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Masters Degrees (Digital Arts)

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The School conducts high-quality significant national and international research and offers excellent opportunities for graduate studies, successfully combining modern engineering and technology with the exciting field of digital media. Read more
The School conducts high-quality significant national and international research and offers excellent opportunities for graduate studies, successfully combining modern engineering and technology with the exciting field of digital media. The digital media group has interests in many areas of interactive multimedia and digital film and animation.

Visit the website https://www.kent.ac.uk/courses/postgraduate/264/digital-arts

About the School of Engineering and Digital Arts

Established over 40 years ago, the School has developed a top-quality teaching and research base, receiving excellent ratings in both research and teaching assessments.

The School undertakes high-quality research (http://www.eda.kent.ac.uk/research/default.aspx) that has had significant national and international impact, and our spread of expertise allows us to respond rapidly to new developments. Our 30 academic staff and over 130 postgraduate students and research staff provide an ideal focus to effectively support a high level of research activity. There is a thriving student population studying for postgraduate degrees in a friendly and supportive teaching and research environment.

We have research funding from the Research Councils UK, European research programmes, a number of industrial and commercial companies and government agencies including the Ministry of Defence. Our Electronic Systems Design Centre and Digital Media Hub provide training and consultancy for a wide range of companies. Many of our research projects are collaborative, and we have well-developed links with institutions worldwide.

Course structure

The digital media group has interests in many areas of interactive multimedia and digital film and animation.

There is particular strength in web design and development, including e-commerce, e-learning, e-health; and the group has substantial experience in interaction design (eg, Usability and accessibility), social computing (eg, Social networking, computer mediated communication), mobile technology (eg, iPhone), virtual worlds (eg, Second Life) and video games. In the area of time-based media, the group has substantial interest in digital film capture and editing, and manipulation on to fully animated 3D modelling techniques as used in games and feature films.

Research Themes:
- E-Learning Technology (http://www.eda.kent.ac.uk/research/theme_detail.aspx?gid=1&tid=1)

- Medical Multimedia Applications and Telemedicine (http://www.eda.kent.ac.uk/research/theme_detail.aspx?gid=1&tid=2)

- Human Computer Interaction and Social Computing (http://www.eda.kent.ac.uk/research/theme_detail.aspx?gid=1&tid=3)

- Computer Animation and Digital Visual Effects (http://www.eda.kent.ac.uk/research/theme_detail.aspx?gid=1&tid=4)

- Mobile Application Design and Development (http://www.eda.kent.ac.uk/research/theme_detail.aspx?gid=1&tid=25)

- Digital Arts (http://www.eda.kent.ac.uk/research/theme_detail.aspx?gid=1&tid=26)

Research areas

- Intelligent Interactions

The Intelligent Interactions group has interests in all aspects of information engineering and human-machine interactions. It was formed in 2014 by the merger of the Image and Information Research Group and the Digital Media Research Group.

The group has an international reputation for its work in a number of key application areas. These include: image processing and vision, pattern recognition, interaction design, social, ubiquitous and mobile computing with a range of applications in security and biometrics, healthcare, e-learning, computer games, digital film and animation.

- Social and Affective Computing
- Assistive Robotics and Human-Robot Interaction
- Brain-Computer Interfaces
- Mobile, Ubiquitous and Pervasive Computing
- Sensor Networks and Data Analytics
- Biometric and Forensic Technologies
- Behaviour Models for Security
- Distributed Systems Security (Cloud Computing, Internet of Things)
- Advanced Pattern Recognition (medical imaging, document and handwriting recognition, animal biometrics)
- Computer Animation, Game Design and Game Technologies
- Virtual and Augmented Reality
- Digital Arts, Virtual Narratives.

Careers

We have developed our programmes with a number of industrial organisations, which means that successful students are in a strong position to build a long-term career in this important discipline. You develop the skills and capabilities that employers are looking for, including problem solving, independent thought, report-writing, time management, leadership skills, team-working and good communication.

Kent has an excellent record for postgraduate employment: over 94% of our postgraduate students who graduated in 2013 found a job or further study opportunity within six months.

Building on Kent’s success as the region’s leading institution for student employability, we offer many opportunities for you to gain worthwhile experience and develop the specific skills and aptitudes that employers value.

Find out how to apply here - https://www.kent.ac.uk/courses/postgraduate/apply/

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Our MA Digital Arts programme builds upon the solid foundations of our undergraduate programmes such as. Sound Design, Film, Television, VFX, Animation, Digital Arts, Graphic Design and Media & Communications. Read more

Our MA Digital Arts programme builds upon the solid foundations of our undergraduate programmes such as: Sound Design, Film, Television, VFX, Animation, Digital Arts, Graphic Design and Media & Communications.

It offers an opportunity for dynamic individuals to realise their creative potential in an inspiring practice based environment. Engaging with a range of technological tools, you will be supported to produce a diverse range of creative outputs.

Our aim is to provide you with skills that are highly valued in a global economy where boundaries between creativity and technology are increasingly fluid. So you'll be ready to enter a wide range of creative businesses and organisations already working with leading-edge digital technologies.

Full time

Year 1

Students are required to study the following compulsory courses.

Assessment

The main feature of our approach to teaching and learning is project work, requiring practice-based research, expertise and experimentation. You will be assessed through a combination of verbal presentations, written reports, portfolio work and your final Major Project piece that will be presented in a public exhibition at the end of the year.



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Digital technology plays a significant role in the new digital and creative economies and in a progressive digital society. This programme uses digital lab and digital projects to innovate creative solutions to real-world issues. Read more

Digital technology plays a significant role in the new digital and creative economies and in a progressive digital society. This programme uses digital lab and digital projects to innovate creative solutions to real-world issues. You are encouraged to mediate between people, places and technology in asking the bigger questions that put people, innovation and design at the centre of the digital economy.

Course details

Digital practice lies at the heart of this course. It seeks to build an understanding of current and emerging technologies and their application, as well as specialist expertise in your chosen area of digital art or design practice. You are encouraged to work in collaboration with others where appropriate.

You learn through initiatives and activities that stimulate and develop creative practice, problem-solving, manufacture and distribution. Thinking, making and observation are applied to practical and social contexts. Your playful and fictional approaches are encouraged through workshops and connections with international events and research projects. The progrramme is an opportunity to enhance your qualification by spending one semester completing a vocational internship, research internship or by studying abroad. Although we can’t guarantee an internship, we can provide you with practical support and advice on how to find and secure your own internship position. A vocational internship is a great way to gain work experience and give your CV a competitive edge. Alternatively, a research internship develops your research and academic skills as you work as part of a research team in an academic setting – ideal if you are interested in a career in research or academia. A third option is to study abroad in an academic exchange with one of our partner universities. This option does incur additional costs such as travel and accommodation. You must also take responsibility for ensuring you have the appropriate visa to study outside the UK, where relevant.

