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Masters Degrees (Interactive Technology)

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A master of science degree is offered through the College of Human Environmental Sciences where students may specialize in the Consumer Sciences (CSM) program or the Family Financial Planning and Counseling program. Read more
A master of science degree is offered through the College of Human Environmental Sciences where students may specialize in the Consumer Sciences (CSM) program or the Family Financial Planning and Counseling program.

The College also offers a Master of Science in Human Environmental Sciences with the following areas of specialization: Consumer Conflict Management, Negotiation, and Mediation (also available as a graduate certificate), Consumer Quality Management, Interactive Technology, and Sports Business Management.

More information can be found on the Graduate Required Courses page (http://www.csm.ches.ua.edu/graduate-required-courses.html).

Visit the website http://www.csm.ches.ua.edu/graduate-programs.html

CONSUMER SCIENCES

Students must complete 30 hours of coursework. A minimum of 24 semester hours of course credit, including HES 509, two courses in statistics, and 15 hours in courses in the area of specialization are required. Students must complete 6 credit hours of thesis research and write a thesis. A final oral examination is required upon completion of the thesis, and a manuscript of publishable quality based on the thesis research is expected of each Plan I degree candidate.

FAMILY FINANCIAL PLANNING AND COUNSELING

In the financial planning specialty within the 30-hour Master of Science degree program, students will study economic and social influences on the family and learn how to help individuals and families achieve their financial goals. Coursework includes 24 hours of financial planning coursework and 6 hours of electives in the area of specialization. By taking two courses each semester, students may complete this M.S. degree in less than two years. The program is offered both in Tuscaloosa and by distance.

- Financial Planning Website (http://financialplanning.ches.ua.edu/)

CONSUMER CONFLICT MANAGEMENT, NEGOTIATION, AND MEDIATION

The certificate requires the successful completion of 15 hours of course work, in addition to the hours required for the masters in the student’s discipline. All 15 hours may count toward the master’s degree. Students must apply and gain admission to the UA Graduate School. Students must adhere to all UA Graduate School admission policies and deadlines. See Section 4.3 of the UA Graduate Catalog.

Students who wish to complete the Graduate Certificate in Conflict Management, Negotiation, and Mediation must meet admissions criteria for the Master’s degree in General Studies in Human Environmental Sciences with a 3.0 or higher GPA. If the prospective student does not have the 3.0 overall GPA or a 3.0 on the last 60 hours of course work, then the student must provide the GRE or MAT with an appropriate score. The Graduate Certificate may be completed on campus or via distance education (http://www.csm.ches.ua.edu/conflict-management.html).

CONSUMER QUALITY MANAGEMENT

Prepare yourself to become a quality management leader by earning your Master of Science in Human Environmental Sciences with a specialization in Consumer Quality Management from The University of Alabama. This 30-hour program is offered completely online to make earning a degree convenient for working adults. If you currently work or would like to work in quality management and would like to develop a deeper understanding of the field, this degree program can help you reach your goals. The CQM specialization will provide you with a comprehensive study of the facilitation skills necessary to lead an organization in continuous improvement.

INTERACTIVE TECHNOLOGY

The Institute for Interactive Technology offers a 30-hour asynchronous Master’s degree specialization in Interactive Technology focused on computer-mediated communications (General HES Degree). Students work with professors in adapting course projects to a particular profession. The focus is on how individuals and organizations interact with technology and might be described as “the difference between doing work and going to work,” reflecting the computer-mediated nature of the program.

- Interactive Technology Website (http://iit.ches.ua.edu/)

SPORTS BUSINESS MANAGEMENT

Faculty members from the College of Human Environmental Sciences (CHES) have developed a 30 hours graduate level emphasis in Sports Business Management (Sport, Hospitality, and Entertainment Operations) at The University of Alabama. The CHES Sports Business Management program, preparing students for employment and careers in the sport, hospitality and entertainment operation settings, can be viewed on-line at sportmanagement.ches.ua.edu. The mission of this master’s degree program is to provide students with a quality graduate education and fellowship experiences for entry and career employment in the sport industry. CHES Sports Business Management program is designed to educate students to manage in a wide variety of sport arenas (sport, hospitality and entertainment operation). The Keys to “Success in the Sport Industry” is quality fellowship experiences, advanced level knowledge, and ability to connect the theory to practice.

- Sports Business Management Website (http://www.sportmanagement.ches.ua.edu/)

Find out how to apply here - http://graduate.ua.edu/prospects/application/

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

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

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

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

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

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

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

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

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

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

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

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

Course content

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

Students are encouraged to work with technology experimentally in a creative way, collaboratively, and to apply emerging and existing technology in new and innovative ways, research and the experimental application. You will also have hands-on experience creating content for, iPad, iPhone, iPod, Playstation , Xbox, Oculus Rift and content rich media websites, advanced web production and design, design for interface all of this with the user in mind. The course will provide skills in the relevant multimedia software, media rich web production, Unity, UdK, website design and development to mobile app development. You will be taught creative coding, interfaces and the course encourages the use a wide range of programming languages delivered by industry practitioners. We also have accreditation opportunities within Adobe and Apple for those students wanting to develop their skills more prolifically within select software.

