You will study a range of modules including computer graphics and visual effects, and computer vision.
You’ll explore different approaches for creating visual effects and the relationship between the segmentation, classification and identification of images and video.
You’ll learn about modern visual effects tools, programming techniques and physics-based animation, and have the opportunity to apply them and to adapt algorithms to typical problems in an advanced visual effects R&D environment.
This course is for you if you’ve gained mathematics or computer science skills in your first degree and are interested in the technology behind computer games and other digital entertainment.
The course will give you the opportunity to undertake research in our leading centres, including the highly regarded Centre for Digital Entertainment. Our facilities also include the £5 million Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA).
You’ll complete your course with the knowledge and transferable skills to prepare you for a career in the visual effects, computer animation and computer games industries. You’ll gain an understanding of the how to put together a project from scratch, rather than simply use commercial packages, so that your career can take you to a senior position more quickly.
As we involve our industry partners throughout your course, you’ll receive help in getting your CV to our partner companies. When you graduate, you will have already started to build your own industry network.
Recent graduates have gone on to work with companies such as Imagination Technologies, Electronic Arts and Nokia.
Watch a short video on our new Centre for the Analysis of Motion, Entertainment Research & Applications (CAMERA) (https://vimeo.com/133344283).
You can either study the MSc full-time, for one year, or take an optional professional placement and complete the course in two years. The placement offers paid, practical experience in an industrial or commercial environment. Here you’ll have the chance to apply the knowledge and skills you have gained so far, improving your understanding of digital entertainment in practice as you look to build a successful career in this field.
Visit the Department of Computer Science (http://www.bath.ac.uk/comp-sci/) for further information on the department.
The programme exists in partnership with our highly regarded Centre for Digital Entertainment, the UK’s premier doctoral training centre for the digital entertainment sector. With established experience in training for this economically important sector, we’ve been able to develop the MSc with 35 of our most innovative partner companies (for example Double Negative Visual Effects, EA Games, Disney Research), as well as existing students.
The MSc in Digital Entertainment is designed to equip you with a wide range of specialist knowledge and transferable skills, so that you can build a successful career within any number of areas in digital entertainment. We involve industry partners in the provision of our course to ensure we provide relevant, timely and current experience to improve your career prospects.
During your studies you’ll also have the chance to study alongside our doctoral students, and enhance your knowledge and understanding with specialist classes taught by company experts.
The MSc in Digital Entertainment will equip students with the knowledge and transferable skills for a career in the Visual Effects, Computer Animation and Computer Games industries. It provides a solid understanding across all of these sectors, narrowing down over the year to the part that interests you most. It explains how it is done, rather than how to use commercial packages, so that your career can take you to a senior position more quickly. We involve our industry partners, to make sure you are getting the right kind of experience.
At graduation you will have the breadth which all of these industries require but the deeper specialised knowledge and ability to think for yourself which lead to a high-end career. We can help you get your CV to our supporter companies and you will have already started to build your own industry network during the year.
The Department has active collaborations with academics in leading universities in Europe, Australasia, the USA and Japan. Strong links with industry, e.g. HP labs, Airbus, Qinetiq, Westland, Toshiba and Vodafone.
Find out more about the department here - http://www.bath.ac.uk/comp-sci/
Find out how to apply here - http://www.bath.ac.uk/science/graduate-school/taught-programmes/how-to-apply/
Digital has changed the game for sports business forever. Teams, leagues and federations no longer compete with each other; the new competitors are digitally-based activities such as social media, video streaming and gaming. Some analysts have even observed sport to be the most disrupted of all industries.
Digital is more about aligning strategy and the organization to behaviours and expectations of modern fans than it is about technology.
Ultimately, digital is about growth and therefore 'Managing Digital Transformation in Sports' has been purposely developed for football and sport organisations to explain the digital challenge to sports leaders, managers and professionals in a way that will enable organization and career growth.
It is a modern reality that whilst business models in sports are still adjusting to the new data and fan-ﬁrst reality of the digital era, a new breed of technologies such as virtual and augmented reality have arrived to push the economy further into competition for personalized and immersive experiences.
Through all of this volatility, the principles that are needed to navigate digital disruption in our own roles and organizations are now understood. 'Managing Digital Transformation in Sports' takes lessons from all industries in the digital economy and combines them with football and sports business best practices to deliver a master class for career and business transformation.
You can download the program prospectus here.
The program is aimed at professionals looking to improve their digital literacy so that they can more effectively lead and contribute to business transformation in a sports/football organization.
It is the first program focusing on the transformation and specialization of digital business in the sports industry.
KEY BENEFITS OF THE PROGRAM INCLUDE:
To ensure you are fully prepared for a wide range of professional challenges, the course curriculum covers all business areas across the sport industry.