What you study

The programme begins with a group research project, sharing information and references from diverse sources. Collecting and analysing information from a theme of common interest helps to develop your awareness of the subject from multiple perspectives. Stage one involves developing professional skills, ideas, research, project work and the opportunity for co-working, partnerships and collaborations. Your interests are evaluated for their enterprise potential and innovative outputs are proposed. 

In stage one, you also develop your professional skills to build your digital expertise and skills in research. Stage two culminates in a feasibility study for a negotiated research project. Stage three enhances your learning through practice with the potential to spend one semester working full time in industry, on a major research project, or studying or working abroad. Finally, stage four enables you to complete major project work, supported by regular tutorial contact and studio interaction.

Course structure

Core modules

  • Creative Interaction
  • Professional Skills
  • Project Realisation
  • Research and Development

Advanced Practice options

  • Research Internship
  • Study Abroad
  • Vocational Internship

Modules offered may vary.

Teaching

How you learn

This programme enables you to progressively build on your knowledge and experience. At MA level it is vital that you take an active role in structuring your own learning, and engage with the relevant methods and underpinning theories of your discipline.

At Teesside University, teaching and learning is student-centred. You develop your knowledge, skills and practice through a variety of appropriate teaching and learning strategies. We constantly review our methods and the philosophy behind them to ensure they remain relevant, rigorous and progressive. 

Tutorials, seminars and workshops enable you to apply key learning principles to your day-to-day interactions. Individual support, provided by a personal tutor, is an integral feature of the learning and teaching strategy. Research is also an intrinsic part of your study. 

Approaches to teaching and learning tend to have the following underlying principles:

  • develop professional responsibility and autonomy in learning to ensure the integration of theory and practice
  • enable active and co-operative learning
  • provide flexible and negotiated assessment opportunities directly related to the individual learning context
  • resources which match programme outcomes and needs
  • practical workshops that introduce specific skills, followed by independent learning, project work, tutorials and critiques.

How you are assessed

Your assessments are primarily in-course assessments – you submit work during the module rather than sit timed exams at the end.

Design modules are generally project based and primarily assessed through appraising your portfolio of work, often accompanied by a verbal presentation. Art and design work is largely developmental and you are assessed on your problem-solving process as well as the result, so it is essential you provide clear evidence of your development work.

Employability

Work placement

There may be short-term placement opportunities for some students, particularly during the project phase of the course. 

Career opportunities

Graduates have the opportunity to go on to a range of design-related employment, develop new enterprise propositions or receive project funding to take their ideas to market. 

You can work across a broad range of design-related employment requiring specialist digital knowledge and skills. Further study at doctoral level is also an option.



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While digital technology plays a significant role in all our postgraduate provision, this programme provides the opportunity to focus on the development of a high level of digital expertise in your chosen area. Read more

While digital technology plays a significant role in all our postgraduate provision, this programme provides the opportunity to focus on the development of a high level of digital expertise in your chosen area.

Course details

Digital practice lies at the heart of this course. It seeks to build an understanding of current and emerging technologies and their application, as well as specialist expertise in your chosen area of digital art or design practice. You are also encouraged to work in collaboration with others where appropriate.

What you study

In Stage 1 you undertake professional skills development to build your digital expertise and skills in research. Stage 2 culminates in a feasibility study for a negotiated major project. Finally Stage 3 enables you to complete major project work, supported by regular tutorial contact and studio interaction.

Course structure

Core modules

  • Creative Interaction
  • Professional Skills
  • Project Realisation
  • Research and Development

Modules offered may vary.

Teaching

How you learn

This programme is structured to enable you to build progressively upon your knowledge and experience. At MA level it is vital that you take an active role in structuring your own learning, and engage with the relevant methods and underpinning theories of your discipline.

Teaching and learning is a student-centred, activity-based process which integrates the content, sequence and development of student learning. The development of knowledge, skills and practice is matched by appropriate teaching and learning strategies. The methods employed, and the philosophy behind them, are under constant review and appraisal to ensure they remain relevant, rigorous and progressive. 

The use of a variety of methods, including tutorials, seminars and workshops, enables key learning principles to be applied to the day-to-day interaction between participants. Individual support, provided by a personal tutor, is an integral feature of the learning and teaching strategy. An intrinsic aspect of your main study area and its supporting subjects is research. 

Approaches to teaching and learning tend to have the following underlying principles:

  • the development of professional responsibility and autonomy in learning in order to ensure the integration of theory and practice
  • the enabling of active and co-operative learning
  • the provision of flexible and negotiated assessment opportunities directly related to the individual learning context
  • resources which match programme outcomes and needs.
  • practical workshops introduce specific skills, followed by independent learning, project work, tutorials and critiques.

How you are assessed

Various assessment methods are used throughout all of the modules and are specified in the module handbooks. These are primarily what we call in-course assessments, where you submit work during the delivery of the module, rather than sit timed examinations at the end.

The modules are generally project based and primarily assessed through appraisal of a portfolio of work, often accompanied by a verbal presentation. Art & Design work is largely developmental and you will be assessed on the process by which you achieve your solutions as well as the result, so it is essential that you provide clear evidence of your development work.

Employability

Graduates have the opportunity to go on to a range of design-related employment requiring specialist digital knowledge and skills.



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The Computer Animation Master’s programme at Kent is oriented towards current industrial needs, technology and practice. It is designed to be a direct route into this high-profile, modern and creative industry, and has been developed jointly by the School and our industrial partner Framestore CFC. Read more
The Computer Animation Master’s programme at Kent is oriented towards current industrial needs, technology and practice. It is designed to be a direct route into this high-profile, modern and creative industry, and has been developed jointly by the School and our industrial partner Framestore CFC.

Develop your knowledge and understanding of the animation process, software tools, techniques and packages, and the technical aspects of working in a professional animation environment. The MSc programme offers invaluable experience of working to professional briefs and under expert supervision of professional animators to prepare you for a career in industry.

Competition is fierce in animation and visual effects and success depends on your concentration levels, constant practise and ability to grasp the essence and modern techniques of animation. Successful former students are now working in animation and animation layout roles for companies such as Sony Games and Framestore CFC on major titles in games, television and film.

Visit the website https://www.kent.ac.uk/courses/postgraduate/248/computer-animation

About the School of Engineering and Digital Arts

The School of Engineering and Digital Arts successfully combines modern engineering and technology with the exciting field of digital media. The School, which was established over 40 years ago, has developed a top-quality teaching and research base, receiving excellent ratings in both research and teaching assessments.

The School undertakes high-quality research that has had significant national and international impact, and our spread of expertise allows us to respond rapidly to new developments. Our 30 academic staff and over 130 postgraduate students and research staff provide an ideal focus to effectively support a high level of research activity. We have a thriving student population studying for postgraduate degrees in a friendly, supportive teaching and research environment.

We have research funding from the Research Councils UK, European research programmes, a number of industrial and commercial companies and government agencies including the Ministry of Defence. Our Electronic Systems Design Centre and Digital Media Hub provide training and consultancy for a wide range of companies. Many of our research projects are collaborative, and we have well-developed links with institutions worldwide.