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

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

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

Modules

-Applied Innovation and Interactive Design
-Mobile Apps and Wearable Devices
-Entrepreneurship and Project Management for Creative Industries
-Social Media and E-Marketing
-Hack Lab and Creative Technologies
-UX Design and Development
-Major Project

Associated careers

There are many highly desirable careers that students from this course can go on into such as: interactive media, app development, new media production, interactive development, advanced web producer, content manager, UX designer, project management, media, digital marketing, media design, online branding, interactive game design, web production, game designer, media advertising, information design, digital production, strategic development, online advertising, UX architect, digital SAM, mobile UX, front end development, wen development, email marketing executive, ecommerce digital marketing manager, .net developer, UX designer academic publisher, UX researcher, social media executive, digital designer, digital advertising, SEO consultant, content marketing specialist, interaction designer, digital project manger, optimisation manager and digital content production. Digital marker, creative technologist, rich media website developer, games producer, social media manger, museum installation, VR gaming, VR advertising.

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The international masters in Law and Technology offers students the chance to develop cutting-edge and interdisciplinary expertise within the burgeoning field of technology regulation. Read more
The international masters in Law and Technology offers students the chance to develop cutting-edge and interdisciplinary expertise within the burgeoning field of technology regulation.

Strongly multidisciplinary and incorporating both European and international law, the masters in Law & Technology offers you the chance to develop both multidisciplinary knowledge and an area of specialised expertise within the field of Law and Technology - giving you more options to pursue the career of your choice.

The program is closely affiliated with the Tilburg Institute for Law, Technology and Society (TILT), an institute consistently ranked amongst the top in Europe for both research and education by the Legal Research and Education Assessment Committees. The masters in Law and Technology is consistently rated one of the best international masters program within Tilburg Law School.

Learning is informal, highly interactive and closely connected to professional practice, with lawyers from international offices systematically involved in the lectures. Students also have the opportunity to take part in internships during their studies.

Program Law and Technology

The masters in Law and Technology offers education in close relation to innovative research in the field of Law & Technology. It gives students the opportunity to develop their own specialized area of expertise within the field of Law & Technology.

Legal+

The masters in Law & Technology equips you with the multidisciplinary knowledge essential for responding to the possibilities and risks presented by new technologies. Content covers regulatory issues in the public and private spheres, as well as subjects such as comparative law, jurisprudence, ethics and public administration, in addition to traditional legal doctrine. Students develop a broad, contextual awareness of additional modalities of regulation such as social morality and economic self-arrangement.

Specialization

The Law and Technology program offers you the opportunity to develop a specialization in a particular subject area thanks to a curriculum that covers everything from intellectual property law to biotechnology or ICT. You can focus on traditional legal areas such as private law or European law, or develop a broader overview that combines, for example, private law, criminal law and human rights law.

International perspective

Technological developments generally cross borders, with the Internet perhaps the most obvious example. While internationalization offers opportunities and possibilities, it also gives rise to a host of issues from a regulatory perspective. The Law and Technology masters ensures you are well-prepared to operate in an international context by continuously applying an international perspective to the issues at hand.

No background in science or technology required

Prospective students do not require background knowledge in technology or science. Of more importance is your affinity with the social aspects of technology. Students with backgrounds in areas other than law can apply if at least 90 ECTS of the courses in their bachelors were similar to those of the bachelors at Tilburg Law School. A premaster program (currently only in Dutch) is available for students who do not meet this criteria.

Interactive and close-knit learning environment

Learning in the Law and Technology masters is interactive, informal and cross-cultural. You join an international student body, within which students regularly work in international teams, participate in discussions and present their ideas on legal concepts and issues. Students are strongly encouraged to interact with their TILT lecturers, made possible by numerous extracurricular events such as seminars and workshops.

Good practical training opportunities

TILT has excellent contacts with government and semi-government agencies, companies, and law firms. TILT is frequently approached by these professional bodies about practical training opportunities and internships and, together with students, actively endeavors to find appropriate trainee projects for students. You will be taught how to write web policies, position papers, and policy documents as preparation for your future career.

Education coupled with pioneering research

Students learn from scholars from the Tilburg Institute for Law, Technology and Society (TILT) - scientists engaged in innovative research recognized at a national as well as international level. These scholars come together from diverse disciplines including private law, public law, criminal law, international law and human rights, ICT law, social and political studies amongst others. Education is interlaced with academic insights from these new research lines. When possible, TILT actively involves students in its research projects.

Challenging and creative

We encourage Law and Technology students to develop and substantiate their own opinions and ideas on the content presented. Within the program, teaching methods encourage critical debate and active participation.

Career Perspective Law and Technology

Legal experts in the field of law and technology are in high demand within many industries and sectors. Your area of specialization can also prepare you for more specific roles within the field.

A wide variety of future career paths are available to graduates of the masters in Law & Technology. You will be qualified to pursue a leading position as a consultant, researcher, policy-maker, or lawyer specialized in law and technology in various types of centers, including large international law firms, in-house legal departments of large firms, the civil service (including the EC civil service), and transnational organizations (both for-profit and non-profit).

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The heart of Centennial College's Interactive Media Management program is user experience (UX). Your ability to design and create meaningful interactive digital experiences will position you to succeed as an interactive media professional. Read more
The heart of Centennial College's Interactive Media Management program is user experience (UX). Your ability to design and create meaningful interactive digital experiences will position you to succeed as an interactive media professional.

This Interactive Media Management program, facilitated through the School of Communications, Media and Design, is ideal for you if you have completed a post-secondary program and wish to apply your skills to a career in interactive media management. If you're passionate about making interactive experiences that "just work", this program is for you.

