form:

Certified copies of all official transcripts of results for all non-Maynooth University qualifications listed MUST accompany the application. Failure to do so will delay your application being processed. Non-Maynooth University students are asked to provide two academic references and a copy of birth certificate or valid passport.

Find information on Scholarships here https://www.maynoothuniversity.ie/study-maynooth/postgraduate-studies/fees-funding-scholarships

Read less
This one year (full-time) MA advances practical, research, and writing skills while deepening creative and critical engagement with media of all kinds. Read more

Overview

This one year (full-time) MA advances practical, research, and writing skills while deepening creative and critical engagement with media of all kinds. The core module in Critical and Creative Media Research develops transferable research, writing, and analytical skills, while optional pathways take students through Irish media history and contemporary media archives; creative interactive computing and digital identities, and writing for screen media and screen production.
Students will be offered the flexibility to pursue traditional scholarly and practice-based research, with most modules permitting a combination of critical and creative assessment options. Electives in Digital Humanities, Sociology, Law, English, and History are available for students keen to explore the interdisciplinary character of media.

Course Structure

A single compulsory module, Critical and Creative Media Research, lays the foundation for the programme in Semester One. Students have the freedom to select individual pathways that combine critical media studies and practical work, honing creative computing, audio-visual production, and screenwriting skills. Modules in Irish Media History, Media Archives, and Identity Technologies explore media in cultural and historical context across formats and platforms, from print to celluloid to digital. The MA programme culminates with a supervised individual thesis project that may assume a variety of forms, from scholarly essay to a practice-based project, where creative outcomes are contextualised and framed theoretically. A Postgraduate Diploma is available to students who do not wish to complete a thesis.

Career Options

This programme offers practical training and transferable skill development for individuals from a variety of educational and experiential backgrounds in humanities, social sciences, and IT fields. It is designed for students who aspire to careers in creative and research-driven areas within media industries such as Marketing, TV, Film and Web Production, and user design, as well as for those who intend to pursue doctoral research in Media Studies or Digital Arts and Humanities.

How To Apply

Online application only http://www.pac.ie/maynoothuniversity

PAC Code
MHS59

The following documents should be forwarded to PAC, 1 Courthouse Square, Galway or uploaded to your online application form:
Certified copies of all official transcripts of results for all non-Maynooth University qualifications listed MUST accompany the application. Failure to do so will delay your application being processed. Non-Maynooth University students are asked to provide two academic references and a copy of birth certificate or valid passport.

Find information on Scholarships here https://www.maynoothuniversity.ie/study-maynooth/postgraduate-studies/fees-funding-scholarships

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This exciting new multidisciplinary Master's programme is fully designed to reflect the needs of contemporary interactive media industries, bringing together creative technologies, interactivity and design practices within digital cultures with the user in mind. Read more

This exciting new multidisciplinary Master's programme is fully designed to reflect the needs of contemporary interactive media industries, bringing together creative technologies, interactivity and design practices within digital cultures with the user in mind.

Interactive Media Practice combines a wide range of digital creative technologies primarily combining digital literacies design, technology and interaction, through user-centred design for commercial outputs to an industry standard.

Interactive Media Practice places the user at the centre of the experience and focuses on design and content creation in areas such as mobile app development, wearables, games, rich media websites, interactive guides and installations, immersive VR, next generation advertising and virtual and augmented reality systems, through to social media powerful eMarketing and entrepreneurship through innovation protocol.

According to the late CEO of Apple, Steve Jobs, the app industry "is worth several billion pounds annually and employs around 40,000 people, representing approximately 10% of the total audio-visual workforce. Sectors such as sound-driven games and apps show an even wider growth where providers such as Apple have paid a total of two billion dollars to apps within the US alone".

Adobe Systems (UK) fully support the programme with high recommendation, based on the development and key principles the course offers, which is rare and unique. We embrace excellent contacts within the interactive media and games industries, including regular visits and master classes from industry professionals at the top of their game.