Course structure

This intensively taught postgraduate course lasts a full year. It takes place in a dedicated computer laboratory where you have your own seat and computer for the duration of the course. The course lectures and workshops, whether led by visiting professionals or staff, are all held in this room. Demonstrations and showing of films are by means of an HD projector. By the end of the year, the lab will be where you live as much as your accommodation.

Modules

The following modules are indicative of those offered on this programme. This list is based on the current curriculum and may change year to year in response to new curriculum developments and innovation. Most programmes will require you to study a combination of compulsory and optional modules. You may also have the option to take modules from other programmes so that you may customise your programme and explore other subject areas that interest you.

EL831 - Digital Visual Art set-up (15 credits)
EL832 - Animation Principles (15 credits)
EL833 - Visual Training (15 credits)
EL837 - Professional Group Work (15 credits)
EL863 - Advanced 3D Modelling (15 credits)
EL864 - Pre-Visualisation (15 credits)
EL865 - Action in Animation (15 credits)
EL866 - Acting in Animation (15 credits)
EL830 - Computer Animation Project (60 credits)

Assessment

Each module is assessed by practical assignments. The project work is assessed on the outcome of the project itself.

Programme aims

This programme aims to:

- enable you to develop your knowledge and understanding within the field of 3D computer animation, which will equip you to become a professional in the animation and visual effects industry

- produce professionally-trained animators who are highly skilled in using state-of-the-art 3D animation software for producing animated films

- provide you with proper academic guidance and welfare support

- create an atmosphere of co-operation and partnership between staff and students, and offer you an environment where you can develop your potential

- strengthen and expand opportunities for industrial collaboration with the School of Engineering and Digital Arts.

Research areas

- Intelligent Interactions

The Intelligent Interactions group has interests in all aspects of information engineering and human-machine interactions. It was formed in 2014 by the merger of the Image and Information Research Group and the Digital Media Research Group.

The group has an international reputation for its work in a number of key application areas. These include: image processing and vision, pattern recognition, interaction design, social, ubiquitous and mobile computing with a range of applications in security and biometrics, healthcare, e-learning, computer games, digital film and animation.

- Social and Affective Computing
- Assistive Robotics and Human-Robot Interaction
- Brain-Computer Interfaces
- Mobile, Ubiquitous and Pervasive Computing
- Sensor Networks and Data Analytics
- Biometric and Forensic Technologies
- Behaviour Models for Security
- Distributed Systems Security (Cloud Computing, Internet of Things)
- Advanced Pattern Recognition (medical imaging, document and handwriting recognition, animal biometrics)
- Computer Animation, Game Design and Game Technologies
- Virtual and Augmented Reality
- Digital Arts, Virtual Narratives.

Careers

We have developed the programme with a number of industrial organisations, which means that successful students will be in a strong position to build a long-term career in this important discipline.

The School of Engineering and Digital Arts (http://www.eda.kent.ac.uk/) has an excellent record of student employability (http://www.eda.kent.ac.uk/school/employability.aspx). We are committed to enhancing the employability of all our students, to equip you with the skills and knowledge to succeed in a competitive, fast-moving, knowledge-based economy.

Graduates who can show that they have developed transferable skills and valuable experience are better prepared to start their careers and are more attractive to potential employers.

Find out how to apply here - https://www.kent.ac.uk/courses/postgraduate/apply/

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The Information Security and Biometrics MSc offers an advanced level of learning and provides you with a detailed understanding of the theories, concepts and techniques in the design, development and effective use of secure information systems. Read more
The Information Security and Biometrics MSc offers an advanced level of learning and provides you with a detailed understanding of the theories, concepts and techniques in the design, development and effective use of secure information systems.

Secure information systems are critically important to modern day businesses and societies. From banking systems and medical systems to power infrastructures or a simple home PC, security is vitally important as they are usually all interconnected directly or indirectly via the Internet or telephony system.

This Master’s programme combines modern engineering and technology with digital media and equips students with the skill set to develop modern security systems with an emphasis on biometric identity management. Graduates of this programme are then capable of adapting to changes in the field and of leading it in innovation.

Visit the website https://www.kent.ac.uk/courses/postgraduate/256/information-security-biometrics

About the School of Engineering and Digital Arts

The School of Engineering and Digital Arts successfully combines modern engineering and technology with the exciting new field of digital media.

Established over 40 years ago, the School has developed a top-quality teaching and research base, receiving excellent ratings in both research and teaching assessments.

The School undertakes high-quality research that has had significant national and international impact, and our spread of expertise allows us to respond rapidly to new developments. Our 30 academic staff and over 130 postgraduate students and research staff provide an ideal focus to effectively support a high level of research activity. There is a thriving student population studying for postgraduate degrees in a friendly and supportive teaching and research environment.

We have research funding from the Research Councils UK, European research programmes, a number of industrial and commercial companies and government agencies including the Ministry of Defence. Our Electronic Systems Design Centre and Digital Media Hub provide training and consultancy for a wide range of companies. Many of our research projects are collaborative, and we have well-developed links with institutions worldwide.

Course structure

This programme is taught jointly with the School of Computing. Both schools are at the forefront of research in their areas.

The School of Engineering and Digital Arts has an excellent reputation for research in various aspects of biometrics, including individual biometric modalities, the management of complexity in biometric systems and the testing and evaluation of biometric systems; while the School of Computing has participated in the development of X.509 international standard and the first X.509 privilege management infrastructure (PMI) was built by members of this school.

This Master's programme offers an advanced level of learning by providing students with a thorough understanding of the theories, concepts and techniques for the design, development and effective use of secure information systems, and producing graduates who are capable of adapting to changes in the field and leading it in innovation.

The course is designed for practitioners, professionals and graduates with an interest in information security, access control technologies, and application domains using biometric identification and verification systems.

Programme aims

This programme aims to:

- produce graduate engineers with a broad understanding of how to provide effective information security, and how to develop and use modern security systems, with a particular emphasis on biometric identity management

- equip trained engineers with the necessary system development skills to allow them to adapt to a dynamic and fast-changing industrial environment

- provide you with proper academic guidance and welfare support

- create an atmosphere of co-operation and partnership between staff and students, and offer you an environment where you can develop your potential.

Careers

We have developed the programme with a number of industrial organisations, which means that successful students will be in a strong position to build long-term careers in this important discipline.

The School of Engineering and Digital Arts (http://www.eda.kent.ac.uk/) has an excellent record of student employability (http://www.eda.kent.ac.uk/school/employability.aspx). We are committed to enhancing the employability of all our students, to equip you with the skills and knowledge to succeed in a competitive, fast-moving, knowledge-based economy.

Graduates who can show that they have developed transferable skills and valuable experience are better prepared to start their careers and are more attractive to potential employers. Within the School of Engineering and Digital Arts, you can develop the skills and capabilities that employers seek. These include problem solving, independent thought, report-writing, time management, leadership skills, team-working and good communication.

Kent has an excellent record for postgraduate employment: over 94% of our postgraduate students who graduated in 2013 found a job or further study opportunity within six months.