Your courses teach you how to plan all elements of an effective interactive digital experience, starting from assessing what your audience needs then accommodating their needs through the interface, its design and the words it contains. You also have the opportunity to work on your own project, from concept to prototype.

The interactive digital media industry is changing as mobile and immersion computing becomes more important and prevalent. As such, this collaborative and project-driven program emphasizes:
-Digital strategy
-UX design
-Content strategy and planning
-Interactive storytelling
-Analytics
-Digital project management (grant charts, budgets, project planning, agile methodology)
-Researching and surveying the interactive media landscape

You learn about the industry and available career options in the early stages of the Interactive Media Management program and you complete your learning with a nine-week industry field placement.

Career Opportunities

Future Alumni
Where do program graduates go? With a combination of creative and practical skills, alumni are well-positioned as the interactive media professionals of the future. Alumni work in all aspects of the interactive media industry both in Canada and internationally.

Some of the Interactive Media Management program's alumni include:
-Angelique Abranches, Interface Architect, Shaw Media
-Christine Hanson, User Experience Architect, Critical Mass
-Guilherme Chee, Interactive Designer at Electrolux (Brazil)
-Jaimie Lerner, Digital Content Producer, Indie88
-Danielle Williams, Web Content Coordinator, The Shopping Channel
-Matthew Flanagan, Digital Content Coordinator, Movie Services at Bell Media
-Miguel Martinez, Pipeline Technical Director, Atomic Cartoons
-Laura James, Digital Content Producer & Strategist; CEO at Mulberry Media Interactive
-Rebecca Milner, Community Manager, OneMethod
-Andrew Rajaram, UX Architect, OneMethod

Program Highlights
-In the first semester, you gain fundamental skills in analyzing, designing, and creating interactive user experiences. As a result, you acquire a solid understanding of elements of UX, with an emphasis on content and audience analysis, UX strategy, wire framing, practical coding, A/V production and management skills.
-The second semester is spent working on your own senior project, while you apply advanced learning in business, analytics, technology and planning documentation.
-In your third and final semester you learn how to pitch and present an interactive media project and polish your entrepreneurial skills before heading out to work in the industry on your field placement.

Career Outlook
-Interactive producer
-Digital strategist
-Content strategist
-Social media manager
-Information architect
-Web development
-User experience (UX) designer
-Digital content producer
-Technical director
-Games producer

Areas of Employment
-Interactive and game studios
-Advertising agencies
-Marketing companies
-PR agencies
-TV broadcasters
-Radio stations
-Content production companies (video, animation)
-Government, financial and tetail sectors
-High-tech industries
-Freelance production/strategy

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Imaginative, original and full of exciting ideas - if this sounds like you, then our MSc in Creative Technology could be your perfect course. Read more
Imaginative, original and full of exciting ideas - if this sounds like you, then our MSc in Creative Technology could be your perfect course. It's open to students from any background who are interested in combining technical and creative skills to create the technologies and experiences of the future. We'll give you the opportunity to learn about and experiment with different types of technology and use them to design and develop your own inventions.


Why study MA/MSc Creative Technology at Middlesex?

Technology is becoming increasingly important to art, design and culture and the skills associated with the once-separate creative and technical worlds overlap more and more. We welcome students from any background onto this course– it's an unusual opportunity for students with diverse skills to work together, and it's this variety that gives it so much character.

This is a highly practical course, assessed entirely through project work, with an emphasis on collaboration and experimentation. We want you to benefit from our creative, academic and technical expertise, and we like nothing more than to see you step out of your comfort zone and tackle something new. You'll work with your peers on group projects – recent students have made an interactive cushion, explored Kinect hacking, created apps and designed an interactive breakfast table that showed the news.

Never mind thinking outside the box – you'll be inventing 1,001 new things to do with it.

Course highlights

- All our staff are active in research, industry or both and are passionate about new technology and new ways to use it. Particular areas of expertise include music and sound technology, social media, interactive and haptic technology, visual and digital imagery and gaming.
- Our tutors, who come from both the School of Media and Performing Arts and the School of Science and Technology, include haptic technology specialist Dr Rui Loureiro, who has pioneered work in robot-aided stroke rehabilitation; Debbie Jedwab, a former set designer for the BBC; composer and sound artist Nye Parry, who has worked with the British Museum and the Science Museum; and multimedia artist Nic Sandiland, whose work has been shown worldwide.
- You'll also benefit from the cutting-edge facilities and equipment in our £80 million Art, Design and Media building, the equal of which is rarely seen in other UK universities. They include fully-equipped TV, radio and sound studios, workshops for digital image processing and a comprehensive digital publishing suite.
- You'll learn computer programming as part of the course, and will have access to cutting edge haptic technology and a graphics and games programming laboratory. The university is home to the Human Interactive Systems Laboratory, a centre of research into haptic technology, and the Lansdown Centre for Electronic Arts.
- As well as attending masterclasses and guest lectures by industry professionals, students often work on real industry briefs – they've recently worked with Sony and designer and engineer Moritz Waldemeyer. We've developed the course in consultation with advisors from the creative industries to ensure it's relevant and current.

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

Aims

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

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

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

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

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

Fees and finance

2015/6 Home/EU International
Full time £5,750 £11,960
Part time £2,875

These fees are applicable for new entrants in 2015/6. Fees are for the academic year only, any subsequent years may be subject to an annual increase, usually in line with inflation.