Adobe Systems (UK), said: “This Interactive Media degree offers an ideal grounding for those wishing to work in the digital media industries, which increasingly require people who work with technology from a creative perspective. This is the course that will create the next generation of interactive media stars! ”

The course embraces a hackathon culture with specialist hack labs boasting newly designed flexible learning spaces for students to work more collaboratively on innovation protocols fostering cross-pollination of new ideas creatively. Many students will be working on live industry briefs as well as their own projects independently within and outside our course clusters. This collaborative approach to learning and research often leads to successful projects, which are commercially viable and quickly gain industry recognition through our end-of-year show.

“It’s a really multi-faceted MA, bringing together creativity, technology skills and digital media, with an entrepreneurial thread.” – 2015 graduate. 

Our students learn to examine the communication of ideas in a networked world through our entrepreneurship incubator programme and consider the many impacts of digital media in everyday life, for commercial trajectories through practice-based projects.

As one of the top 100 international universities in the world, the University of Westminster's School of Media, Arts and Design currently boasts a series of professional recording studios, a new teaching recording studio, professional technology labs and access to an array of post-production, and multimedia facilities built and equipped to the highest standards.

Using the leading industry software, you will be involved in designing and making interactive digital media content for delivery over the Internet, on tablets and mobile devices and for installations to designing compelling user interfaces creating a great user experience, this also extends to the development towards creating content for the ‘internet of things’.

The MA in Interactive Media Practice course will prepare you for this sector, by leveraging and integrating the fine blend between creativity and technical capacities. You will also benefit from having access to a range of highly regarded industry practitioners who will offer you exceptional insight and working knowledge within the field, both challenging and encouraging your technical and creative fair. On this master's degree you will develop commercial-level interactive media and digital content production skills.

This multidisciplinary course prepares you to work in a wide range of industry combining theory, practice, and bringing together technical, creative perspective on new media systems, interactive technologies and digital culture as well as exploring new emerging creative technologies, producing an industry professional who can produce as well as explore future creative technologies.

Students are encouraged to work with technology experimentally in a creative way, collaboratively, and to apply emerging and existing technology in new and innovative ways, research and the experimental application. You will also have hands-on experience creating content for mobile, tablet wearables, VR, AR and content-rich media websites, advanced web production, and UX design, all of this with the user in mind.

The course will provide skills in the relevant multimedia software, media-rich web production, Unity, UdK, website design and development to mobile app development. You will be taught creative coding, where the course encourages the use of a wide range of programming languages delivered by industry practitioners. We also have accreditation and training opportunities for those students wanting to develop their skills more prolifically within selected software via triple A initiative, outside of the Master's.

These include mobile apps, mainstream games, interactive installation, and eMarketing, with an emphasis on core creative skills. The course also prepares and enhances your ability in producing interactive media, methodologies and production workflows, supported by a robust understanding of the technologies and theories involved.

The Interactive Media Practice degree offers an ideal underpinning for those seeking employment in the digital media industries, which increasingly require people who work with technology from a creative perspective. This is the course that will create the next generation of interactive media talent who are both enterprising and creative.

Our approach on the course is implemented through hackathon culture as seen in technology start-up sectors, where cross collaboration through interdisciplinary approach is very welcomed. Students are encouraged to apply from design, non-programming or non-technical backgrounds as well as technical backgrounds.

Course structure

The following modules are indicative of what you study on this course.

Modules



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Almost everything we do in our daily lives employs creative technology in one way or another, whether this is film and music, print and broadcast or commerce and interactive entertainment. Read more
Almost everything we do in our daily lives employs creative technology in one way or another, whether this is film and music, print and broadcast or commerce and interactive entertainment. Our increasing dependence on technology means there is a growing need for skilled and highly versatile creative technologists who are able to identify, design, build and implement systems and solutions that stretch the potential of software and programming.

The MSc Creative Technology will equip you to work at the cutting edge of associated industries, with the key analytic and creative skills needed to embrace new and as yet unimagined technologies and their uses. You will gain an enhanced understanding of practice, technology and people, along with the ability to select appropriate working methods and approaches in professional creative contexts. It is also a pathway to further academic study in the field or for those wishing to forge a career within international research.

