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Masters Degrees (Creative Tech)

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Reasons to study Business Management in the Creative Industries at DMU. The Business Management in the Creative Industries MSc will provide a platform for students to enhance career prospects within the creative industries through a combination of theoretical and practical learning. Read more
Reasons to study Business Management in the Creative Industries at DMU:

The Business Management in the Creative Industries MSc will provide a platform for students to enhance career prospects within the creative industries through a combination of theoretical and practical learning.

This programme is ideal for students coming from backgrounds in design, arts, media, technology design, gaming, film or other creative areas who are seeking to enhance their business skills. Students from other backgrounds who are interested in creative industries or in careers in marketing or advertising will also benefit from the course. We have expanded the range of optional modules, providing you with a greater opportunity to specialise according to your career and personal interests.

This course will develop your theoretical and applied knowledge in areas such as entrepreneurship, creativity and innovation, strategy, finance, people management, brand design and the future influence of technological innovations.

You will study a range of management issues and develop relevant skills for operating and managing in the creative industries, which have seen significant global growth in recent years.

Students will have the opportunity to take part in a placement or an internship as part of the Executive Company Project or participate in an Entrepreneurship Project providing the opportunity to prepare a full business plan under the guidance of an academic supervisor and industry mentor. Alternatively, students can pursue a Creative Research Project which is a 'hands-on' live design project or more traditional dissertation. All of the project options allow you to apply knowledge from the course to a real-world business environment.

If you are interested in this programme but are unsure of your eligibility to apply, please send your CV/resume or profile to for review.

•Option to pursue an Executive Company Project, Entrepreneurship Project, Creative Research Project or Dissertation

•Personal leadership mentoring and career coaching

•World-leading academics from the faculties of business, arts, humanities, design and technology

•Unique learning environment headquartered in the Great Hall of Leicester Castle

•Regular presentations by leading business figures

•Networking and peer support as a result of being part of a small, exceptionally talented tutor group

•Modules that have been developed in partnership with business, with the objective of providing students with key skills needed to lead and succeed in today’s global business environment

•Access to the postgraduate wing of the £35million Hugh Aston Building which has its own café and store

•Access to a high tech 24/7 high-tech library with a choice of learning environments. This in addition to new amenities such as the QEII Diamond Jubilee Leisure Centre

•Mentoring and one-to-one academic support from leading academics, at the forefront of their fields

•Excellent contact hours of 15 or more hours per week

•Emphasis on the development of business-relevant cultural awareness, including optional language study Valuable links to Leicester’s Curve Theatre, the British Library, Channel 4, the BBC, Leicestershire TV/Channel 2020, BBC Leicester, Harborough FM, GV Gallery London, The Phoenix Partners, Global Radio Dave’s Leicester Comedy Festival, one of Europe’s largest comedy festivals, amongst others

Teaching and Assessment

You will be taught through a combination of lectures, tutorials, seminars, group work and self-directed study. Assessment is through coursework (presentations, essays and reports) and usually an exam or test.
Your precise timetable will depend on the optional modules you choose to take, however you will normally attend around 15 hours of timetabled taught sessions (lectures and tutorials) each week. We expect you to undertake at least 15 further hours of independent study to complete project work and research.

Course Modules

•Entrepreneurial Finance and Financial Management

•Strategic Management
•Business Creation and Innovation

•Leadership and Culture in Organisational Contexts
•Introduction to the Creative Industries
•Integrated Brand Management
•The Business of the Performing Arts
•Knowing and Developing Yourself for Professional Success
•Global IP Management

Optional modules

•Creative Technologies
•Creative Research Methods

Either

•Dissertation involves research informed by a critical discussion, relevant issues and evidence. You will evaluate research methods available, identify and critically review literature, analyse information and draw conclusions relevant to a critical area.

•Creative Research Project is a hands-on live design project or more traditional disseration.

•Executive Company Project offers an opportunity to complete a practical management project in the workplace, so you can link theory to practice and develop practical skills for leadership. You will research a management issue provided by a sponsoring organisation, supported by both academic and work-based supervisors, while engaging with the business world.

•Entrepreneurship Project gives you a chance to prepare a full business plan under the guidance of an academic supervisor and industry mentor. Alternatively, you can pursue a Creative Research project, which is a hands on, ‘live’ design project or a more traditional dissertation.

Graduate Careers

A degree in Business Management and the Creative Industries will open up a wide range of career opportunities as you develop a broad base of skills that are in great demand with global employers.
You may choose to pursue careers in brand management, account management, talent management or a variety of other roles within the creative industries.
You will benefit from access to DMU’s established Careers and Employability Team, who offer employability sessions and workshops and can advise you on your options.

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This unique MA programme is designed for students who intend to start and run innovative businesses where the way you do things is as important as what you do. Read more
This unique MA programme is designed for students who intend to start and run innovative businesses where the way you do things is as important as what you do. It is based in a university but run by leading practitioners from the creative industries, ensuring you receive the highest-quality practice-based learning.

Degree information

Students learn all necessary skills using 'rapid prototyping' and 'lean' entrepreneurship tools together with inventive practices from the creative industries.

Students undertake modules to the value of 180 credits.

The programme consists of eight core modules (120 credits), and a research dissertation (60 credits). There are no optional modules for this programme.

Core modules
-Introduction to Social Theory
-Creative Enterprise
-Creative Product Development
-Collaborative Enterprise
-Customer Development and Lean Startup
-Entrepreneurial Finance
-Entrepreneurial Marketing and Analytics
-Strategic Management of Entrepreneurial Ventures

Dissertation/report
All students undertake an independent research project working with a real-world mentor from the London creative start-up community and a supervisor from the Creative and Collaborative Enterprise MA teaching team. The project culminates in a 10,000-word dissertation and includes a high-quality business or new venture plan.

Teaching and learning
The programme is delivered through a combination of practical tutorials, lectures, seminars, masterclasses, and class discussion. Students are given the opportunity to attend weekly lectures from leading global entrepreneurs and venture capitalists. Assessment is through presentations, coursework, long essay, class participation, open-book and unseen examination, and the dissertation.

Careers

The creative sector now accounts for around 10% of the UK’s GDP. In recent years employment in the sector has grown four times faster than the workforce as a whole. The MA is aimed at students who want to work in one of the nine creative sectors recognised by the Department for Culture, Media and Sport; these include advertising, architecture, IT, and the visual arts. By graduation students will have acquired a range of essential business skills, be well versed in developing and harnessing their creative powers, and will have learnt how to appreciate the environment within which their businesses will operate.

Why study this degree at UCL?

Students will learn to initiate a creative enterprise project; to apply creative arts practice approaches to enterprise and business activities; to think critically about the relationship between ethos and delivery in starting a business; to master the lean start-up skills needed to initiate, grow and establish a new enterprise; and to critically assess and reform enterprise activities.

Students follow UCL School of Management's lean start-up model and learn creative practices to provide them with the understanding, critical abilities and skill sets that will enable them to develop innovative, desirable and distinctive new products and start up the value-rich, ethos-driven companies that will take those products to market and thrive in the contemporary world.