Building on Kent’s success as the region’s leading institution for student employability, we offer many opportunities for you to gain worthwhile experience and develop the specific skills and aptitudes that employers value.

Find out how to apply here - https://www.kent.ac.uk/courses/postgraduate/apply/

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The Digital Visual Effects MSc equips you with advanced skills, knowledge and understanding of high definition digital effects to help you become a highly skilled technical director (TD) in the visual effects industry. Read more
The Digital Visual Effects MSc equips you with advanced skills, knowledge and understanding of high definition digital effects to help you become a highly skilled technical director (TD) in the visual effects industry.

This programme is entirely oriented towards current industrial needs, technology and practice and provides a direct route into the highly desirable creative industry. Our successful former students are working in London and for international companies in areas ranging from television graphics to architectural visualisation.

It covers 3D model building, texturing, lighting, rendering, procedural animation (cloth, hair, fur, dynamics), advanced compositing and high-definition digital effects. Although the thrust of the programme is towards high end film special effects and animation, the standards and techniques you learn will allow you to work in numerous other areas of digital effects.

Visit the website https://www.kent.ac.uk/courses/postgraduate/250/digital-visual-effects

About the School of Engineering and Digital Arts

The School successfully combines modern engineering and technology with the exciting field of digital media. Established over 40 years ago, the School has developed a top-quality teaching and research base, receiving excellent ratings in both research and teaching assessments.

We undertake high-quality research that has had significant national and international impact, and our spread of expertise allows us to respond rapidly to new developments. Our 30 academic staff and over 130 postgraduate students and research staff provide an ideal focus to effectively support a high level of research activity. There is a thriving student population studying for postgraduate degrees in a friendly and supportive teaching and research environment.

We have research funding from the Research Councils UK, European research programmes, a number of industrial and commercial companies and government agencies including the Ministry of Defence. Our Electronic Systems Design Centre and Digital Media Hub provide training and consultancy for a wide range of companies. Many of our research projects are collaborative, and we have well-developed links with institutions worldwide.

Course structure

The course is designed to train digital effects artists to work in industry. Our successful former students are working in London and for international companies in areas ranging from television graphics to architectural visualisation. Although the thrust of the course is towards high end film special effects and animation, the standards and techniques you learn allow you to work in numerous other areas of digital effects.

The primary industry jobs the course is oriented towards include: technical directors in assistant, creature development, lighting effects, look development roles, compositors in compositing, digital paint and roto roles, modellers and trackers/matchmovers. For a smaller project or company roles would include that of a 3D generalist, 3D artist, effects artist or compositor. These are not easy to achieve, as global competition is fierce and success depends on much better than average concentration and constant practise to grasp the essence and modern techniques of digital visual effects.

Modules

The following modules are indicative of those offered on this programme. This list is based on the current curriculum and may change year to year in response to new curriculum developments and innovation. Most programmes will require you to study a combination of compulsory and optional modules. You may also have the option to take modules from other programmes so that you may customise your programme and explore other subject areas that interest you.

EL831 - Digital Visual Art set-up (15 credits)
EL837 - Professional Group Work (15 credits)
EL839 - Effects Animation (15 credits)
EL863 - Advanced 3D Modelling (15 credits)
EL864 - Pre-Visualisation (15 credits)
EL867 - Technical Direction (15 credits)
EL868 - High Definition Compositing (15 credits)
EL869 - Film and Video Production (15 credits)
EL870 - Visual Effects Project (60 credits)

Assessment

Each module is assessed by practical assignments. The project work is assessed on the outcome of the project itself.

Programme aims

This programme aims to:

- enable you to develop your knowledge and understanding within the field of digital visual effects, which will equip you to become a professional in the animation and visual effects Industry

- train you in the requirements and skills needed for work in high definition

- produce professionally-trained technical directors who are highly skilled in using state of the art 3D modelling and visual effects software

- provide you with proper academic guidance and welfare support

- create an atmosphere of co-operation and partnership between staff and students, and offer you an environment where you can develop your potential.

Careers

We have developed the programme with a number of industrial organisations, which means that successful students will be in a strong position to build long-term careers in this important discipline.

The School of Engineering and Digital Arts (http://www.eda.kent.ac.uk/) has an excellent record of student employability (http://www.eda.kent.ac.uk/school/employability.aspx). We are committed to enhancing the employability of all our students, to equip you with the skills and knowledge to succeed in a competitive, fast-moving, knowledge-based economy.

Graduates who can show that they have developed transferable skills and valuable experience are better prepared to start their careers and are more attractive to potential employers. Within the School of Engineering and Digital Arts, you can develop the skills and capabilities that employers seek. These include problem solving, independent thought, report-writing, time management, leadership skills, team-working and good communication.

Building on Kent’s success as the region’s leading institution for student employability, we offer many opportunities for you to gain worthwhile experience and develop the specific skills and aptitudes that employers value.

Find out how to apply here - https://www.kent.ac.uk/courses/postgraduate/apply/

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The hunger for the digital visualisation of architecture and urban environments has grown exponentially in both the Architectural and Film Industries. Read more
The hunger for the digital visualisation of architecture and urban environments has grown exponentially in both the Architectural and Film Industries. As the need for skilled modellers and animators with an awareness of architectural, as well as cinematic, issues increases in both Architecture and Film, the MA in Architectural Visualisation builds on the connections between these two industries. This MA programme develops skills to communicate architecture and urbanity for a variety of applications and audiences.

The MA in Architectural Visualisation is jointly taught by Kent School of Architecture (http://www.kent.ac.uk/architecture/) and the School of Engineering and Digital Arts (http://www.eda.kent.ac.uk/).

The School of Engineering and Digital Arts successfully combines modern engineering and technology with the exciting new field of digital media. The School was established over 40 years ago and has developed a top-quality teaching and research base, receiving excellent ratings in both research and teaching assessments.

Kent School of Architecture is a young school that has built an excellent reputation, based on high quality teaching and excellent resources. For architecture graduate employment prospects, Kent was ranked 6th in the UK in The Times Good University Guide 2014 and 7th in the UK in The Guardian University Guide 2015.

Visit the website https://www.kent.ac.uk/courses/postgraduate/245/architectural-visualisation

Course structure

The MA in Architectural Visualisation is jointly taught by Kent School of Architecture and the School of Engineering and Digital Arts. Building on the successful Master's programmes in Computer Animation and Digital Visual Effects, this MA enables students to develop at an advanced level the skills, knowledge and understanding of digital simulation and 3D modelling which will equip them to become highly skilled professionals in architectural visualisation.

Drawing influence from both architecture and film, this programme offers a progression route into both industries, highlighting the different requirements needed for each profession while exploring the similarities of these markets. In this programme, the professions of architecture, film and animation fuse together, providing students with the ability and understanding to work in each or all of them.