Course detail

The course offers an in depth and critical approach. Practical learning will allow you to create, apply and evaluate technological solutions in different creative contexts, including programming, web technologies, physical computing and project management. You will also have the opportunity to specialise in particular areas of interest - enabling you to develop a deeper understanding of various elements of the creative technology landscape.

The Masters degree is relevant for technical, engineering, science or mathematics graduates looking to advance their competence in the development and application of technology. It is equally appropriate for creative practitioners with the relevant level of technical experience.

To enhance your professional skills and experience, from day one you will start working on real projects and building your portfolio. By developing your skills as a broad-based, creative technologist, you will be ready to step into relevant roles across a diverse range of sectors, spanning arts practice, academia and research, multinational industry and entrepreneurial start ups.

Format

The course is based on a mixed programme of theory and practice. This will be delivered through a combination of lectures, presentations, seminars, workshops, group work, supervision and placements.

As well as contact hours on campus, you will be encouraged to undertake independent learning through essential reading, case study preparation, and assignment work. Consultancy projects and guest lectures from industry specialists give you invaluable insights into the professional environment.

Throughout the course, each student will be supported by an individual supervisor. You will also have access to high-quality technical and specialist support, facilities, labs and studios.

In addition to developing practical skills, there is a strong emphasis on developing your professional and interpersonal skills, such as presentation, communication, planning, costing and teamwork.

Placements

Placements give you the opportunity to hone your professional skills, gain industry knowledge and expand your network of contacts.

From day one, we encourage you to develop an online portfolio and apply your skills in industry. To support this, we run an online forum and jobs board with details of internships, summer placements and other opportunities with our established industry partners, including Disney Digital Division, LYFT, IBM, E3. CX Partners and Gravity Well.

As a result, many students do commercial work alongside their studies. These range from developing smartphone apps, recording, game and website development and social media. Those wishing to boost their skills can also take advantage of internships and collaborative projects.

You also have the option to gain experience in the international field with one of our partner institutions overseas. We have in-principle agreements set up for placements or exchanges with The Studio for Electro Instrumental Music (STEIM) in Amsterdam, Netherlands; The Experience Design School at Folkwang University of the Arts in Essen, Germany; IT University in Copenhagen, Denmark; and the Hong Kong Design Institute in China. These will last from two to six weeks.

Assessment

We use a range of assessment tools throughout the course, such as coursework, portfolio presentations, academic written submissions, poster presentations and exams for individual modules. You will also complete a dissertation based on the final collaborative project.

Careers / Further study

On graduation, you will have the practical, analytic and interpersonal skills needed to work at all stages of the creative technology process.

Career options include information architecture, creative software and web development, 3D work, motion graphics, composition, performance, production, audio and sound engineering, software engineering, simulations, digital media, mobile device applications, UX, IT, and project management.

You will also be suited for work in areas where there is a heavy reliance on technology such as film, theatre and the digital arts.

With a recognised skills shortage in the region, graduates from the MSc in Creative Technology can realistically expect to find exciting opportunities in the Bristol area as well as further afield.

How to apply

Information on applications can be found at the following link: http://www1.uwe.ac.uk/study/applyingtouwebristol/postgraduateapplications.aspx

Funding

- New Postgraduate Master's loans for 2016/17 academic year –

The government are introducing a master’s loan scheme, whereby master’s students under 60 can access a loan of up to £10,000 as a contribution towards the cost of their study. This is part of the government’s long-term commitment to enhance support for postgraduate study.

Scholarships and other sources of funding are also available.

More information can be found here: http://www1.uwe.ac.uk/students/feesandfunding/fundingandscholarships/postgraduatefunding.aspx

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With the fields of design, technology, computing and engineering constantly evolving, there are always exciting opportunities for research projects that can make a real difference to people's lives and lead to new developments in these areas. Read more

With the fields of design, technology, computing and engineering constantly evolving, there are always exciting opportunities for research projects that can make a real difference to people's lives and lead to new developments in these areas. We have academics with varied expertise within the Faculty of Science & Technology who are keen to support collaborations across subject areas to deliver impactful research.