The University also offers a postgraduate loyalty discount: If you have completed an undergraduate degree at the University of Wolverhampton, you may be eligible for a 20% discount on the first year of a taught postgraduate programme.

Employability

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

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

Outcomes

- Demonstrate knowledge and critical understanding of a variety of issues in the expanded field of contemporary music technology, taking an independent and rounded perspective.
- Apply theoretical discourse relating to aspects such as technologised production and performance, reactive/interactive/non-linear media, and computational creativity (etc.) to practice through a systematic understanding of historical, contextual, philosophical, technical and scientific theory.
- Select, interpret, develop and apply a variety of research methodologies appropriate for their work.
- Critically evaluate and use a wide variety of hardware and software technologies, and, where appropriate, develop their own.
- Exercise personal autonomy in learning through effective self-organisation and management of workload in both individual and group scenarios.
- Understand the possibilities afforded by the contemporary, expanded field of music technology (including its gaps and trends), and be able to position their own work, interests and aspirations within this wider context.

Why Wolverhampton?

The course offers an explicit and concerted move away from the notion of “training” in how to use specific software and/or other music technologies in favour of a more balanced synthesis of theory and practice.

The proposal for the Audio Technology Project is developed in the Research and Development module, providing time and opportunity to consider the project’s direction thoroughly, and to explore possibilities for collaborative/interdisciplinary working.

Course staff specialise in both traditional/well-established areas of music technology (studio production, film sound, audio synthesis and processing) and flourishing areas of contemporary research (musical interaction, generative music).

A wide range of career routes are open to graduates of the course. These are largely dependent upon the nature of the work the student chooses to produce, but may include: studio production, sound for games and film/video/animation, interactive media, interaction design, creative software development, design for music technology, post-compulsory and higher education.

The University of Wolverhampton continues to develop state of the art facilities to greatly enhance your learning experience. The Performance Hub, opened in 2011, has a diverse range of fully equipped music teaching, performance and practice rooms (accommodating single person to large band / ensemble), two high-end professional recording studios, and two bespoke technology suites boasting sixty Apple iMacs running industry standard software including Pro Tools, Logic Pro, Max, Pure Data and SuperCollider.

Our two recording studios offer the perfect blend of digital and analogue technologies giving students the opportunity to combine classic analogue recording technique with the flexibility and reliability digital technology provides. As well as a dedicated live room each for recording, for increased flexibility and choice of room acoustic, any of the music rehearsal rooms surrounding each studio can also be patched into the studio's control room.

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The storyteller of the future is not just someone with ideas, but a person that is able to communicate concepts through a series of platforms, that can lead innovation and communicate effectively within an inter-disciplinary team. Read more
The storyteller of the future is not just someone with ideas, but a person that is able to communicate concepts through a series of platforms, that can lead innovation and communicate effectively within an inter-disciplinary team. Today’s designers, coders, journalists, documentary film makers, photographers, educators, broadcasters, radio producers and social campaigners need to have the appropriate digital media skills to “tell their stories” in an interactive way.

The Interactive Factual Narrative MA is designed to create a safe experimental environment where you will acquire the methodology you need in order to develop your interactive factual stories. As this is a new field, terminology is still confusing and you will have heard wording as varied as i-docs, web-docs, social apps, mobile news, immersive journalism, VR stories, factual digital experiences, serious games, stories for change, transmedia non-fiction and more.

We have conglomerated all these different terminologies into the larger family of interactive factual narratives, or “interfactuals” – stories that use digital interactive media to portray the world around us and who want to initiate change.

Course content

The Interactive Factual Narrative MA has a totally different approach from any masters degree course you might know of. It has been conceived as a multi-disciplinary lab that will be taught in burst mode - blocks of three full days every two to three weeks. This is to enable you to work alongside of your studies, while developing your dream personal project on the side. Perhaps you will use the course to research and develop your company’s special project, or as a way to stay creative and socially engaged while keeping your day-to-day job. Whatever your situation, the Interactive Factual Narrative MA offers you a creative space to engage with your passions.

Modules on this course are following the production schedule of an interactive project and adopt an iterative way of working. Testing and user experience is taken in consideration at each step of the creative process. It will feel as a safe playing ground where you will be encouraged to learn, fail, re-iterate and ultimately think outside of the box.

You will be asked to adopt a collaborative ethos and open your professional expertise to the benefit of your course peers. In doing so, you will feel part of a creative community that will support you when needed, and may serve you as a network even after the course has finished.

The modules will be very hands-on and will be lead by a mixture of professionals from the field and university staff. All modules will be compulsory – this is to allow the different groups to advance at a similar pace.

By the end of the year you will have expanded your ideas of what an interactive narrative can be, acquired a solid knowledge of the field, consolidated a multi-skilled network of people and developed a digital prototype of your group idea. By then your project should be ready to be presented to potential financers and media partners.

Modules

The following modules are indicative of what you will study on this course. For more details on course structure and modules, and how you will be taught and assessed, see the full course document.
-INTERACTIVE FACTUAL FUNDAMENTALS (IF FUNDAMENTALS)
-IDEATION: INTERACTIVE STORYTELLING AND PROTOTYPING
-BUILDING 1: PLATFORMS, DESIGN AND TECHNOLOGY
-BUILDING 2: THE BUSINESS OF INTERACTIVE STORYTELLING
-MAJOR PROJECT

Associated careers

The course is mainly geared at giving you the right support and methodology to develop your interactive project during the course. The critical awareness and the iterative methodology that you will gain will then serve you to remain competitive in the digital creative industries you might enter in the future, regardless of the technologies they use.