Students have access to a wide range of innovation-focused initiatives and events at UCL, including the London Entrepreneurs' Challenge, weekly networking events and the Knowledge Exchange Associates scheme. UCL is based near London's 'Tech City'.

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This programme is aimed at building your knowledge and developing expertise in a range of digital creative media topics, so as to be able to help understand, design and develop creative media applications which are growing in popularity including smart phone applications. Read more

INSTITUTE FOR DIGITAL TECHNOLOGIES

This programme is aimed at building your knowledge and developing expertise in a range of digital creative media topics, so as to be able to help understand, design and develop creative media applications which are growing in popularity including smart phone applications.
User interaction techniques with human perception and quality of users’ experience assessment methods are also included in the programme. Specific modules dedicated to gaming technologies, 3D media processing and users’ perception evaluation, creative media context and practices are taught by the leading experts in the area. You will also benefit from experience in 3D creative media and studio environments first-hand, all of which will provide a unique opportunity to engage with advanced research motivated problems in the exciting topics related to digital creative media.

Programme Aims

a) Develop students’ knowledge and expertise in multimedia signal capturing, rendering, coding, processing, and adaptation through practical application analysing and evaluating problems and responding to challenges in real time.
b) Develop students’ critical thinking to assess the development, evaluation and implementation of high-end home and low-end mobile media applications in response to addressing real world problems/opportunities.
c) Develop students’ critical thinking to assess media applications through user interaction techniques, human perception and quality of experience assessment methods.
d) Use action-based learning to provide individuals and teams with employment skills essential to the digital/tech industry.

Programme Structure

To complete the MSc Digital Creative Media students must complete 8 x 15 credit modules. Students must also choose and complete 4 of the 6 optional modules. Students will pick a second subject from the list of nominated second subject modules offered by the other Institutes in the first semester. All students must complete a Dissertation worth 60 credits.

Assessment

Modules are assessed primarily by exams and also include a combination of group exercises, presentations and time-constrained coursework and assignments with varying levels of weighting depending on the nature of each module.

Career Prospects

Graduating from this programme will provide students with job opportunities in media technologies and creative industries (e.g., studios, film and music makers), broadcasters as well as communication industries and service providers. Graduates will also have the knowledge required to enter a wide research field related to creative media including their design and applications.
Graduates will also have the opportunity to enhance their knowledge and career prospects further by undertaking an MRes or PhD programme.

Compulsory Modules

-Collaborative Project
-Media and Creative Industries: Context and Practices
-Second Subject Module
-Dissertation
-Media Design and Production

Optional Modules

Choose four modules only:
-Media Processing and Coding
-Advanced 3D User Environments
-Internet of Things and Applications
-Introduction to Programming and MatLab
-Media Cloud Applications and Services
-Creative Industries in a Global Perspective
-Gaming Technologies and Systems

Second Subject Modules

Choose one module only:
-Design Thinking
-Media and Creative Industries: Critical Perspectives
-Principles of Entrepreneurship and Innovation Management
-Business Model Development
-Introduction to Diplomacy
-Sports Media and Marketing

Find more information on modules here http://www.lborolondon.ac.uk/study/institutes-programmes/msc-digital-creative-media/

For more information on fees, please see our fees and finance page: http://www.lborolondon.ac.uk/study/fees-finance/

Scholarships

We are investing over half a million pounds (£0.5m) in our scholarship and bursary scheme to support your studies at Loughborough University London in 2017. This package of support celebrates and rewards excellence, innovation and community. Our ambition is to inspire students of the highest calibre and from all backgrounds and nationalities to study with us and benefit from the wider Loughborough University experience and network. Our range of scholarships, bursaries and support packages are available to UK, EU and international students.View the sections below to discover which scholarship options are right for you.

What's on offer for 2017?
Inspiring Success Programme
-For unemployed and underemployed* graduates living in the East London Growth Boroughs of Hackney, Newham, Tower Hamlets or Waltham Forest
-Award value: 100% off your tuition fees
-We are joining forces with The London Legacy Development Company to offer a two day programme of specialist support for graduates, including workshops, skills seminars and networking opportunities to increase students' employability and support those looking to enter into postgraduate education.
-Eligibility: At the end of the programme, eight students will be selected for a 100% scholarship to study a masters course of their choice at our London campus in September 2017.

Dean's Award for Enterprise
-For students looking for the skills and support to launch a new business
-Award value: 90% off fees to launch your business idea
-Eligibility: The award will be given at the discretion of the Dean and the Senior Leadership Team, based on a one-page submission of your business idea.

East London Community Scholarship
-For any students who obtained their GCSE’s or A-levels (or equivalent qualifications) from The Growth Boroughs – Barking and Dagenham, Greenwich, Hackney, Newham, Tower Hamlets and Waltham Forest
-Award value: 50% off your tuition fees
-Eligibility: Competitive scholarship based on one-page submission showing your contribution to our community.

Alumni Bursary
-For all Loughborough University alumni
-Award value: 20% off your tuition fees
-Eligibility: International and UK/EU alumni holding a current offer for LoughboroughExcellence Scholarship
-For international and UK/EU high achieving students
-Eligibility: Any student holding a high 2:1 or first class undergraduate degree or equivalent from a recognised high quality institution will be considered.

Find information on Scholarships here http://www.lborolondon.ac.uk/study/scholarships-and-bursaries/

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The MA Music Industry Entrepreneurship combines traditional business practice with specialised tools, techniques, approaches and case studies unique to the music and entertainment industries. Read more
The MA Music Industry Entrepreneurship combines traditional business practice with specialised tools, techniques, approaches and case studies unique to the music and entertainment industries.

Modules in Creative Music Management, Economics, Lean Business Planning, Marketing, Legal and Business Affairs, Live Event Management and New Media Technology combine generic industry practice with a specialised focus on the music and entertainment industries.

The programme is designed to prepare students for a future as label owners, publishers, managers, promoters, new technology pioneers and creative business specialists and is jointly delivered by UWTSD and Tileyard Studios. Tileyard Studios is the largest professional music community in Europe featuring 82 recording studios and 110 entertainment businesses, based in King’s Cross, London.‌‌‌

Course Overview

The MA Music Industry Entrepreneurship is delivered on the UWTSD London campus and at Tileyard Studios, King’s Cross, London. Tileyard Studios is the largest professional music community in Europe featuring 82 recording studios, 110 entertainment businesses and the new Tileyard Education Centre.

The programme is designed to prepare students for a future as label owners, publishers, managers, promoters, new technology pioneers and creative business specialists. In addition to the UWTSD London Campus facilities and resources, Tileyard Studios provides students with direct access to more than 1000 creative industry entrepreneurs, while developing cutting edge thinking and insight into the management and growth of independent record labels, music publishing, artist management, promotion, marketing and new technology entrepreneurship.

The course provides a critical understanding of music and entertainment management and organisations in a global context both on and offline. The core of the programme focuses on digital and independent entrepreneurial skillsets and practice as well as more traditional business methods within the context of the new mixed media economy. The course consist of six taught modules in Part I and an industry-related major business project in Part II.