Learn more about our academic staff expertise in the following areas:

Department of Computing & Informatics

Department of Creative Technology

Department of Design & Engineering

The MRes programme allows you to undertake a research project at Master's level which would be assessed via submission of a thesis and a viva voce.

You can set out to find the answer to a particular research question and will have the chance to delve more deeply into a subject area that you are passionate about.

Your research project will be developed in collaboration with our academic University staff who will provide you with specialist knowledge and supervisory input, while accessing BU's technical facilties and information resources.

You will also be part of BU's wider postgraduate community and have access to the suite of research, professional and personal training offered through the Doctoral College and your Academic faculty. 

We strongly encourage collaboration across specialisms, and an MRes provides an opportunity to work with supervisors from various backgrounds to deliver truly impactful research.

The minimum completion time for the full-time course is 12 months with flexibility to take up to 18 months. If you would prefer to complete the course part-time, the minimum completion time is 24 months with flexibility to take up to 36 months to complete.



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If your first degree is not in computing but you want to move into IT then our BCS accredited MSc in Computing is designed for you. Read more
If your first degree is not in computing but you want to move into IT then our BCS accredited MSc in Computing is designed for you. Our course provides the basis for starting a career in computing and IT; teaching you the fundamentals of programming, hardware, networks and software engineering.

The course will enable you to develop a sound knowledge of computer software development for a range of problem areas, such as interactive websites, stand-alone applications and network systems. Because of its emphasis on software system construction and management, and data organisation, the qualification is applicable to a wide variety of fields concerned with using computers, as well as directly to the computer industry itself.

Why choose this course?

This programme is rooted in real-world and industry-relevant experiences. Lecturing staff have extensive experience in research and university teaching, as well as a wide range of previous industrial and commercial backgrounds. You will have the opportunity to put the skills you have gained into practice if you choose to undertake our 1 year optional placement.

You will be joining a department with a diverse and truly international postgraduate community. The universal nature of the technical skills developed in our programmes means our courses are of equal relevance to both new graduates and those with many years of industrial experience.

Professional accreditation

BCS, the Chartered Institute for IT. The MSc in Computing is accredited as partially meeting the requirements for CITP and have been awarded the EQANIE (European Quality Assurance Network for Informatics Education) label.

This course in detail

The MSc in Computing has a modular course unit design providing you with maximum flexibility and choice. To qualify for a master’s degree, you must pass modules amounting to 180 credits. This comprises six taught modules (20 credits each) plus your dissertation (60 credits).

The MSc in Computing with placement enables you to work in industry for a year in the middle of your course to give valuable workplace experience. Placements are not guaranteed, but the Department's dedicated placement team will help with the process of finding and applying for placements. To qualify for a Master’s degree with placement, you must pass modules amounting to 180 credits plus the zero credit placement module. This comprises six taught modules (20 credits each) plus your dissertation (60 credits).

The Postgraduate Diploma in Computing allows you to concentrate on the taught part of the degree and is ideal for people working in the computing industry who wish to brush up their skills. To qualify for a Postgraduate Diploma, you must pass modules amounting to 120 credits. This comprises six taught modules (20 credits each). In some cases, it may be possible for a student on a Postgraduate Diploma to do 3 taught modules (20 credits each) plus your dissertation (60 credits).

The Postgraduate Certificate in Computing allows you to concentrate on the taught part of the degree and is ideal for people working in the computing industry who wish to learn a specific area in this rapidly changing discipline. To qualify for a Postgraduate Certificate, you must pass modules amounting to 60 credits. This comprises three taught modules (20 credits each).

We also offer a Postgraduate Certificate Computing Research Project.

Part-time students normally distribute the work evenly over a two-year period.