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A degree for information technology and computer science graduates and recognised I.T. professionals who seek to further their knowledge and skills in advanced computing, programming, Interactive Technologies and Games Design. Read more
A degree for information technology and computer science graduates and recognised I.T. professionals who seek to further their knowledge and skills in advanced computing, programming, Interactive Technologies and Games Design.

Get the edge

The games industry is one of the fastest evolving and fastest growing industries in Australia.
Advancing your skills and knowledge in this specialist area with our Master of Information Technology (Interactive Technologies and Games Design) program will give you the edge on other graduates embarking on a career in this exciting field.

Who is this course for?

This course is designed for Information Technology graduates, Computer Science graduates and recognised IT professionals who wish to further their knowledge and skills in this field.

Course l earning outcomes

JCU graduates are committed to lifelong learning, intellectual development, and to the display of exemplary personal, professional and ethical standards. They have a sense of their place in the tropics and are charged with professional, community, and environmental responsibility. JCU graduates appreciate the need to embrace and be acquainted with the Aboriginal and Torres Strait Islander Peoples of Australia. They are committed to reconciliation, diversity and sustainability. They exhibit a willingness to lead and to contribute to the intellectual, environmental, cultural, economic and social challenges of regional, national, and international communities of the tropics.
In the context of a JCU graduate on successful completion of the Master of Information Technology graduates will be able to:
*Critically analyse to select appropriate tools and technologies to meet project requirements
*Evaluate industry standard contexts for project management approaches
*Apply lateral and original thinking to conceptualise and evaluate a range of solutions to relevant problems
*Demonstrate the ability to conduct their research in an ethical manner
*Advance knowledge of technologies and networking methods at both area networks and Internet level
*Critically evaluate legal and ethical issues including scope of liability and digital rights management
*Apply lateral and original thinking to conceptualise and evaluate a range of solutions to relevant problems
*Communicate technical information clearly through presentations, demonstrations and documentation
*Apply appropriate tools and technologies to meet project managements
*Use independent judgment to synthesise information to make intellectual and/or creative advances
*Critically reflect on progress to tailor self-learning goals to advance professional development.

Award title

MASTER OF INFORMATION TECHNOLOGY (MInfTech)

Entry requirements (Additional)

English band level 1 - the minimum English Language test scores you need are:
*Academic IELTS – 6.0 (no component lower than 5.5), OR
*TOEFL – 550 (plus minimum Test of Written English score of 4.0), OR
*TOEFL (internet based) – 79 (minimum writing score of 19), OR
*Pearson (PTE Academic) - 57

If you meet the academic requirements for a course, but not the minimum English requirements, you will be given the opportunity to take an English program to improve your skills in addition to an offer to study a degree at JCU. The JCU degree offer will be conditional upon the student gaining a certain grade in their English program. This combination of courses is called a packaged offer.
JCU’s English language provider is Union Institute of Languages (UIL). UIL have teaching centres on both the Townsville and Cairns campuses.

Minimum English language proficiency requirements

Applicants of non-English speaking backgrounds must meet the English language proficiency requirements of Band 1 – Schedule II of the JCU Admissions Policy.

Why JCU?

James Cook University’s professional programs are internationally recognised and teaching staff are often research leaders in their fields.

Application deadlines

*1st February for commencement in semester one (February)
*1st July for commencement in semester two (mid-year/July)

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Child Computer Interaction is a new and growing branch of Human Computer Interaction, and is the key area of expertise for the ChiCI research group at UCLan. Read more
Child Computer Interaction is a new and growing branch of Human Computer Interaction, and is the key area of expertise for the ChiCI research group at UCLan.

Our expertise spans world-class research, commercial activity and knowledge-transfer. As the market for children's interactive technology grows there is an increasing need for specialists who can research, design and evaluate interactive technology for children. This MRes course is the first specialist research-based academic course offered in Child Computer Interaction. We aim to provide a challenging and stimulating environment in which students can develop specialist skills by working closely with the ChiCI research group. It is anticipated that students from this course will either continue to PhD study or go into employment as CCI specialists.

The first semester consists of 3 taught modules that provide a grounding in postgraduate study and in the techniques and theories appropriate to Interaction Design. In the second semester students will study the specialist module Child Computer Interaction and at the same time will start the 100 credit (5 module) MRes project. The project module is studied throughout semesters 2 and 3 (January to September), during which time students work under supervision to complete a large research-based project. Part-time students will typically complete the taught modules in their first year, and undertake the project in their second year. As well as attending classes, students will be expected to take part in research seminars and discussions.

Modules include:

Critical Analysis (Semester 1)
Interaction Design and Evaluation (Semester 1)
Advanced Topics in HCI (Semester 1)
Child Computer Interaction (Semester 2)
MRes Project (Semesters 2 and 3)

A limited number of fees-paid bursaries are available for this course in October 2012; contact Peggy Gregory at for further details.