Modules

Stage 1
AR821 - Film and Architecture (15 credits)
AR822 - Virtual Cities (30 credits)
AR823 - Digital Architecture (15 credits)
AR846 - Architectural Photography (15 credits)
EL837 - Professional Group Work (15 credits)
EL868 - High Definition Compositing (15 credits)
EL869 - Film and Video Production (15 credits)
Stage 2
Either
EL870 - Visual Effects Project (60 credits)
OR
AR845 - Independent Research Project (60 credits)

Assessment

Modules are taught over three terms, concluding with a Major Project Visualisation, which accounts for one third of the programme. The content of the visualisation is agreed with programme staff and you build a showreel to a professional standard. Each module is assessed by practical assignments. The project work is assessed on the outcome of the project itself.

Programme aims

This programme aims to:

- enable you to develop advanced level skills, knowledge and understanding of digital simulation and 3D modelling, which will equip you to become a highly skilled professional in architectural visualisation

- train you in the requirements and skills needed for work in high definition

- produce professionally-trained architectural visualisers who are highly skilled in using state-of-the-art 3D modelling and visual effects software

- provide proper academic guidance and welfare support for all students

- create an atmosphere of co-operation and partnership between staff and students, and offer you an environment where you can develop your potential.

Research areas

- Digital Media

The Digital Media group is a multidisciplinary group with interests in many areas including social computing (eg, social networking, computer mediated communication), mobile/ubiquitous computing, human-computer interaction and digital arts (eg, computer games, 3D animation, digital film). Our work is applied across a wide range of domains including e-health, cultural heritage and cyber influence/identity.

Current research themes include:

- interface/interaction design and human-computer interaction
- cyber behaviour/influence
- social computing and sociability design
- natural user interfaces
- virtual worlds
- online communities and computer-mediated communication
- mobile applications
- digital film-making and post-production.

Careers

We have developed our programmes with a number of industrial organisations, which means that successful students are in a strong position to build a long-term career in this important discipline. You develop the skills and capabilities that employers seek, including problem solving, independent thought, report-writing, time management, leadership skills, team-working and good communication.

Building on Kent’s success as the region’s leading institution for student employability, we offer many opportunities for you to gain worthwhile experience and develop the specific skills and aptitudes that employers value.

Find out how to apply here - https://www.kent.ac.uk/courses/postgraduate/apply/

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Visit our website for more information on fees, scholarships, postgraduate loans and other funding options to study Digital Media at Swansea University - 'Welsh University of the Year 2017' (Times and Sunday Times Good University Guide 2017). Read more

Visit our website for more information on fees, scholarships, postgraduate loans and other funding options to study Digital Media at Swansea University - 'Welsh University of the Year 2017' (Times and Sunday Times Good University Guide 2017).

Digital Media at Swansea has research strengths in media and cultural theory, the history and philosophy of media technology, and contemporary developments in digital media in the UK, the European mainland, the USA and China.

The Digital Media programme is part of the Department of Languages, Translation and Communication which boasts a dynamic research and teaching environment which has already won attention and funding from outside bodies such as the Coleg Cymraeg Cenedlaethol, the Arts and Humanities Research Council (AHRC), Wellcome Trust and the EU. We are home to the Centre on Digital Arts and Humanities (CODAH), which connects researchers in Arts and Humanities, Computer Science, and other fields.

Key Features of Digital Media, MA by Research

An MA by Research in Digital Media gives you the chance to pursue a project based around your own passions and interests in Digital Media, leading to a qualification which can open the door to an academic career or boost employment prospects outside academia (typically in the private sector, the Civil Service, or education).

The Digital Media MA by Research programme will give you the freedom to explore a topic of your choosing and develop a methodology under the close supervision of two experienced academics but without attending regular classes as required in taught programmes.

As a student on the MA by Research Digital Media programme you will be supervised closely by two experienced academics in your field. Typically, you will meet them fortnightly in the first term and at regular intervals thereafter. Meetings are logged and goals agreed each time.

All research students in Digital Media are required to attend skills and training courses at College and Institutional level. They give presentations to other research students and staff at departmental seminars and the annual departmental postgraduate symposium in June and the College of Arts and Humanities conference in October. Advanced research students in Digital Media may have opportunities to teach undergraduate tutorials and seminars. You have a budget (currently £200 per year) to attend conferences outside Swansea.

MA by Research in Digital Media typically lasts from one year (full-time study) to two years (part-time study).

Research proposals on Digital Media are invited on any topic on which staff can provide supervision. It is advisable to email a member of academic staff in the appropriate area before applying. For informal enquiries regarding the MA by Research in Digital Media please contact Professor Julian Preece ().

Staff Expertise on Digital Media

Staff expertise in Digital Media lies in the following areas, among others: media history; media pedagogy; media ethics; war and media; mass media and identity in small nations; Welsh-language digital media; media and health; digital and data journalism; computational media; post-broadcast digital media ecology; gender and media; transnationalism and media; international journalism; European comparative media. In addition, there is expertise in media and digital culture among research staff in Languages and Translation as well as in other COAH departments: History, Political and Cultural Studies and English Language and Literature.



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The aim of this intensive 12 month program is to train future managers of arts and cultural institutions and future entrepreneurs in the cultural industries. Read more
The aim of this intensive 12 month program is to train future managers of arts and cultural institutions and future entrepreneurs in the cultural industries.
Core teaching weaves together a range of different approaches to the cultural industries: high-level business management, creative entrepreneurship, art and culture fundraising, event management, and design and creative marketing.

This MBA program is designed to develop students’ understanding of the art and performing arts sectors and develop professional skills in arts management and business. Professional studies are underpinned by courses on the history of twentieth century art and theatre, providing students with a hands-on experience of the artistic and cultural backgrounds.

Structure

The curriculum in details:

This intensive twelve-month program is designed to develop students’ understanding of the art and performing arts sectors, while developing their professional skills in arts management and business, in order to become future managers of arts and cultural institutions and future entrepreneurs in the cultural industries. Throughout the year, students develop a professional project that they present in front of a jury, in validation of the Titre I diploma.

1st trimester (September – December):

Common courses: Marketing & Communication; International Business; Strategic Management; Finance for Managers; Digital Business

Electives: Sociology of Arts & Culture; History of the Decorative Arts

Performing arts track: History of Performing Arts
Arts track: Art history: Realism to 1945
Intensive January session:

Common courses: Research methodology; Business game; Leadership management; Computing software seminar; Career seminar

Performing arts track: European Cultural Policy & Artistic Creation; Culture Industries Survey; Event Management & Management Practices; Economics of Cultural Studies
Arts track: History of the Art Market; History of the Fine Arts; Curating Exhibitions; Economics of the Art Market
2nd trimester (February – April):

Electives: Public Relations & Branding through Social Media; Performance and Digital Arts

Performing arts track: Economics of Cultural Industries; Event Management; Performing Arts Production, Performing Arts Management; Creative Entrepreneurship; Cultural Industries Survey; Cultural Policy & Heritage Management; Legal Environment of Business Applied to the Arts
Elective: Organizing a Film Festival
Arts track: Museum Law; Intellectual Property Law; Legal Environment of the Arts: Economics of the Art Market; Financing Cultural Projects; Art History: 1945 to date; Curating Exhibitions; Mounting Exhibitions
Elective: Collecting Contemporary Art
3rd trimester (May – September): Internship, online classes; develop thesis and professional project.