Semester 1 - You can choose from the following modules:
-Research and Scholarship Methods (compulsory for MSc and PG Dip)
-Object-Oriented Programming (compulsory for MSc and PG Dip)
-Structured Data (compulsory for MSc)

Semester 2 - You can choose from the following modules:
-Computer Systems and Networks (compulsory for MSc and PG Dip)
-Software Production (compulsory for MSc)
-Cyber security and the web (Compulsory for MSc)

As courses are reviewed regularly as part of our quality assurance framework, the list of taught modules you choose from may vary from the list here.

Students undertaking an MSc with placement will do a 1 year placement in industry. The placement will be undertaken after the taught component and before doing the dissertation.

Students studying for an MSc will also take:
-MSc Dissertation (completed over summer)

Careers and professional development

Our MSc students come from all over the world and graduate to follow careers in technical, business-related and creative roles, for example as developers, engineers, IT managers or web developers. Whatever their interest, our graduates tell us that the relevance of our courses and the skills they've learnt enable them to achieve their goals and build their careers.

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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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Wearable Futures is a cross-disciplinary umbrella programme for designers who are interested in the cluster of technologies and experiences that have the human body and its covering as their centre of focus. Read more
Wearable Futures is a cross-disciplinary umbrella programme for designers who are interested in the cluster of technologies and experiences that have the human body and its covering as their centre of focus.

The course offers a holistic environment based on the integration of creative computing, digital craftsmanship and material cultures, while also incorporating the technologies and advances in hardware that are impacting on manufacturing techniques and associated applications. Wearable futures has come about as part of Ravensbourne’s current commitment to become creative leader in the field of wearable applications and body-centric design. Ravensbourne's digital research culture is contributing significantly in this context.

The main conceptual framework for the course will be provided by theories of digital craftsmanship, body-centric technologies and phenomenological readings and speculative philosophy. These will form an important research foundation for building Ravensbourne’s critical reach and will assist in helping you to sift and prioritise the current trends and thought relating to fashion and discussion around the body within data informed spaces. An interdisciplinary field of study will include interaction and experience design (UX), “making” and open source culture, design innovation and applied philosophy. You will be introduced to philosophical trends and these will tie in with your practice and help you to develop a critical view incorporating design fiction and other emerging theories. You will engage with research methods such as participatory, user study and user-centered design.

"One of the exciting things about the design industries today is that boundaries of former categories such as fashion, product or experience design have been broken down" - Alexa Pollman, Subject leader, MA Wearable Futures.

The course is a platform for investigation, dissemination and analysis around contemporary theory and practice in the wearable industries. The course’s core role will be to foster your understanding of this market and to identify latent demand within the commercial sphere and to highlight future applications and directions. The aim will be to help you to influence the decision makers so that wearable solutions will be accepted and meet the cultural and ethical expectations when designing for the human body and the garment-industry. You are expected to consider the cultural and social role inherent to fashion as a part of wearable futures.

Wearable futures students will focus their investigations on the key flashpoints of the body as an interface for what is a symbiotic, physical and digital exchange. As part of the design methodology of the course, you will be asked to develop future scenarios and narratives in order to help you and your clientele to understand the concomitant social, environmental or cultural challenges of designing for a matter as delicate as the human body.

"At the moment we’re still very much in the “task” piece of wearable computing, not in the symbolic “how do we make sense of it” piece. I think in the wearable space we are still bringing all the old metaphors of computation with us and still interpreting them in a somewhat literal way—that they are a smaller smartphone, or a little computer. It will become much more interesting when we let go of that and work out the promise that wearable computing will make to us." Genevieve Bell, Anthropologist at Intel

Get to know the subject leader: Alexa Pollman

- Tell us about yourself

For me, garments are social reactors and I like to challenge the current notion of ‘wear’. I have experienced the industry from different angles: my original profession was in fashion design, but I have also worked as a creative consultant and spent my fair share of time in showrooms, for both – big and small brands.

I completed the Design Interactions Programme at the Royal College of Art, and collaborating with various disciplines has enriched my perspective as a designer.