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MRes Child Computer Interaction is a new and growing branch of Human Computer Interaction, and is the key area of expertise for the ChiCI research group at UCLan. Read more
MRes Child Computer Interaction is a new and growing branch of Human Computer Interaction, and is the key area of expertise for the ChiCI research group at UCLan. Our expertise spans world-class research, commercial activity and knowledge-transfer. As the market for children's interactive technology grows there is an increasing need for specialists who can research, design and evaluate interactive technology for children. This postgraduate course is the first specialist research-based academic course offered in Child Computer Interaction. We aim to provide a challenging and stimulating environment in which students can develop specialist skills by working closely with the ChiCI research group. It is anticipated that students from this course will either continue to PhD study or go into employment as CCI specialists.

INDUSTRY LINKS

As part of the course you will have opportunities to work with external partners. At UCLan we work with a range on businesses and organisations, many of which provide work experience opportunities and project briefs to enable to you gain real work experience whilst you undertake your postgraduate programme.

LEARNING ENVIRONMENT AND ASSESSMENT

The School of Physical Sciences and Computing provides an 'electronic learning' environment to facilitate flexible learning. This environment combines traditional face-to-face lecture/tutorial and practical sessions with additional, resource-rich, online materials allowing you to continue independent learning through a variety of approaches.

Assessment methods will include individual and group assignments, presentation and seminars.

OPPORTUNITIES

The goal of the course is to guide you, depending on your interests, to either go out into Industry or to progress to an academic research career. We aim to produce Child Computer Interaction practitioners who understand how to create excellent interaction designs for children in a range of different scenarios. We also aim to give you a thorough grounding in the research area so you are ready to start a PhD.

We also aim to give you a thorough grounding in the Child Computing Interaction research area so you are ready to start a PhD. After completing the MRes there will be opportunities for students to continue to MPhil or PhD study.

FURTHER INFORMATION

The first semester consists of three taught modules that provide grounding in postgraduate study and in the techniques and theories appropriate to Interaction Design. In the second semester students will study the specialist module Child Computer Interaction and at the same time will start the 100 credit (five modules) MRes project. The project module is studied throughout Semesters 2 and 3 (January to September), during which time students work under supervision to complete a large research-based project.

During the course you will develop theoretical understanding, practical skills and knowledge of current trends and research activity relating to CCI. You will also develop planning, self-management, communication, critical evaluation and technical skills.

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This is a creative, project-based course focusing on the practical and theoretical study of product design and its relationship to interaction. Read more
This is a creative, project-based course focusing on the practical and theoretical study of product design and its relationship to interaction. As an advanced product designer, this course supports your continued development and will refine your practice in interaction and user-centred product design.

The course explores academic theories as well as industry practice within interactive media, digital arts, entertainment and product design; and is a combination of two separate fields: product design and interactive media.

In Interactive Product Futures you will focus on user-centred design processes and research and analyse “user interaction” as your primary focus. The emphasis is on technology-mediated communication between humans and objects or spaces, allowing you to apply design and apply technological solutions to people’s infinite needs. You will also examine how technology gives personality to objects, and thereby how to ensure technology and design are more empathetic to people and their behaviours.

In the early units of the course you will be given short project briefs in which to design, implement, test and evaluate solutions in the form of an interactive product. Each project brief may take the form of an online or offline product; for example: an online quiz, an e-commerce type application, a toy. This is also an opportunity to produce a series of creative works within the specialisation of rapid prototyping (3D printing), animation, game design, web design, installation art, projection mapping, creative coding, computation design and entertainment media. The aim is to provide you with the opportunity to develop a software solution to a given problem, or aspect of a larger problem.

You will be encouraged to experiment with new ways of working with objects/scenarios and their integration with technology both creatively and collaboratively, and to apply emerging and existing technological solutions through personal fabrication, research and the experimental application of technology.

The course promotes cross disciplinary thinking as an approach to product design, so that the relationship between interactivity, artefacts, environments and the systems and organisations in which they operate can be re-examined.

By studying the course you will develop your creative design skills to innovate and influence product and interaction design practice and realise the commercial potential of your design proposals.

- Collaborative project
'The Digital Gym' project, which allowed students to research how emerging technologies are applied and user behaviour enhanced to provide a distinct, immersive gym experience on the Greenwich Peninsula.

Study units

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

Through the Business and Innovation unit you will have the opportunity to explore the generation of innovative new business models that will help to shape your emerging project concept.

The Technology Issues unit encourages you to engage and explore emerging new technologies as well as skills in scripting and coding, first within a group, then as a cross-disciplinary, and finally in an individual project.

Through the Research Process unit, you will explore academic theoretical frameworks and research methodologies and their application within industry practice.

In both the Technology Issues and Concept and Prototyping units, youwill explore the dialogue between product and user, the function, usability and forms, flow and creativity and user experiences.

The course will culminate in your final Major Project.

Programme Aims

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

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

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

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

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

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

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Designing at the forefront of communication technology. The rapid expansion of digital networks such as YouTube, Wikipedia, Flickr and Facebook have changed user expectations. Read more
Designing at the forefront of communication technology.

Overview

The rapid expansion of digital networks such as YouTube, Wikipedia, Flickr and Facebook have changed user expectations. These advances have created a demand for graduates who understand social and participatory design principles and have the skills to design new interactive technologies.

The MSc in Social Media and Interactive Technologies provides an innovative mix of social and technical skills. You will gain an understanding of the social, political and economic factors that affect the use of interactive technologies, examining how technology is perceived and employed by the user, and you will develop the skills to design and create usable and accessible devices and applications.

Course content

Understand social media and interactive technologies through the key roles they play in society. Explore topics in human-computer interaction, user-centred design, social and cultural theory and human psychology and learn to apply them to the practical problems of designing interactive pages, devices and systems.