Alongside specialised modules in Creative Music Management, Marketing, Live Event Management and New Media Technology, MA Music Industry Entrepreneurship students will develop a major business plan project for presentation to a panel of seed and incubation investors and business angels, curated by Tileyard Studios, seeking to invest in new creative business opportunities and IP.

Students will have access to the new Tileyard Education Centre featuring a professional recording studio, audio-visual tech lab and writing production rooms where they can collaborate with other creative MA students such as Commercial Songwriting and Production.

This industry-centric course also includes regular, large-scale industry networking events, held at Tileyard Studios in partnership with Notting Hill Music and sponsors, an unrivalled masterclass series, a one-to-one electronic mentoring program, work-based learning projects and access to the annual calendar of industry-centric events held on site at Tileyard Studios.

Modules

-Creative Music Management
-Economics, Planning and Finance
-Legal and Business Affairs
-Entertainment Marketing
-New Technology in Music and Creative Entertainment
-Live Music and Event Management
-Creative Business Project

Key Features

-Industry-led, academically robust programme
-Direct involvement and access to industry networks
-One-to-one contact mentoring and supervision
-Co-learning opportunities with other students and creative practitioners to support discussion, sharing of ideas, innovation and practice
-Access to academic and professional facilities and resources

Assessment

The course assessment consist of a range of coursework including portfolios, essay, reports and presentations.

Career Opportunities

Graduates of the MA Music Industry Entrepreneurship can expect to find employment with or set up in business as:
-An independent (or major) record label
-A music publisher
-An artist / composer / songwriter producer manager
-A live agent or agency
-A live music or entertainment promoter
-A live events venue, company, promoter or music / cultural festival organiser
-A creative designer for music and entertainment
-A music marketing consultant or agency
-A music PR consultant or agency
-A new media creative entertainment business, platform, application or online community
-An independent or national TV broadcaster
-An independent or studio film production company
-A games development company
-A music synchronization business
-A creative songwriter / producer / artist brand / entrepreneur
-A lifestyle, entertainment or youth focused brand or agency
-A music and entertainment education practitioner or business
-A music legal, licensing and/or music accounting business
-A music product and merchandise creator, licensor or platform

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The Ravensbourne MA Environment Design investigates spatial design in its real-virtual, and macro-micro scales. Read more
The Ravensbourne MA Environment Design investigates spatial design in its real-virtual, and macro-micro scales. Encompassing interior, architecture, cities and natural environments the programme analyzes a series of different perspectives of theory and practice from art, science, and technology towards an understanding of a cultural sustainability.

Systems - Every year the course aims to produce new research that takes forward questions inherent in Modernity. Currently focused on natural ecological systems (earthquakes, tectonic plates, deltas and shorelines), (re)contruction and war, cosmographies and cultures of outerspace, and bio-tech materials ; the course encourages you to explore your own field of research and practice.

Technologies - The Environment Design operates with a multidisciplinary team where knowledge exchange is one of the core points to focus. From: applied technologies, visual effects, interactive digital media, moving image, communication design and fashion, the programme aims to deploy students with methods and techniques from different perspectives embracing new possibilities offered by new technology and the creative processes involved in designing.

Modeling and simulation - with a hands on training in the use of the scientific instruments and computational tools, Ravensbourne offers you with full access to digital facilities for digital imaging and prototyping; where you will be able to experiment and innovate through technical, user and interaction workshops based upon strategies deployed by leading practitioners within the field.

You will be encouraged to engage with advanced practice within a global context and explore the similarities and key differences and emphases of different centres across the world and to put your learning and design solutions into context.

Here you will expand your own research and practice, by developing and managing an individual programme of enquiry and creative development in environment design culminating in the realisation of a final major project fully informed by professional and industrial contexts and multi disciplinary perspectives.

Study units

- Technology Issues
- Business and Innovation
- Research Process
- Concept and Prototyping
- Major project

The Research Process unit supports you in gaining the research skills needed for the development of your individual projects.

Three five-week workshops in the Technology Issues unit will enable you to explore interdisciplinary, cross-disciplinary and individually negotiated projects.

In the Business Innovation unit, you are helped to develop an understanding of business and innovative practices in the creative industries.

The Concept and Prototyping unit allows you to further develop the skills you have learnt; for example: using hybrid bottom-up strategies and to take a single line of inquiry, idea or theory embedded in environment design and research and develop the concept.

The Major Project represents the culmination of the your investigation and the final stage of the research strategy.

Learning

You will receive regular support from tutors, peers and subject-specific group tutorials as part of a constant critical dialogue to help create a professional and critical understanding of your individual creative process.

You will benefit from working alongside students on other MA pathways in a multi-disciplinary environment, creating opportunities to widen and expand approaches to your own research and practice giving the opportunity to adapt and adopt new and innovative methods and solutions.

The course benefits from its positioning and relationship to allied creative disciplines, such as the Applied Technologies, Fashion, and Interactive Digital Media pathways, affording opportunities for collaboration, cross-fertilisations and synergies. You are also expected to engage with the architectural design profession and to make full use of the resources and opportunities available in London.

Programme Aims

All postgraduate courses at Ravensbourne provide students with the opportunity to develop advanced skills in the conceptualisation and practical realisation of innovative creative projects in their discipline area and provide them with the entrepreneurial skills to realise their commercial potential. These courses share the following common aims:

- to develop advanced creative practitioners with the potential to originate, innovate or influence practice in their discipline area;

- to equip students with a comprehensive understanding of the core principles and technology underpinning their creative project and the theoretical frameworks within which to locate it;

- to underpin students’ creative practice with the entrepreneurial skills and business awareness necessary to turn concepts into commercially viable realities;

- to develop students’ skills in independent learning, self-reflection and research skills necessary to sustain advanced creative practice and scholarship;

- to offer a stimulating environment for postgraduate students which is both supportive and flexible in relation to their learning needs and a creative space in which to incubate their ideas.

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The MA in Arts Management has been developed to take account of the significant changes taking place in the arts and across the creative industries. Read more
The MA in Arts Management has been developed to take account of the significant changes taking place in the arts and across the creative industries. Working in close collaboration with sector partners the course is appropriate and adaptive to this changing and challenging environment. Their direct input will help expand your theoretical understanding and professional knowledge through hands-on experience and work-based learning.

The course offers a unique opportunity to engage with an extensive range of regional, national and international arts and cultural organization covering the full range of the creative industries from dance, theatre and music to digital creativity, the fine arts and fashion to heritage, museums and cultural tourism.

"The arts stimulate us, educate us, challenge and amuse us. They are of instrumental, as well as intrinsic, value and their social benefits are numerous and beyond doubt." [Maria Miller, Culture Sector Minister, April 2013]

Culture, the arts and the creative industries in the UK are estimated to be worth around £36 billion to our economy – our creative and cultural excellence plays a crucial role in our national identity, and is recognized globally.