Luckily, I have been awarded different grants that have allowed me to pursue my own work - Peut-Porter is my design consultancy agency and platform which researches and provides forecasts on wear and fashion. Currently, I am Designer in Residence at the Design Museum London and will have new work on show from September 2015.

- What's your opinion on the current state of wearable futures?

We currently find a variety of opinions on wearables and truthfully spoken, I see a lot of problems occurring with their application. This is why it is important to train specialists who can engage with the topic in a much broader sense than is currently being done by the industry. Our wearable futures students will be asked to be highly innovative but at the same time engage with the cultural and social impacts of body-centric design. We need them to bridge the gap between artisans and material or textile specialists and the tech world.

The fashion system successfully uses technology in many experience-based ways and this seems like a very natural process to me as the narrative, experience-based aspect seems inherent to fashion. Wearable futures will not only produce gadgets and devices, it will help to define our relationship to technology when it enters our personal spheres, it will look at the moral and ethical side of data-capturing as well as its technological possibilities and ask students to research and design future aspects and needs of wear.

- Is this course right for me?

This course will focus on body-centric design – a topic which is currently being explored in a massive range of disciplines. We will ask for an extremely flexible mind, someone who is eager to work with various media and collaborate with science, engineers and artists to create their own definition of wearables.

Studying an MA should allow a student to find his or her very own position, strength and reason to design. Whether their work will have a technological, experiential , future or fashion focus will in the end be very much up to what they have decided to explore in the process. We want students to become ambassadors who understand not only the technological aspects and applications of wear but the medium that they will most closely be working with – the human body.

- Why are you so passionate about this course subject?

I think the course has potential to become a wake-up call – what are we doing to ourselves and our bodies? How much more obsessed with data capturing and monitoring will we become? We can’t ignore the trends and tendencies but we need to discuss and open up the field, get some creative minds together and talk about the cultural meaning of ‘wear’ and how that can work intriguingly when paired with technology.

For me, one of the big pluses of Ravensbourne is the fact that it doesn’t have a ‘traditional’ fashion orientation but instead is very interested in the digital and technological aspects of education. I especially feel that our MA courses have a lot to offer in terms of a general interdisciplinary approach, more so because they take in a small amount of people. Designers need one another to work and explore their role and as the MA’s share the same space, we will surely see a lot of cross overs with the other courses. Also, we have had quite some interest from big industries and I think we will see some exciting collaborations happening here in the future.

Course structure

1. Technology Issues – will ask you to engage and experiment with technologies used in the body-centric design sector. The three provided project briefs will explore such fields as data-capturing, 3D Printing and alternative production methods or sensory technology. You will work with fellow students and develop quick mock-ups to understand the mediums at hand and create wear with a focus on experiences.

2. Business and Innovation – will help you understand the business and innovative practices used in the creative industries. Could your idea become a successful product and how can you find a niche to place yourself in? Wearable Technology is one of the quickest growing markets of the industry and your contribution to the field could have manifold impacts.

3. Concept & Prototyping – will allow you to develop your personal design method and introduce you to an holistic design-strategy. You will be asked to present your concepts employing various media and design speculative, narrative and plausible futures in order to challenge and understand the needs, hopes and dreams related to wearables.

4. The Research Process – will help you to investigate and strengthen your concepts and ideas by teaching you the skills and methods needed to ground you personal project in an academic context.

5. The Major Project – represents the culmination of the design work and the research you conducted in your studies. In this unit, you will forge a specialist project and work self-managed and practice-based, seek advise from specialists outside the college and present your personal take on the future of wearables.

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Games consoles and mobile devices are now ubiquitous, and computer graphics production has developed so rapidly that the best visual effects are those that you don't realise are there. Read more
Games consoles and mobile devices are now ubiquitous, and computer graphics production has developed so rapidly that the best visual effects are those that you don't realise are there.