The Program at a glance:

• Duration: 3 trimesters (12 months)
• Location: Paris
• Accreditation: Professional Master's degree from IESA: Titre 1 Degree recognized by the French governement. Double degree: MA in Arts & Cultural Management from PSB - Paris School of Business

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What is the Master of Digital Humanities all about?. The Master of Science in Digital Humanities helps graduates from . Read more

What is the Master of Digital Humanities all about?

The Master of Science in Digital Humanities helps graduates from Humanities, Social and Behavioral Sciences programmes to develop digital competencies that will allow them to add digital dimensions to their own domain expertise. It aims to explicitly link these competencies to research questions, case studies and applications related to the domain expertise of the students.

Graduates of this programme will be able to bring their own domain expertise to a significantly higher level of functionality, using digital tools and techniques. Building both on the expertise they obtained from the programme and their prior expertise in Humanities, Social or Behavioral Sciences, graduates will be well placed to open many new digital applications to a much wider community. Moreover, those who wish to move to a professional profile involving more advanced digital competencies, are well prepared to do so.

Structure

The programme is organized around a number of clusters of course units. The central clusters are the Application Domains cluster and the Tools for the Digital World cluster. Supporting clusters are the Introductory Digitization Components cluster, the Advanced Digitization Components cluster and the Management Component. The heart of the research activities is situated in the Master’s thesis.

International and multidisciplinary

The Master’s Programme is conceived as a one year, international and multidisciplinary advanced master programme (master-after-master). The programme is unique in Flanders and one of only a few in Europe. The programme is firmly framed in an explicit collaboration between the Faculty of Arts, the Faculty of Psychology and Educational Sciences, the Faculty of Social Sciences and the Faculty of Sciences - Department of Computer Science. As such, it is supported by experts in Digital Humanities applications, who supply research expertise for the programme, as well as by experts in digital techniques and tools, who provide a sound technical basis for the students.

Objectives

Digitization affects in many ways how future scientists in Humanities and Behavioural Sciences will conduct their research. Also, graduates from Humanities and Behavioural Sciences programs enter a professional world in which digitization becomes the standard, be it in publishing, arts, libraries, teaching and many others.

The Master of Science in Digital Humanities program aims to prepare graduates from Humanities and Behavioural Sciences programs for these challenges. It aims to help such graduates to develop digital competencies that will allow them to add digital dimensions to their own domain expertise. It aims to explicitly link this knowledge and these competencies to case studies and applications related to the domain expertise of the students. It will train them to master information structures and functionalities of data, programming structures and technique to produce scripts for digital applications, tools for improving access and interactive use of data and the development of new digital applications. It will train them how to manage projects related to digitization and introduce them to emerging new digital technologies and their applications.

As an advanced master program (master-after master), it is assumed that the students entering this program have already achieved the general academic competencies defined for any master's program. Nevertheless, it is also within the aims of the program to further strengthen these competencies, within the specific context that Digital Humanities offers.

More specifically, graduates understand the basics of Digital Humanities, databases and query languages, scripting languages, the role of IT in management and of some of the emerging technologies in Digital Humanities. They are able to formulate research goals, determine trajectories that achieve these goals, collect and select information relevant to achieve the research goals and interpret collected information on the basis of a critical research attitude. They are able to communicate scientifically. They are able to model a database and use SQL, to use a scripting language, to apply tools for Digital Humanities and to study applications in Digital Humanities. They have the attitudes of valuing and fostering creative, critical and independent thinking, of applying an interdisciplinary and participative approach in innovative development and of striving towards opening the digital world to a broader society.

Career perspectives

Academically, researchers in the Humanities, Social or Behavioral Science are confronted with the need to apply digital tools to facilitate and enhance their research. The program enables graduates to enhance their research in the Humanities, Social or Behavioral Sciences through non-trivial uses of digital tools and techniques. This may include modeling and querying databases, accessing data, interconnecting andquerying web resources, extending tools with scripts to provide extra functionality, text-encoding and e-publishing, mining repositories, data visualization, analyzing social networks, adopting, adapting and enhancing e-learning environments, improvingusability of human-computer interaction. As such, graduates are very well placed to take on the challenges that novel research positions require.

Professionally, graduates of the Humanities, Social of Behavioral Sciences enter professional environments where connecting the company’s business with digital tools and techniques has become standard. Here as well, the program enables its graduates to put to use non-trivial digital techniques in their professional occupations, including e-media, publishing, arts, history, culture, music, libraries, e-education or interactions for end-user applications. Thus, graduates who want to pursue a career in the usual sectors for graduates of the Humanities, Social or Behavioral Sciences will be much better prepared to cope with the digital techniques that are currently applied there.

More generally, graduates of this program provide society with professionals and researchers who are able to bring their own domain expertise to a higher level of functionality, using digital tools and techniques. Building both on the expertise they obtained from the program and their prior expertise in Humanities, Social or Behavioral Sciences, are well placed to take part in opening the digital world to a larger community.

Graduates of this program who wish to move to a job profile involving more advanced digital competencies, are prepared to do so and will help to close to gap in an IT-focused labor market. This will require extra training at the company and aims at positions such as project analysts, project managers, service managers.



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This innovative Arts MRes course offers you the opportunity to undertake a closely-supervised piece of original research within a broad spectrum of arts disciplines, including art and design history, film and television studies, performance, and fine art practice. Read more
This innovative Arts MRes course offers you the opportunity to undertake a closely-supervised piece of original research within a broad spectrum of arts disciplines, including art and design history, film and television studies, performance, and fine art practice.

You will undertake a specialist research project, based upon your own focused proposal, which may be subject-specific or span arts disciplines.

The centrepiece of the Arts MRes is an extended written Dissertation, or for practice-based researchers, a major Practical Project supported by a written dissertation component. This is supported by a framework of three modules, which provide expert knowledge and understanding of appropriate research methods to employ in your project, the wider critical contexts relating to your subject, and how to develop and communicate your research. The programme will enable you to position your research within a wider scholarly field, and furnish you with professional skills such as communication, self-management and planning, preparing you for doctoral study or further career advancement.

This course can also be taken part time, for more information, please view this web-page: https://www.northumbria.ac.uk/study-at-northumbria/courses/arts-dtpaar6/

Learn From The Best

The Arts MRes welcomes students from a wide range of interests. Whether your project is focussed on the history and theory of art and design, film and television, fine art or performance practice, or wider aspects of visual and material culture, you will be supported by a supervisory team with expertise in your subject.

Your supervisors will be academic specialists with in-depth knowledge of the critical issues relating to your topic, hands-on experience in appropriate research methodologies, and a highly regarded reputation of publishing scholarly materials, or exhibiting or performing works.Arts staff have specialist knowledge in Fine Art and Performance practice, art and design theory, film and television studies, curating, landscape, architecture, fashion, socially engaged arts, and digital arts practices.