Modules for this social media degree are taught by experts from both the Department of Sociology and the Department of Computer Science.

The MSc in Social Media and Interactive Technologies includes eight core modules:
-Understanding Social Media
-Metrics and Society
-Themes and Issues in Contemporary Sociology
-Research Methods for Interactive Technologies
-User-centred Design for Interactive Technologies

You will develop, design, implement and manage your own original research project, supervised by a member of staff with the relevant experience for your topic. You will analyse the data and produce a 15,000-word dissertation based on your research project.

Examples of previous projects include:
-Accessibility of iPhone/iPad apps
-Democracy and participation in York City
-The use of social networking sites by the older generation
-Social robotics and companionship
-Living with the h-index?
-Investigating immersion in games with inattentional blindness
-Immersion and cognitive effort when playing videogames
-Immersion in audio-only games

Careers

You'll develop the skills and knowledge needed to play a leading role in the design and evaluation of interactive technologies in industry, commerce, academia and public service. This social media degree also provides an ideal basis to progress to further study at PhD level.

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MA/MSc Interactive Digital Media is a vibrant, interdisciplinary, collaborative and challenging postgraduate pathway focusing on the practical and theoretical study of interactivity in digital media production; and strives to create designers with the potential to innovate and influence interaction design practice who can realise relevant and elegant design proposals with commercial potential. Read more
MA/MSc Interactive Digital Media is a vibrant, interdisciplinary, collaborative and challenging postgraduate pathway focusing on the practical and theoretical study of interactivity in digital media production; and strives to create designers with the potential to innovate and influence interaction design practice who can realise relevant and elegant design proposals with commercial potential.

This MA/MSc Interactive Digital Media is of particular relevance to you as a practitioner or designer who wishes to develop and refine your practice in interaction design, installation, projection mapping, digital games and user-centred product design.

You will be encouraged to work with technology experimentally, creatively and collaboratively, and to apply emerging and existing technology in new and novel ways through personal fabrication, research and the experimental application. You will also have hands-on experience creating for Android, BlackBerry, iPad, iPhone, iPod, Playstation 3, Xbox, and websites. The course will provide skills in the relevant multimedia software, 3D graphics software, game engines/modelling packages such as Unity, UdK, 3D Studio Max and Maya. You will understand code, create electronic and physical interfaces and the course encourages the use of low level C# and C++, JavaScript, HTML or Python.

We have a dedicated facility for analysing and evaluating console games, containing PS3, XBox 360, and Wii consoles, new games titles and 3D LCD screens.

The course focuses on interaction design and its application to objects, spaces and communication. The emphasis is on technology-mediated communication between humans and objects or spaces, both real and virtual. You will be able to experiment and innovate along side exploring how theory underpins multimedia practice allowing you to ultimately challenge and test theories of interactivity. Interaction can take many forms and you will be encouraged to use a range of tools and approaches, and because of the developing nature of the discipline, you will be experimenting with the latest forms of technology.

Study units

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

In the Business and Innovation unit you will gain an overview of the industry and new approaches to innovation.

Through the Technology Issues unit, you will explore the potential of digital technology and its application in new services or products or to enhance the functions, usability and aesthetics of existing ones through both group and cross-disciplinary work.

In the Research Process unit you will explore and challenge contemporary themes through theory and practice. There is a strong engagement with game theories (how games are made and what makes a good game), play, multimodality, artificial intelligence, and transmedia storytelling, user experience and computational design.

The Concept and Prototyping unit allows you to conduct a more involved 15-week project to develop and build a prototype, test an emerging technology or generate a concept.

Hypotheses, concepts or project ideas emerging from previous units will provide starting points for the Major Project, which is the final culmination of your investigations and is a substantial piece of self-managed work that embodies the integration of theory and practice, is underpinned by advanced practice-based methodologies and processes.

Programme Aims

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

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

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

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

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

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

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The MSc in Interactive Media is a CONVERSION COURSE; it is an intensive taught course focusing on the practical and technical aspects of interactive media. Read more
The MSc in Interactive Media is a CONVERSION COURSE; it is an intensive taught course focusing on the practical and technical aspects of interactive media.

The broad aim of the course is to equip students from a wide range of backgrounds with a thorough understanding of the technology and industry-standard tools used in the digital media sector. Interactive digital media seeks to entertain, inform and inspire an audience. The creation of interactive digital media is a challenging and complex activity requiring a blend of creative and technical skills using a range of existing and emerging technologies.

On successful completion of the course, you will have a comprehensive knowledge of the underlying concepts, technologies and practices of interactive digital media and be able to apply these to create interactive digital media products.

Visit the website: http://www.ucc.ie/en/ckr05/

Course Detail

The MSc (Interactive Media) is a taught programme that may be taken full-time over 12 months or part-time over 24 months from the date of first registration for the programme.

Format

- Lectures: 12 hours per week
- Laboratory sessions: Six hours per week

You are expected to undertake independent reading and study.

Students must attain 90 credits through a combination of:

- Core Modules (30 credits)
- Elective Modules (30 credits)
- Research & Development Project (30 credits)

Core Modules (Period 1)

Full-time students are required to take the following 30 credits of core modules. Part-time students are required to take three of the following core modules in each year (15 credits), for a total of six separate modules over the two years (30 credits).