The Creative Technology programme is designed to introduce you to the rapidly emerging areas of computer science where technology impacts the creative design process. With a focus on the production of industry-relevant content, the programme introduces the theory behind animation and special effects production, interaction design and robotics. You will explore a wide range of topics, experience the entire creative design process and develop key skills in independent research.

Programme structure

You will study taught units between September and mid-June. After completing the taught units, you will work on a project between mid-June and late September.

Core units
-Animation production
-Character and set design
-Computer graphics
-Image processing and computer vision
-Research skills
-Server software
-Web technologies

You will also be able to choose from a variety of optional units.

Project
You must complete a project that consists of researching, planning and implementing a major piece of work. The project must contain a significant scientific or technical component and will usually involve software development. It is usually submitted in September.

Careers

This programme is designed to give you a significant advantage in the fast-paced world of emerging creative technologies industries. The programme will also give you the knowledge and experience to continue studying for a PhD, or to enter a career in research. With strong links to industry through the faculty’s academic staff and the University of Bristol Careers Service, we are well placed to support you in your career aspirations in industry or furthering your academic career.

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The cultural industries are a range of activities that focus on the social and economic potential of creativity. Read more
The cultural industries are a range of activities that focus on the social and economic potential of creativity. This programme will give you an advanced, in-depth understanding of how creativity functions in organisations and the best management practices for creating, circulating and commercialising ideas, knowledge and information, at local, national and global levels. The UK has the largest creative sector in Europe and government and business increasingly recognise its critical importance in generating jobs, wealth and public engagement. This increasing prevalence makes it critical to understand the particularities and principles that are key to managing the skill and talent that power sectors such as advertising, architecture, art and crafts, design, film and video, music, theatre and the performing arts, publishing, TV and radio, and computing and digital design.

This programme is ideal if you want to develop a focused, practical understanding of the creative industries and the management principles, challenges and practices that you will encounter in this sector. We will consider the theoretical foundations of management within the creative industries, but we will also look at real-life applications of this theory, the realities of contemporary professional practice, and how you can create business value through strategic management, innovation and design. This combination of practical insight and analysis of real-world issues will enhance your career development and equip you for a range of management roles.

This programme is uniquely shared across our School of Business, Economics and Informatics and our School of Arts, sharing expertise, knowledge, ideas and research across 2 renowned centres of academic excellence. You can choose option modules in business, management, marketing and the knowledge economy, as well as option modules in arts management, policy and planning and digital cultures.

London is the heartland of the UK’s cultural sector, so our central London location in Bloomsbury means that one of the world’s most vibrant cultural and creative scenes is there on our doorstep for you to explore.

Graduates of this programme who wish to continue their studies will be automatically accepted on to Birkbeck’s MSc Creative Industries (Management), which involves undertaking 4 more modules and researching and writing a dissertation on an area of management within the creative and cultural industries that interests you most.

Why study this course at Birkbeck?

This course will enhance your career development with its combination of practical management modules and its rigorous analysis of the contemporary media and creative industries.
The programme gives you the opportunity to cross disciplines and explore topics in arts management, computing and the digital, film and media, and management.
The programme offers you the opportunity to create business value through strategic management, innovation and design.
London, with its vibrant cultural scene, provides an ideal setting in which to examine how the creative industries are structured, the roles available within the sector, and the importance of entrepreneurship and innovation to creativity.
Birkbeck has a strong research record in the field of the cultural industries and is a centre for excellence in the related field of innovation research.
Many Birkbeck students work in, or have professional experience in, the industries under consideration. This provides strong networking opportunities with fellow students and Birkbeck alumni, with potentially beneficial impacts on your career development.
We engage in significant collaborative research and have excellent contacts with many public and private sector organisations, professional bodies and researchers at other academic institutions.
Based in the School of Business, Economics and Informatics, Birkbeck's Department of Management is an internationally recognised centre of excellence in teaching, research and consultancy in the broad field of management. Our academic staff are active researchers, as well as enthusiastic teachers, and they regularly publish cutting-edge research. We offer students of all ages and backgrounds a chance to study either part-time or full-time and to gain an internationally recognised University of London qualification.

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