The well-rounded curriculum is divided into four terms that cover the following areas:
TERM 1 - SPORTS BUSINESS IN DIGITAL
1. Introduction - why sport is most disrupted of all industries
2. The new consumer and fan
3. New sport business responsibilities
4. Digital technologies and their impact on sports business explained
- Internet of Things
- Cloud Computing
- Mobile Computing
- Digital and Social Media
- Data and Analytics
- New technologies: Virtual Reality, Augmented Reality & Artiﬁ cial Intelligence
TERM 2 - ACHIEVING DIGITAL MATURITY
1. What is Digital Maturity
2. Obstacles to achieving Digital Transformation
3. Digital Transformation Success Factors
- Leadership and Strategy
- Culture and Governance
- Business Model Innovation
- Fan-centered Design
- Corporate requirements - Finance, IT and Marketing
- Open Innovation (including special feature on Innovation best practice)
TERM 3 - BECOMING A SOCIAL BUSINESS
1. What is a Social Business
2. Social Leadership
3. Socially Inspired Trends
- Digital Marketing Models
- Digital Marketing Capabilities
- Digital Media and the changing broadcast landscape
- Crowd sourcing, Recruitment, Employee Ambassadors
- Social Media Platform Selection
- Social Media Best Practice
- Sponsorship and monetizing social media
- Mobile Apps
- Esports - industry analysis and opportunities for traditional sports
TERM 4 - DATA STRATEGY AND MARKETING WITH ANALYTICS
1. How Data is transforming business
2. Characteristics of Data high-performers
3. Planning for data mastery
- Developing a Data-driven culture
- Data and Analytics best practices and case studies
- Attracting and retaining Data and Analytics Talent
- Innovating with Data
- Sources of Fan Data and Customer Data Platforms
- How Big Data drives Marketing Success in Sport Organizations
You will benefit from the latest technology-enabled education and an interactive methodology that combines live web conferences led by top football industry professionals with an integral online platform through which the contents of the program are delivered.
The program brings together international industry executives from the top sports clubs, governing bodies and corporations across the world to provide candidates with the most relevant and up-todate information from the football industry through online guest speaker sessions.
This course is led by Stephen Bourke, Sports Business Strategist and Digital Analyst. Stephen is an internationally experienced sports business specialist from Australia presently working in Qatar. He is a global executive board member of Sport and Entertainment Alliance In Technology (SEAT) Conference in the USA. Stephen’s passion for understanding the impact that the digital economy is having on sports business has led to him becoming the ﬁ rst person to develop and deliver content online to inspire other sports professionals own transformation in our new digital-ﬁrst reality.
The Sports Business Institute have provided training to executives from across the football industry at a global level including clubs, federations, and media outlets such as FIFA, Club Wembley, Liverpool FC, Manchester United, Manchester City FC, West Ham United, PSG, Inter Milan, Juventus, Galatasaray, the Mexican Football Federation among numerous other top sports properties.
2. Click on the button "Secure your spot here"
3. Fill out online registration form on this page
4. Secure a spot in the program by paying a 50 Euro application fee. You must fill out the form on this page and click on the "Register" button.
5. Once the application fee has been paid a member of our team will contact you to confirm your registration.
6. You must then complete the balance of your course tuition fee of 2,950 Euros* by bank transfer.
This is a unique programme developed specifically for the digital entertainment industry in partnership with the University of Bath. As a result of this partnership, the National Centre for Computer Animation at Bournemouth University and the Department of Computer Science at the University of Bath have created the Centre for Digital Entertainment (CDE).
The CDE's mission is to train the next generation of leaders in the computer animation, games and visual effects industries, with investment in tune to the value of £20 million from the Engineering and Physical Sciences Research Council (EPSRC) and our industry partners to achieve this goal.
If you join this programme, you will leave after four years with either anEngineering or Professional Doctorate, which will depend on whether you have a technical or artistic focus, as well as invaluable high-level industry experience.
The Doctor of Engineering Digital Media (EngD) is the most appropriate route for technical research.
The Doctor of Professional Practice Digital Media (DProf) is a suitable pathway for research more explicitly focused on creative or managerial areas.
We have taken an innovative approach with this doctoral programme, placing you directly into a company where you can work on real projects and help find solutions to the challenges the industry faces. Throughout your course, you'll be supported by quality training, which is drawn from a range of respected taught programmes at Bournemouth University and the University of Bath.
The aim is to provide you with the best of both worlds - invaluable industry experience and high-quality training to support your professional development.
Within the rapidly globalising environment of intellectual property and digital commerce, this programme provides you with a unique opportunity to specialise in this increasingly important area of law.
You are required to take at least three courses from the following list (plus one other) and to submit a dissertation as falling within the area. Courses are delivered through a blend of lectures and seminar style teaching.
The programme provides high-level training at the intersection of law and technology - an area of crucial importance to legal professionals everywhere. The emphasis on research will help you to develop excellent analytical and writing skills highly sought after by potential employers. Internship opportunities with leading global and local firms support the development of further skills. Career paths include roles in law firms, entertainment and media companies, international organisations, government and non-governmental organisations.
This innovative programme offers the best of studio-based design learning in an online context.
You will work together, and with colleagues located on campus in Edinburgh, to realise imaginative design outcomes and acquire wide skills in digital visual and audio techniques.
You will investigate practice contexts for application across the arts, entertainment, performance and industry. You will also probe the social, cultural and commercial implications of such developments.
The programme addresses the needs of practitioners, managers, decision-makers and educators who want to be informed by first-hand knowledge of the technical possibilities of digital technology and an awareness of social, cultural and business contexts.
Teaching is through a combination of streamed/podcasted lectures, online seminars/tutorials and virtual studio activities.
Projects bring out original thinking and independent achievement within a framework of independent study, virtual team-working and creative ability. You will also engage closely online with colleagues following our highly successful programmes in Design & Digital Media and Sound Design.
The prospects for employment are diverse. Recent graduates from the closely allied on-campus programme in Design and Digital Media are now working in multimedia and web design for architectural and urban design practices, advertising, computer system design and management, and tertiary level teaching. The programme is also ideal if you are considering continuing on to advanced research at a doctoral level.