In the 21st century, culture and arts policy and practice are being shaped against a background of enormous change and challenge across the creative sectors. Arts managers and administrators are instrumental in the governance and sustainability of the creative sectors. From policy makers to caretakers of arts buildings and infrastructure, from pioneers of economic innovation to leaders of excellence in creative practice, cultural leaders and managers of the arts will increasingly need to be flexible, responsive and imaginative practitioners, equally comfortable in a variety of settings, and adept at working in partnership with a wide range of organisations. They will need to be people who see the arts and culture as a vital part of the wider economy.

Bath, a relatively small city with a resident population of about 80,000, attracts over 4 million visitors every year. It hosts an annual series of internationally renowned arts and cultural festivals, has been a fashionable spa for leisure and pleasure since the 18th century, and is a World Heritage Site with a rich offering of museums and galleries. It is also a city at the heart of the South West, ideally situated between Bristol and London on the M4 high tech and creative industries ‘corridor’.

COURSE STRUCTURE AND CONTENT

The course builds on your previous experience and background, expanding your professional arts knowledge, management skills, entrepreneurial thinking, and creative leadership skills. Designed and delivered in close collaboration with leading arts organisations, the course will provide you with the theoretical framework, appropriate skills and practical experience to meet the challenges of working in your chosen field.

The modules cover theory, critical thinking, skills development and practical experience; they have been designed to allow you to demonstrate an ability to analyse historic and current debates in and about culture and the arts; to apply this analysis to contemporary practice, structures, funding and participation; and to relate both to the complex range of activities involved in ‘managing the arts’.

The programme is offered in a modular format. You will take a mix of taught modules in the first two trimesters (120 credits), including a compulsory work-placement and complete a dissertation or placement-based project in the third trimester (60 credits). To achieve the MA you will need to complete 180 credits in total.

MODULES

Trimester 1
• Arts Management in the 21st Century (core module, 30 credits)
• Management in Practice (core module, 30 credits)

Trimester 2
• Research and Writing for the Arts, Heritage and Culture (core module, 30 credits)
• Supported Placement (core module, 30 credits)

Trimester 3 (75 words per section)
• Placement Project or Research Project (option module, 60 credits)
OR
• Heritage, Museums and Arts Management: an international perspective* (option module, 60 credits)

TEACHING METHODS AND RESOURCES

The course will enable you to combine academic study with placements and practical work, and to accommodate the needs of those in paid employment. Learning is encouraged through participation in a wide variety of activities including lectures, seminars, workshops, tutorials, online activity and discussion, work-based learning, and research projects. Each module will include contributions from leaders in their field, whether for short lectures or longer workshops; a number of them will continue to act as mentors and help guide you through your placement project or final dissertation. The subject for this will be developed in consultation with the course leader and, where relevant, with your placement host.

Access to key thinkers and doers is an integral part of the course. As well as reflecting on the uncertainties of the moment, the course is intended to introduce you to people who are dealing with them for real.

Face-to-face contact during tutorials and workshops is intended to encourage and facilitate peer-support and shared learning; there will be opportunities for joint and group working.

STAFF / TUTORS

Staff on this course offer you access to a wide range of academic and practical expertise in Arts Management. We are committed to delivering the highest quality teaching and learning and the application of that learning to deliver effective practice in the workplace. There will also be a range of professional arts management practitioners from across the arts and cultural sectors who will deliver lectures and workshops, mentor students on placements and research projects, and work professionally with students on collaborative public projects.

CAREER OPPORTUNITIES

Careers in arts management are varied and cover every cultural and artistic area. They include roles in:
• Events and venue management
• Programming events and seasons
• Audience development
• Community engagement and social inclusion
• Education and learning
• Marketing, press and communications
• Production management
• Fundraising
• Visitor services, ‘front-of-house’ management, retail services
• Managing artists and performers

The course includes a range of generic skills and opportunities that are aimed at increasing employability for our postgraduates in the voluntary sector, social enterprises, fundraising, and a wide range of administrative and management roles.

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The aim of the Specializing Master is to expand a System of Skills aimed at innovation in textile products for the fashion sector and for public and domestic furnishing. Read more
The aim of the Specializing Master is to expand a System of Skills aimed at innovation in textile products for the fashion sector and for public and domestic furnishing. These industrial design skills are aimed at product innovation that is not simply formal and aesthetic - material performance, comfort, function and ergonomics become innovative as well.
The aim is to provide participants with the design and organisational tools linked to the creative processes in fashion companies.

Professional Outcomes
The Specializing Master aims at training a professional figure who has what IBM calls “T-Shaped skills”, i.e. a combination between broadness of knowledge and depth of understanding. These professionals have specific skills in the field of fashion, design and interiors and can perceive the changes in behaviour and needs of modern society, systematizying them in a planning key for the development of innovative projects.

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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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This newly redesigned course enables graduates to be able to understand, design and develop digital solutions within the emergent digital economies. Read more
This newly redesigned course enables graduates to be able to understand, design and develop digital solutions within the emergent digital economies. Graduates would be able to follow a flexible program of study and either plan a career in interaction design, mobile and digital solutions, data and analytics, or emergent systems or to explore the opportunities offered in London as a start-up capital.

The digital sector continues to evolve and technologies, platforms, interaction paradigms and business models are increasingly requiring technical ability combined with commercial and design acumen that the course encourages.

Boston Consulting Group estimated that by the end of 2016 the internet economy in the G-20 economies will be worth USD 4.2 trillion (up from USD 2.3 trillion in 2010) and that the internet contributes over 12 per cent of GDP in the United Kingdom.

The mobile apps sector has revenues of more than €10 billion per annum or jobs in the order of 790.000 across the whole EU economy and continues to grow at a fast rate. Within the UK the digital sector has critical importance and reports suggest 14.4% of companies in the UK are involved in the Digital economy and some 1.46 million people are employed. More than one million jobs were advertised in 2014 showing a growth of 28% and there are suggestions that the growth forecast is around 5.4%

The Business Growth Fund and Barclays published a report in March 2014 that supported the phenomenal growth experienced by tech businesses in the UK, finding that London is home to Europe’s fastest growing tech cluster, with 27% of all job growth in London generated by the tech and digital sector.

A recent study published by the Department of Culture, Media and Sports valued the creative industries as contributing was worth £133 billion in 2014 accounting for 8.2% of the UK Economy. The Creative Economy has grown more than 25% in the last four years. Within this sector technology represents a substantial scale of impact both directly in terms of for example software as well as indirectly through areas such as digital marketing. Direct Gross added value of IT, software and computer services sectors were worth £36.6 billion in 2014.

Course content

The Masters of Science in Interaction Design and Computing takes into account the emerging needs of the marketplace focusing on the key areas of enterprise, user experience, interaction, innovation and development as well as offering options in various subjects including web, mobile and data. As a consequence the modules emphasise both the critical conceptual underpinnings as well as the practical skills for each subject.