Furthermore, if your project spans disciplines, your supervisory team may include staff members from different departments. Whatever your interests, you will be supported by the expertise of highly research-active staff whose work is of recognised excellence.

Teaching And Assessment

The Arts MRes is based around self-directed study, but you are supported by a framework of three modules. Research Methods and Critical Contexts in semester one are based around a series of seminars, and encourage the discussion and exchange of ideas between students with focussed research interests, but shared intellectual investment in the themes, concepts, practices and methods of visual and material culture. Assessment is through written assignments totalling 6000 words, or a smaller written element supported by materials for practice-based students (30 credits per module).

The semester two Research Development module is shared with students from MRes Humanities courses, to collaborate in all elements of organising (structuring, fundraising, marketing and publicity) and staging a cross-disciplinary symposium. You are assessed on a written paper, and a presentation at the symposium (totalling 30 credits). The culmination of your Arts MRes project is a final 20,000 word dissertation, or 10,000 word dissertation and body of work for practice-based students (90 credits).

Learning Environment

The Arts MRes will embed you in a vibrant postgraduate research culture, in which the formal framework of academic learning is enhanced by a multitude of opportunities to develop your specific research interests and skills, and widen the scope of your scholarly development. The modules themselves are based around seminars which encourage discussion and the exchange of ideas between researchers from a wide range of disciplines.

In addition you have access to specialist postgraduate training workshops, and events both on and beyond the campus. Fine Art practice-based students have access to studio space at the Baltic 39 studios, and all students are continually informed of events and opportunities of special interest to their research through the electronic learning portal, while regular individual tutorials with project supervisors will enable you to develop your project effectively.

Overall the Arts MRes provides a learning environment in which disciplined and self-directed academic rigour is enhanced by opportunities for the interdisciplinary pollination of ideas.

Module Overview
EF0126 - E.S.A.P. in FADSS Level 7 (Optional, 0 Credits)
EL7028 - MRes Dissertation (Core, 90 Credits)
HI7011 - Research Development (Core, 30 Credits)
VA7029 - Research Methods (Core, 30 Credits)
VA7030 - Critical Contexts (Core, 30 Credits)

Research-Rich Learning

With a student-focused course of study, supported by supervisors specifically chosen to compliment your project, research is embedded in the Arts MRes course from your initial project proposal, and you will be encouraged think about, develop, evaluate and refine your research approaches throughout the programme. The first module, Research Methods, will introduce you to generic considerations of research in the arts, before encouraging you to find and develop advanced methodologies specific to your project.

REF2014 placed Northumbria’s Art and Design research within the UK top ten for “research power”, and as you progress, your tutors and supervisory team will advise you on how to hone these approaches, drawing upon their own rich research expertise and knowledge of the latest practices and developments. You will apply your developing expertise to a wide range of research materials, subjecting them to disciplined analysis and interpretation, and presenting your findings in an academic symposium and in your final thesis or project.

Give Your Career An Edge

Graduates of the Arts MRes have proven that they can undertake independent research to a high academic standard. They have demonstrated intellectual curiosity, sophisticated critical thinking and discernment in their investigation, evaluation and interpretation of many types of research materials.

A Masters of Research also develops transferable professional skills of communication, the ability to present intellectually complex information over written, verbal or visual platforms, time and resource management, and professional independence. In directing an individual research project from initial proposal to finished thesis, and through organising an academic symposium with others from different disciplines, MRes students develop a host of skills relating to project organisation, teamwork, marketing, using communication platforms, and event management.

The Arts MRes is an ideal way to develop a set of impressive outlooks, attributes and skills, which are directly transferable, whether you wish to pursue further academic research at doctoral level, or build a career in arts practice, the cultural professions or education.

Your Future

The Arts MRes is well established as a bridge between undergraduate or postgraduate study and focussed Doctoral research. It can also stand alone as an important step in career development.

Through carrying out a focussed project of independent research, MRes students develop skills ideally suited to careers in the contextualisation, communication or promotion of the visual arts. Whether developing careers in creative practice, education, curating, cultural management, community engagement, or traditional and digital media publishing, MRes graduates possess a directly relevant qualification and skill set to push their ambitions forward.

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Visit our website for more information on fees, scholarships, postgraduate loans and other funding options to study Digital Humanities at Swansea University - 'Welsh University of the Year 2017' (Times and Sunday Times Good University Guide 2017). Read more

Visit our website for more information on fees, scholarships, postgraduate loans and other funding options to study Digital Humanities at Swansea University - 'Welsh University of the Year 2017' (Times and Sunday Times Good University Guide 2017).

Digital Humanities at Swansea has research strengths in innovative digital applications and critical studies of digital culture in several fields, where researchers in Arts, Humanities and Social Science areas are collaborating with Computer Scientists. These fields include applications and devices for the UK and international heritage sector, intellectual and literary history, digital editing, innovative mapping applications, applied linguistics and translation, digital mass media and experimental media, online cultures, digital pedagogy, digital security, war and crime, and societal impacts of digital technologies in both the rich and poor worlds. We are home to the Centre on Digital Arts and Humanities (CODAH), which connects arts and humanities, social science and computing researchers.

An MA by Research in Digital Humanities gives you the chance to pursue a project based around your own passions and interests, leading to a qualification which can open the door to an academic career or boost employment prospects outside academia (typically in the private sector, the Civil Service, or education).

The MA by Research in Digital Humanities will give you the freedom to explore a topic of your choosing and develop a methodology under the close supervision of two experienced academics but without attending regular classes as required in taught programmes.

You will be supervised closely by two experienced academics in your field. Typically, you will meet them fortnightly in the first term and at regular intervals thereafter. Meetings are logged and goals agreed each time.

All research students in Digital Humanities are required to attend skills and training courses at College and Institutional level. They give presentations to other research students and staff at departmental seminars and the annual departmental postgraduate symposium in June and the College of Arts and Humanities conference in October. Advanced research students may have opportunities to teach undergraduate tutorials and seminars. You have a budget (currently £200 per year) to attend conferences outside Swansea.

Environment and Staff Expertise

Digital Humanities boasts a dynamic research and teaching environment which has already won attention and funding from outside bodies such as the Coleg Cymraeg Cenedlaethol, the Arts and Humanities Research Council (AHRC), Wellcome Trust and the EU, most recently a multi-million EPSRC grant for “CHERISH-DE”.

COAH staff with relevant expertise are located within all the COAH Departments (Languages, Translation and Communication; English Language and Literature; History and Classics; Political and Cultural Studies). COAH staff work closely on digital research with staff in other Colleges, especially the College of Science (home to Computer Science, Geography), the College of Human and Health Science (Psychology, Public Health, Health Data), the College of Law (Criminology).

Computer Science research at Swansea has particular strengths in human-computer interaction, ubiquitous computing, devices for resource-constrained communities, medical applications and informatics, visual computing, data visualisation, theoretical computer science.



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Learn how to produce innovative and creative content for the web and digital multi-platforms for film, television and games. -Delivered in partnership with Sky. Read more
Learn how to produce innovative and creative content for the web and digital multi-platforms for film, television and games.