CS6100 Authoring (5 credits) - Dr. John O'Mullane
CS6101 Digital Publishing and Hypermedia Systems (5 credits) - Dr. Ian Pitt
CS6102 Graphics and Graphic Design (5 credits) - Dr. Sabin Tabirca
CS6103 Audio and Sound Engineering (5 credits) - Mr. David Murphy
CS6104 Digital Video Capture and Packaging (5 credits) - Dr. Ian Pitt
CS6111 3D Graphics and Modelling (5 credits) - Mr. David Murphy

Elective Modules (Period 2)

Full-time students are required to take 30 credits from the following elective modules. Part-time students are required to take three of the following elective modules in each year (15 credits), for a total of six separate modules over the two years (30 credits).

CS6105 Future and Emerging Interaction Technologies (5 credits) - Mr. David Murphy
CS6113 Internet-based Applications (5 credits) - Dr. Frank Boehme
CS6114 Digital Video Compression and Delivery (5 credits) - Dr. Frank Boehme
CS6115 Human Computer Interaction (5 credits) - Dr. Ian Pitt
CS6116 Mobile Multimedia (5 credits) - Dr. Sabin Tabirca
CS6117 Audio Processing (5 credits) - Mr. David Murphy

Note: Not all modules may be offered in a particular year and are subject to change.

Project Phase (After Period 2)

Full-time and part-time students are required to take a project as follows:

CS6200 Dissertation (30 credits)

Assessment

Full details and regulations governing Examinations for each programme will be contained in the Marks and Standards 2015 Book and for each module in the Book of Modules 2015/2016 - http://www.ucc.ie/modules/

Postgraduate Diploma in Interactive Media

Students who successfully achieve the pass standard in the examination may opt not to proceed to the digital media project and may opt instead to be awarded the Postgraduate Diploma in Interactive Media.

Careers

Companies actively recruiting Computer Science graduates in 2014-15 include:

Accenture, Aer Lingus, Amazon, Apple, Bank of America Merrill Lynch, Bank of Ireland, BT, Cisco, CiTi-Technology, Cloudreach, Dell, Digital Turbine Asia Pacific, EMC, Enterprise Ireland, Ericsson, First Derivatives, Guidewire, IBM, Intel, Open Text, Paddy Power, Pilz, PWC, SAP Galway Transverse Technologies, Trend Micro, Uniwink, Version 1 (Software).

How to apply: http://www.ucc.ie/en/study/postgrad/how/

Funding and Scholarships

Information regarding funding and available scholarships can be found here: https://www.ucc.ie/en/cblgradschool/current/fundingandfinance/fundingscholarships/

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Develop the knowledge and techniques to be an effective agent for change in the application of Information Technology to Business processes. Read more
Develop the knowledge and techniques to be an effective agent for change in the application of Information Technology to Business processes.

Regardless of the economic environment, organisations always endeavor to maximise their resources in pursuit of business objectives. This often involves the effective use of Information Technology by management to increase efficiency and improve corporate performance.

Our course modules examine the characteristics of business information systems, how they are designed and how they can be successfully implemented in the working environment.

See the website http://www.napier.ac.uk/en/Courses/MSc-Business-Information-Technology-Postgraduate-FullTime

What you'll learn

This course is aimed at closing the capability gap between technology practitioners and generic managers to produce individuals who are equipped to operate in the corporate environment, yet be aware of the nature of the technology and be able to interact with specialists to deliver successful IT projects.

It is suitable for individuals with a management background wishing to specialise in the area of Information System technology or technology specialists wishing to move in to managerial roles.

Required modules:
- Information Systems Engineering
- Security, Audit and Compliance
- Management of Software Projects
- Enterprise Information Systems with SAP
- Dissertation

Plus modules chosen from:
- Strategic Information Systems Management
- Database systems and Computer Systems
- Digital Business Environments
- Digital Markets
- Web Design and Development

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

Careers

The variety of Business Information Technology elements offers a strong vocational focus.

After graduation, you can expect to be involved in both academic and practical fields in widely diverse areas of Business Information Technology, including:

Career opportunities:
- Interactive systems design
- Usability engineering
- Information engineering
- Software engineering
- IT project management
- IT consultancy
- Networks design/analysis/management
- IT security
- Database design
- Implementation

School of Computing

The world of computing offers many different and rewarding career paths for specialists with the appropriate skills. With professional accreditation from the British Computer Society, our wide range of innovative courses is designed to meet industry needs.

Our courses are very practical and give you the necessary skills to join dynamic, hard working IT teams.

At Masters level, you can study anything from one module right up to a full MSc, full or part time. Modules include technologies such as .NET, Cisco, UML, SAP, Java, PHP, Ajax, all studied at Masters level. Choose to study full or part time.

There are also Executive Masters degrees available, including MSc Strategic ICT Leadership, MSc Advanced Security and Cybercrime, MSc Project and Programme Management and MSc Sound Design, where the majority of learning and study takes place at work or draws on your workplace experience. And the GCHQ accredited MSc Advanced Security and Digital Forensics can even be studied via distance learning.

The School of Computing is a member of a number of software alliance schemes which allows us to offer students of the school a large range of free software. Membership currently includes the Microsoft Academic Alliance (MSAA), the VMWare Academic Program (VMAP) and the iPhone Developer University Program. We are one of only two NVIDIA CUDA Teaching Centres in Scotland, a Cisco Academy Support Centre and an Encase Partner. Students benefit through access to the latest hardware, software and expertise.

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