Modules

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

Core modules
-DIGITAL INTERACTION MANAGEMENT AND ENTREPRENEURSHIP
-INTERACTION DESIGN & COMPUTING PROJECT
-RESEARCH METHODS & PROFESSIONAL PRACTICE
-USABILITY AND USER EXPERIENCE DESIGN

Option modules
-BIG DATA THEORY AND PRACTICE
-DATA MINING AND MACHINE LEARNING
-DATA VISUALISATION AND DASHBOARDING
-EMERGENT AND SOCIAL INTERACTIVE PLATFORMS
-GAMES INTERACTION TECHNOLOGY
-MOBILE APPLICATION DEVELOPMENT
-MOBILE AND UBIQUITOUS COMPUTING
-WEB AND SOCIAL MEDIA ANALYTICS
-FREE CHOICE MODULE

Associated careers

Graduates from the course would find employment opportunities in the digital and interaction sectors working as user experience specialists, application and systems developers, data experts, and as entrepreneurs working for corporates, start-ups, digital agencies, web 2.0 enterprises and so on.

Graduates from the proceeding course have found employment in various companies, both corporates and agencies, as well as NGOs. This includes for example Cisco, Hearst, Hubspot, KPMG, Lloyds Banking, Microsoft, Microsoft Xbox, Neverbland, News UK, Pearson, Periscopix, PwC, Reckitt Benkiser, QVC, Samsung, SapientNitro, and Skype. A number of graduates have started their own business including Software Optics Limited, Olyvon, Brave Media, D Crypt Digital and FanTeamz.

Read less
This newly redesigned course enables graduates to be able to understand, design and develop digital solutions within the emergent digital economies harnessing data and interaction paradigms. Read more
This newly redesigned course enables graduates to be able to understand, design and develop digital solutions within the emergent digital economies harnessing data and interaction paradigms.

Graduates would be able to follow a flexible program of study and either plan a career in interaction design, mobile and digital solutions, data and analytics, or emergent systems or to explore the opportunities offered in London as a start-up capital.

The digital sector continues to evolve and technologies, platforms, interaction paradigms and business models are increasingly requiring technical ability combined with commercial and design acumen that the course encourages.

Boston Consulting Group estimated that by end of 2016 the Internet economy in the G-20 economies will be worth USD 4.2 trillion (up from USD 2.3 trillion in 2010) and that the Internet contributes over 12 per cent of GDP in the United Kingdom.

The mobile apps sector has revenues of more than €10 billion per annum or jobs in the order of 790.000 across the whole EU economy and continues to grow at a fast rate.

Within the UK the digital sector has critical importance and reports suggest 14.4% of companies in the UK are involved in the Digital economy and some 1.46 million people are employed.

More than one million jobs were advertised in 2014 showing a growth of 28% and there are suggestions that the growth forecast is around 5.4%

The Business Growth Fund and Barclays published a report in March 2014 that supported the phenomenal growth experienced by tech businesses in the UK, finding that London is home to Europe's fastest growing tech cluster, with 27% of all job growth in London generated by the tech and digital sector.

A recent study published by the Department of Culture, Media and Sports valued the creative industries as contributing was worth £133 billion in 2014 accounting for 8.2% of the UK Economy. The Creative Economy has grown more than 25% in the last four years. Within this sector technology represents a substantial scale of impact both directly in terms of for example software as well as indirectly through areas such as digital marketing. Direct Gross added value of IT, software and computer services sectors were worth £36.6 billion in 2014.

The Commons Science and Technology Committee reported back to Parliament at the start of June 2016 that the UK needs another 745,000 workers with digital skills by 2017.

Course content

The Masters of Science in Interaction Design and Computing takes into account the emerging needs of the marketplace focusing on the key areas of enterprise, user experience, interaction, innovation and development as well as offering options in various subjects including web, mobile and data. As a consequence the modules emphasise both the critical conceptual underpinnings as well as the practical skills for each subject.

Modules

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

Core modules
-DIGITAL INTERACTION MANAGEMENT AND ENTREPRENEURSHIP
-INTERACTION DESIGN & COMPUTING PROJECT
-RESEARCH METHODS & PROFESSIONAL PRACTICE
-USABILITY AND USER EXPERIENCE DESIGN

Option modules
-BIG DATA THEORY AND PRACTICE
-DATA MINING AND MACHINE LEARNING
-DATA VISUALISATION AND DASHBOARDING
-EMERGENT AND SOCIAL INTERACTIVE PLATFORMS
-GAMES INTERACTION TECHNOLOGY
-MOBILE APPLICATION DEVELOPMENT
-MOBILE AND UBIQUITOUS COMPUTING
-WEB AND SOCIAL MEDIA ANALYTICS
-FREE CHOICE MODULE

Associated careers

Graduates from the course would find employment opportunities in the digital and interaction sectors working as user experience specialists, application and systems developers, data experts, and as entrepreneurs working for corporates, start-ups, digital agencies, web 2.0 enterprises and so on.

Graduates from the proceeding course have found employment in various companies, both corporates and agencies, as well as NGOs. This includes for example Cisco, Hearst, Hubspot, KPMG, Lloyds Banking, Microsoft, Microsoft Xbox, Neverbland, News UK, Pearson, Periscopix, PwC, Reckitt Benkiser, QVC, Samsung, SapientNitro, and Skype. A number of graduates have started their own business including Software Optics Limited, Olyvon, Brave Media, D Crypt Digital and FanTeamz.

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This is the only programme in the University of London in which students can include creative work and an arts-based context of their practice within the distinctive field of arts and creative technologies- http://www.gold.ac.uk/pg/mphil-phd-arts-computational-tech/. Read more
This is the only programme in the University of London in which students can include creative work and an arts-based context of their practice within the distinctive field of arts and creative technologies- http://www.gold.ac.uk/pg/mphil-phd-arts-computational-tech/

The opportunities for artists and technologists working in artistic domains have long encountered difficulties in finding appropriate ways to ‘measure’ artistic practice in ‘practice-based research’ terms.

The aim of the programme is to support students in their creation of new forms of artistic expression, and in their invention and application of new technologies that help make the art form possible.

We therefore expect you to take a novel and personal path of exploration. This path will be determined by the shifts you make between artistic, technical, practical, conceptual and theoretical domains in relation to your own unique vision.

The MPhil programme offers the opportunity for the student to continue their research to a PhD.

You will have two supervisors (one from arts practice, and one from computer science), and can attend weekly research seminars where students can present their findings to peers and staff; you are expected to give two presentations per year.

You also present your work at College level through interdisciplinary Graduate School seminars and at Spring Review week.

We have established a forum with the Creativity and Cognition studios at the University of Technology, Sydney for characterising practice situated across arts and computational technology, which offers the potential for collaborative research.

Assessment is by:

-written thesis (60-80,000 words)
-practical/technological component in an appropriate form

Contact the department

If you have specific questions about the degree, contact Professor Janis Jefferies.

Department

Computing at Goldsmiths is ranked 17th in the UK for the quality of our research**

**Research Excellence Framework 2014, Times Higher Education research intensity subject rankings

The Department of Computing offers a creative, contemporary and pioneering approach to the discipline.

From developing computers that can compose music and paint pictures, to defining and implementing new social media tools and applications, we aim to invigorate computing and the world around it.

Learn by doing

We place a great emphasis on creativity, independence and ‘learning by doing’. Students undertake practical work in real-world situations, carrying out projects in ways that mirror industry practice.