-Delivered in partnership with Sky.
-Learn how to generate ideas that grow audiences around films, television programmes and games online.
-Students work across original online and social video production, 360 Video and VR, digital products, apps and game development, multiplatform TV production and social media including creating great content for Facebook, Instagram, Snapchat and YouTube.
-Work on live briefs for content. This year the students have worked on VR brief for Sky, a awareness campaign for Comic Relief, an interactive factual video for BBC Taster, a digital arts brief for Tate Britain, an entertainment brief for Warner Brothers Television and a digital/physical storytelling product for a high profile kids publisher.
-Regular high level industry speakers.
-Work with students from other award-winning NFTS departments including TV Entertainment, Documentary and Games.
-Students will do placements at leading media companies like Sky, and work with top-flight industry mentors for their graduation projects.
-Attend NFTS masterclasses from world leading content makers who have included in the last 18 months directors Christopher Nolan, Danny Boyle and Steve McQueen
-We welcome EU/EEA Students. Course fees charged at UK rate.

COURSE OVERVIEW

Creative Producing for Digital Platforms Diploma teaches you the skills to build amazing experiences that audiences love, around films and television programmes online. We want to get you pitching ideas for game-changing formats that will be a hit on both TV and YouTube, creating content for new platforms from Snapchat to Facebook Live and inventing new ways to play and experience the world through VR, augmented reality and apps.

The film and television industry – along with the wider creative industries and the independent arts sector - needs people who understand what makes good digital content, how people behave online, and who have interactive, transmedia and digital production skills in order to maximise the potential of films, television programmes and creative content across new platforms. As audiences turn into users, players and creators, film and tv production and games companies need people who can maximise their presence online. This means you'll not only be involved in the production of content, you'll also be designing new forms of media, and understanding how those forms fit their market and find their audience.

Students will be taught by leading industry tutors responsible for some of the UK’s most cutting edge channels including BBC Three, All4, Nowness and Vice; and multi-platform projects like Got to Dance, The Voice, X Factor, Humans, Utopia, Misfits, Big Brother and Embarrassing Bodies.

The course advisory board includes:
-Matt Locke - Storythings
-Rosie Allimonos - YouTube
-Martin Trickey - Head of Group Digital, Warner Bros TV Production
-Jody Smith – Head of Digital, youngest media
-Justin Gayner- Channel Flip
-Kat Hebden – Fremantle
-Jon Aird – Comic Relief
-Will Saunders - BBC Creative Director, Digital

The course will be full-time over twelve months (starting in January each year) and will be delivered at the NFTS in its historic studios with regular visits to London-based production companies, and some aspects of the curriculum delivered at Sky Studios. Students will create standalone digital projects and may also work alongside students from Documentary, Comedy, Animation, Producing and Television Entertainment to create digital content for more ‘traditional’ linear programmes.

Specifically you will learn about:
-Harnessing digital technologies to support Film and Television
-The industry and market for digital content
-Creative problem solving, developing and pitching ideas
-Audience behaviour across genres and technologies
-Social Media – content, sharing, visibility and discoverability
-Lightweight video production for online
-Making projects better through rapid prototyping and wireframes
-User Experience: human interaction, research, design and user testing
-Project Management and end-to-end digital project workflow
-Understanding Data and Metrics

Students graduate able to:
-Develop ideas and pitch projects to industry professionals
-Build and manage cross platform teams
-Produce and lead multi-platform production projects
-Understand how audience behaviour will make or break a project
-Embrace the fast changes that digital innovation causes in production
-Exploit the opportunities presented by digital media

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This course looks at the creation, management, curation and repurposing of digital media and digital assets. Read more

This course looks at the creation, management, curation and repurposing of digital media and digital assets.

As the digital aspects of content industries, the cultural heritage sector and the private sector are reaching maturity, career opportunities have mushroomed worldwide for professionals, who are familiar with digital media and have the skills to manage digital content throughout its lifecycle.

Key benefits

  • We draw on a wide range of expertise, offering insights into curatorial and archival practices of dealing with digital assets as well as into technologies and wider socioeconomic questions such as rights and project management.
  • The course tutors offer unrivalled expertise in technologies and processes that allow the quick and efficient storage, retrieval and reuse of digital assets. They come from a diverse and highly interdisciplinary background, having run digital archives or worked in the digital industries in the past.
  • Through the optional internship module students can have direct access to some of the world’s most important culture and media institutions.
  • Close links and regular speakers from the content sector give students insights and up-to-the-minute knowledge of the subject area.

Description

Our Digital Asset & Media Management MA takes a comparative and interdisciplinary approach, allowing you to explore and critically assess competing theories and practices from across new media digital management, archival, and information science. This will provide you with a well-rounded understanding of the requirements across many domains. In recent years there has been an explosion in the volume, complexity and range of digital content in a variety of media. This has been called the big data revolution and is closely connected to the increasing interest in the digital economy as an engine of growth.

There are very few institutions of any size that do not create and depend on the management, reuse and curation of digital media and information. Government, the public sector, Higher Education, cultural and creative industries and business all make and use these assets every day. This makes the skills we will give you increasingly attractive to employers. As well as developing the practical skills you need to manage digital media assets, you will also develop your critical and reflective capacities and increase your understanding of the interdependence between digital processes, technology, society and curatorial practice. This will enable you to enter into a technologically complex and fast-moving digital world of work.

Reasons you should consider the Digital Asset and Media Management:

  • Broadcast and publishing industries are increasingly using digital media in new ways, on new technological platforms such as tablets and mobile.
  • Archives and libraries are increasingly depending on digital materials and cultural heritage organisations are digitizing and making digital materials relating to our history and culture more available.
  • Businesses rely on digital media and content to develop, run and manage their future prosperity.
  • Research managers and data scientists work with large volumes of digital data, running experiments, simulations and visualisations.
  • Employers are looking for skilled professionals with knowledge and expertise in managing their valuable digital media assets.

Course purpose

The course will prepare students for work or research in an economy and society which increasingly recognises the value of digital media and digital assets in general. Managing these and understanding how to exploit them within a complex digital information environment presents significant challenges for organisations. As a consequence there is an increasing demand for professionals with digital asset and media management expertise. The MA responds to this demand for digitally literate professionals to work in the educational and heritage institutions as well as the publishing, broadcast, and creative content industries. The course aims to equip students with a range of strategic, technical and practical skills to provide direction and leadership in these areas.

Course format and assessment

Teaching Style

If you are a full-time student, we will provide you with 120 to 180 hours of teaching through lectures and seminars, and we will expect you to undertake 1,674 hours of independent study.

If you are a part-time student, we will give you 90 hours of teaching through lectures and seminars in your first year and 50 in your second year. We will expect you to undertake 720 hours of independent study in your first year, and 954 hours in your second.

Assessment

We will assess our modules entirely through coursework, which will consist of a mixture of essays, project work, and workshop reports, depending on the modules you choose.

The study time and assessment methods detailed above are typical and give you a good indication of what to expect. However, they may change if the course modules change.

Sign up for more information. Email now

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