Interdisciplinary approach

We also promote an interdisciplinary approach to the subject: from computational arts to games and entertainment, and from data science to digital journalism.

Industry experts

You’ll be taught by industry experts – our academics are deeply engaged in current research, with many applying their knowledge and skills to developing cutting-edge technology. And we have close links with industry, too, regularly inviting leading professionals to deliver lectures and talks.

How to apply

Before you apply for a research programme, we advise you to get in touch with the programme contact, listed above. It may also be possible to arrange an advisory meeting.

Before you start at Goldsmiths, the actual topic of your research has to be agreed with your proposed supervisor, who will be a member of staff active in your general field of research. The choice of topic may be influenced by the current research in the department or the requirements of an external funding body.

If you wish to study on a part-time basis, you should also indicate how many hours a week you intend to devote to research, whether this will be at evenings or weekends, and for how many hours each day.

Research proposals

Along with your application and academic reference, you should also upload a research proposal at the point of application.

This should be in the form of a statement of the proposed area of research and should include:

delineation of the research topic
why it has been chosen
an initial hypothesis (if applicable)
a brief list of major secondary sources

Funding

Please visit http://www.gold.ac.uk/pg/fees-funding/ for details.

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This MA looks at contemporary changes in media and communications, by putting into perspective the transformations that affect the way people live and work, national and international institutions evolve, and how cultural practices develop- http://www.gold.ac.uk/pg/ma-global-media-transnational-communications/. Read more
This MA looks at contemporary changes in media and communications, by putting into perspective the transformations that affect the way people live and work, national and international institutions evolve, and how cultural practices develop- http://www.gold.ac.uk/pg/ma-global-media-transnational-communications/

This programme's internationally acclaimed and comparative approach to the events, issues and debates of our times is particularly suited for those interested in exploring the bigger picture as well as the nitty-gritty of transformations in media and communications and their impact on culture, society and politics.

Its cutting-edge and interdisciplinary approach to postgraduate learning, independent study, and life skills provides you with the analytical skills, conceptual knowledge and practical understanding of the real and imagined shifts that are taking place in – and through – the media industries, everyday life online and on the ground at home and abroad.

The Masters attracts budding scholars, media practitioners, activists, and advocates from many regions, with a variety of educational and professional backgrounds.

It's particularly suitable for those wanting to move their knowledge and analytical skills up a level for further study as well as for those who have experience of studying or working in the media and cultural sectors, non-profits and other third sector organisations, alternative media, the arts, grassroots and international advocacy and activism.

The programme achieves these goals by:

-exploring the challenges traditional media sectors face as news, entertainment, and services go global and converge on the web
-critically studying the past, present, and future of the internet and information and communications technologies
-examining changes to communicative cultures, media production, and services in a ‘post-Web 2.0’ context
-thinking about how ordinary people, businesses, governments, and multilateral institutions (mis)use ICT
-looking more closely at how local communities, governments, and transnational corporations look to influence media futures
-researching differences in how people, cultures, and countries access and use media and communicate across borders
-debating the implications of the digital divide, media censorship, and digital surveillance by governmental and commercial agencies
-reading, watching, and hearing how artists, creative entrepreneurs, power elites and ordinary people respond to technological and social change

The Programme Director is Professor Marianne Franklin. Lecturers, guest speakers, and research students on this programme are affiliated to the Centre for the Study of Global Media and Democracy, the School of Mass Communications at Texas Tech University (USA), the United Nations Internet Governance Forum, Edinburgh Law School, Le Monde diplomatique, a number of international NGOs, activist and advocacy groups, international academic and media networks.

Follow us on Twitter @GloComm ‌

Contact the department

If you have specific questions about the degree, contact Professor Marianne Franklin.

Modules & Structure

The programme is broken into three parts:

-core modules
-option modules (where students can devise their own specialisations)
-dissertation

The themes covered may vary from year to year, depending on research developments and staff availability.

Along with two compulsory (core) modules, research skills module, and a research dissertation, you can choose from a range of theory and practice option modules from Media & Communications as well as other Goldsmiths departments.

Distinguishing Features: this programme's content, structure, and assessment takes an interdisciplinary and innovative approach to:

-reading, thinking and articulating challenging ideas
-conducting individual and collaborative research
-accessing and contributing to current debates
-incorporating practitioner and activist perspectives
-teaching and learning that is both research-led and student-inspired
-supporting excellence in individual and group projects

Activities: Based on an interactive communication model of learning and teaching, the core programme is organised around lectures, participatory workshops, student presentations, written work, informed debates.

-It features guest speakers from around the world and various media and communications domains.
-It involves students in creating their own media-based projects, such as our prize-winning live Video Conference event with international partners.
-It looks to foster original research dissertation work, formal presentation and collaborative skills.
-It provides instruction in the fundamentals of designing and successfully completing an independent research dissertation project alongside one to one supervision and workshops

On completing this programme you will be able to (re)enter the workplace, return to your creative pursuits, activism, or advocacy project or, if you wish, continue onto further research with up-to-date knowledge about the facts and fictions around these trends.

Assessment

Individual and group presentations; live video/web conferences, examined essays and research papers; qualitatively assessed assignments and discussion leading; dissertation.

Careers

Graduates from this programme find work and excel in a number of domains:

national and global media corporations
government departments
global news & broadcasting
online media
PR and advertising
NGOs and non-profits
intergovernmental organizations
the entertainment industry
the arts and cultural sectors
Alumni have found work with the BBC world service, Globo corporation, Carnegie Foundation, European parliament and European Commission, CCTV, NBC, Google, Microsoft, NGOs (eg Greenpeace, Global Partners) and charities (eg Dementia UK), newspapers (eg in South Korea, Brazil, Slovenia, China), alternative media and advocacy networks, museums, theatres and art gallerires, online national and international media outlets (eg Chinese, indigenous Taiwanese), PR and marketing around the world.

Other alumni have continued on to PhD programmes, at Goldsmiths and elsewhere. Many have been successful in gaining research scholarships and funding to further their academic and practitioner careers.

The ethos of the department is one which looks to achieve a healthy balance between scholarly pursuits and practical skills; we look to develop all-round thinkers and doers who can – and do – contribute to the cultural and professional life of their communities and countries. Graduates from this programme excel in their analytical skills, range of knowledge, flexibility, and adaptability.

Skills

At Goldsmiths we support and develop students to express themselves creatively and self-critically in theoretical, creative, practical and/or professional pursuits.

You will be equipped with new insights and ideas, analytical skills and practical knowledge about how both traditional and newer media, familiar and cutting-edge information and communication technologies, and computer-mediated communications actually operate and contribute to society, culture, and politics in contemporary settings.

Funding

Please visit http://www.gold.ac.uk/pg/fees-funding/ for details.

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INTERNATIONAL RESIDENCY TRIP WITH A PEDAGOGICAL OBJECTIVE. USA 2016 - http://en.grenoble-em.com/msc-ise-residency-trip-silicon-valley. Read more

Objectives

INTERNATIONAL RESIDENCY TRIP WITH A PEDAGOGICAL OBJECTIVE

USA 2016 - http://en.grenoble-em.com/msc-ise-residency-trip-silicon-valley

The aim of the MSc Innovation, Strategy and Entrepreneurship's master degree is to provide a framework and a toolkit for future managers and entrepreneurs to identify, assess and manage business opportunities in either their own companies or in existing organizations.

The program reflects the realities of the global environment and provides general management courses together with highly specialized modules in the areas of Innovation, Strategy and Entrepreneurship.

A word from the Program Director

"Innovation and Entrepreneurship are everywhere in our daily lives: smart cities, internet society, the digital economy, big data and design thinking, to name only a few. The consequences are huge: we will no longer buy – we will use! We will no longer manufacture - we will print with 3D printing!

After the Internet of People with mobile internet technology and applications, the next wave will be the Internet of Things called : IoT with news applications, new behaviors, and above all new business models. You have to discover and learn the causes and impacts of IoT in the next decade.

The MSc in Innovation, Strategy and Entrepreneurship is a convergent Master-level program designed for students who want to prepare themselves for the tectonic shift in the way we live and work. Companies and organizations, already responding to the challenges of tomorrow, project hiring graduates who have learned to navigate through the new landscape of innovation and strategy. See the opportunities got by the graduates in Employability section - http://en.grenoble-em.com/msc-innovation-strategy-and-entrepreneurship#Entreprise

If you want to broaden your theoretical knowledge while gaining practical experience in the working world, network with today's leading industry experts and tomorrow's game-changers, create your own business or help companies face tomorrow's challenges head-on, this program was designed for you! You will be challenged by an intensive, rigorous curriculum, taught by acclaimed academics and professional experts, and learn from your fellow students – a truly international group – through teamwork and intensive real-life case studies.

If you are ready to embark on this adventure and be part of this unique experience in Grenoble, heart of the French Alps and France's capital of innovation and entrepreneurship, come and join us!"

Marie-France Derderian, MSc Innovation, Strategy and Entrpreneurship Program Director

Program

In addition to its proximity to research-intensive, international companies (STMicroelectronics, Hewlett-Packard) and scientific organizations (the micro and nanotechnology innovation center GIANT Minatec (http://www.minatec.org/) - the French Commissariat à l'Energie Atomique (http://english.cea.fr/english-portal) and LETI (http://www-leti.cea.fr/en/Discover-Leti/Innovation-platforms)), this program also comes from a top quality international teaching team made up of academics and professionals, thus creating an atmosphere supportive of teaching, learning, creative thinking and research.

The program’s main objective is to provide a multidisciplinary approach to the field of Innovation, Strategy and Entrepreneurship

The program corresponds to the realities of the global management environment by offering highly-specialized courses in the fields as well as courses relating to general management and business, thus extending the intellectual understanding of Innovation, Strategy, and Entrepreneurship as a discipline.

PROGRAM ORGANIZATION

Students will be required to attend the program full-time for one academic year from September to June the following year.

Following the classroom portion of the program, students will complete a Final Management Project on a topic of their choice related to the program content. Students may complete the project while participating in an internship or full-time employment.

1) General Management and the Corporate Environments

- Finance for Managers
- Cross Cultural Communication and Negotiation
- Corporate Social Responsibility and Ethical Issues in Business
- Managing IT for Success
- Leadership, Team Building and Managerial Creativity
- Project Management
- Legal Environment of International Business
- Economics
- Accounting for Managers

2) Innovation Management

- Introduction to Innovation
- Creativity and Innovation
- Innovation Through Design
- Marketing High Tech and Innovation
- Managing Business and Innovation Networks

3) Strategy

- Strategic Management
- Microeconomics of Competitiveness (Harvard)
- Mergers, New Acquisitions and Restructuring
- Strategic Marketing and Marketing Planning

4) Entrepreneurship

- Introduction to Entrepreneurship
- New Venture Business Planning
- Entrepreneurship and Business Opportunities
- Small and Family Business
- Digital Marketing for Entrepreneurs

*Content subject to change.

At the end of the classroom portion of the program, each student will be required to complete a Final Management Project of approximately 20,000 words in length under the guidance of a GGSB professor.

In order to successfully complete the Final Management Project, students are required to address a particular research question or knowledge gap in their field of study.

This research should be business-oriented and coherent with the program’s objectives. A student may choose to write the Final Management Project on a topic grounded in his or her internship experience.

Live Business Cases

LIVE BUSINESS CASES 2015-2016 - http://en.grenoble-em.com/live-business-cases-msc-innovation

During this program, participants will have the opportunity to become real-life business developers by exploring a Live Business Case provided by companies working in partnerships with the MSc Innovation, Strategy, and Entrepreneurship program. Students will work in groups and delve deeply into their cases during the seven months from October to June under the supervision of a GGSB coach.The Live Business Cases are launched by a briefing given by the company.

LIVE BUSINESS CASES WILL COVER:

- Innovation, entrepreneurship, and management issues from an integrated, holistic perspective.
- A capstone opportunity for students to apply theoretical principles from coursework and lectures.

AT THE CONCLUSION OF THE LIVE BUSINESS CASE, STUDENTS WILL BE ABLE TO:

- Build a company analysis
- Select and apply a methodology, and make useful and efficient recommendations.
- Understand the Business Development process
- Provide critical analysis
- Make strategic decisions
- Work in a small multicultural group under time constraints
- Produce compelling written and oral presentations
- Demonstrate communication, negotiation and leadership skills

At the end of the seven-month Live Business Case, each group will produce a written report and make an oral presentation to the Jury and other groups from the program. The Jury consists of the company coach, the school coach, and the program director.

MANAGERIAL CREATIVITY : A METHOD OF SELF MANAGEMENT BY THE STUDENTS

This course/workshop is an introduction to all group assignments to be carried out all through the year. In order to help you to be efficient when working in small groups, you need to know not only your personal strengths and improvement points but also those of your class.

By discovering them during this course, you will be able to imagine together how to leverage the strengths of your class and how to manage your improvement points. You have to manage the classroom as a company, so we will appoint different representatives in charge of the main aspects of the construction of the class as a performing team: event manager, class representative, timekeeper, project leader, MSc community leader, and Alumni communication and coordination manager. These representatives and their teams will draft an action plan for the coming year.

Foreign Languages

Foreign language skills are essential in business today and the program is taught in English but provides the possibility to learn a foreign language at the same time. No prior knowledge of French is required to attend the program. Non-French speakers may study French. Native and fluent French speakers will have the possibility to choose from Spanish or Chinese. The language component is not compulsory.

Careers

The students following the MSc Innovation, Strategy and Entrepreneurship generally wish to prepare for careers as:

- R&D Managers
- Project Managers
- B to B Product Managers
- Business Engineers
- Business Developers

Or in the following fields:

- Biotech
- High Tech IT
- Start-ups

CAREERS

Graduates of the MSc Innovation, Strategy and Entrepreneurship program hold positions in a variety of sectors all over the world:

- Guillermo, Venezuela: Product Manager - Organizacion Palo Alto
- Huwein, China: Project Manager, Reverse Innovation - Biomerieux
- Amit, UK: EMEIA Product Marketing - Apple
- Alexandre, France: Business Analyst and Pricing Expert - Schneider
- Nikolay, Russia: Analyst - International Innovation Nanotechnology Center
- Nikos, Greece: Business Developer - Intralot
- Agostino, Canada: Associate - Kachan and Co.
- Mayur, Singapore: Executive Business Development - Adnai Mining
- Khodor, France: Digital Marketing Manager - Eurocopter

Admission

This program is designed for recent graduates from any background as well as managers or entrepreneurs willing to develop and manage technological and business opportunities.

ENTRY REQUIREMENTS

- Bachelor-level undergraduate degree in any subject with a good grade average
- No past work experience necessary
- Fluency in English - see test requirements below.
- The GMAT is not required for this program.

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Learning how to design high-level software that guarantees safety and correctness while still being in control of its complexity. Read more
Learning how to design high-level software that guarantees safety and correctness while still being in control of its complexity.

Software plays a role in almost every aspect of our daily lives and in every organisation anywhere in the world. It can often be a crucial key to their success. Well-structured software that is attuned to an organisation’s needs and future plans can be cost effective, improve efficiency, offer better services and be innovative. Many companies, in every branch out there, are therefore looking for highly skilled software specialists. Graduates of the Master’s specialisation in Software Science will have no trouble finding a job.

Producing software is not merely a technological enterprise but a deeply scientific and creative one as well. Modern cars drive on 20 million lines of code. How do we develop all this software and control its complexity? How do we ensure correctness of software on which the lives in a speeding car literally depend on? This specialisation goes far beyond basic code writing. It’s about analysing and testing code in order to improve it as well as simplify it.

Why study Software Science at Radboud University?

- Although not the only focus, our programme puts a lot of emphasis on embedded software and functional programming.
- We teach a unique range of software analysis techniques and application down to practical/commercial use in industry.
- This specialisation builds on the strong international reputation of the Institute for Computing and Information Sciences (iCIS) in areas such as model based and virtual product development, advanced programming, and domain specific languages. We also closely collaborate with the Embedded Systems Institute.
- Our approach is pragmatic as well as theoretical. As an academic, we don’t just expect you to understand and make use of the appropriate tools, but also to program and develop your own.
- For your Master’s research we have a large number of companies like Philips, ASML and NXP offering projects. There are always more projects than students.
- Thanks to free electives students can branch out to other Computing Science domain at Radboud University such as security, machine learning or more in-depth mathematical foundations of computer science.
- The job opportunities are excellent: some of our students get offered jobs before they’ve even graduated and almost all of our graduates have positions within six months after graduating.

See the website http://www.ru.nl/masters/softwarescience

Admission requirements for international students

1. A completed Bachelor's degree in Computing Science or related area
In order to get admission to this Master’s you will need a completed Bachelor’s degree in Computing Sciences or a related discipline.
2. A proficiency in English
In order to take part in the programme, you need to have fluency in English, both written and spoken. Non-native speakers of English without a Dutch Bachelor's degree or VWO diploma need one of the following:
- TOEFL score of >575 (paper based) or >232 (computer based) or >90 (internet based)
- IELTS score of >6.5
- Cambridge Certificate of Advanced English (CAE) or Certificate of Proficiency in English (CPE), with a mark of C or higher

Career prospects

Writing good software is a highly creative process, which requires the ability to approach problems in entirely novel ways through computational thinking. Besides creativity, a professional software scientist also has fine problem-solving, analytical, programming, and communication skills. By combining software programming, model-checking techniques and human intellect, software scientists can make a real difference to help and improve the devices that govern such a large part of our lives.

The job perspective for our graduates is excellent. Industry desperately needs software science specialists at an academic level, and thus our graduates have no difficulty in find an interesting and challenging job. Several of our graduates decide to go for a PhD and stay at a university, but most of our students go for a career in industry. They then typically either find a job at a larger company as consultant or programmer, or they start up their own software company.

Examples of companies where our graduates end up include the big Dutch high-tech companies such as Océ, ASML, Vanderlande and Philips, ICT service providers such as Topicus and Info Support and companies started by Radboud graduates, like AIA and GX.

Our research in this field

The Master’s programme in Computing Sciences is offered in close collaboration with the research Institute for Computing and Information Sciences (iCIS). Research at iCIS is organised in three different research sections:
- Model Based System Development
- Digital Security
- Intelligent Systems

The Software Science specialisation builds on the strong international reputation of iCIS in areas such model based and virtual product development, advanced programming, and domain specific languages.

Research project and internship

For your research project, you may choose to do your internship at:
- A company
---- SME, such as as Océ, Vanderlande, Clarity or GX
---- multinational, such as the Philips, ASML, NXP, Logica or Reed Business Media
- A governmental institute, such as the (Dutch) Tax Authorities or the European Space Agency.
- Any department at Radboud University or another university with issues regarding software, like studying new techniques for loop bound analysis, the relation between classical logic and computational systems, or e-mail extension for iTasks.
- One of the iCIS departments, specialising on different aspects of Software Science.
- Abroad, under supervision of researchers from other universities that we collaborate with. For instance, exploring a new technique for automata learning at Uppsala University in Sweden, or verifying the correctness of Erlang refactoring transformations at the Eötvös Loránd University (ELTE) in Budapest, Hungary.

See the website http://www.ru.nl/masters/softwarescience

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In a rapidly changing environment, businesses need to evolve and continuously adapt to new challenges. Read more
In a rapidly changing environment, businesses need to evolve and continuously adapt to new challenges. The Master's specialisation in Innovation and Entrepreneurship provides the skills and knowledge that enables entrepreneurial problem solvers and creative thinkers to understand the challenges that innovative entrepreneurs face in their businesses, whether a start-up, large company or SME. It deals with the commercialiation of new ideas, high-tech innovations, business development and tapping into new markets. You'll learn how an entrepreneurial orientation helps companies to position themselves in a business ecosystem. We'll help you develop a creative mind-set and innovative and entrepreneurial capabilities.

Innovation management and entrepreneurship are combined in this specialisation. Both are vital for small and large companies to help bring novel products and services to the market, or to reinvent the business model of an existing industry. An entrepreneurial approach is also key in established firms that regularly develop innovative products. It relies on an entrepreneurial mindset and behaviour to incubate innovations. This specialisation takes a broad, multidisciplinary view, examining the interactions of firms within the context of their business ecosystems. The Innovation and Entrepreneurship in Context course is at the core of the specialisation. It aims to provide a better understanding of entrepreneurial innovators who operate from their constructed identity and capture external opportunities. In other courses, you'll learn about the processes to identify ideas for innovation, manage innovation and business development projects, develop a business plan or analyse business models and strategic scenarios.

Why study Innovation and Entrepreneurship at Radboud University?
•Unique interdisciplinary approach
•Focus on innovation and entrepreneurship beyond organisational borders
•Broad selection of electives
•Activation of entrepreneurial skills
•Theory and action-based learning

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