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Masters Degrees (Motion Capture)

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This 18-month full time MA in Screen Acting offers students professional training in acting for a range of screen based industries. . Read more

This 18-month full time MA in Screen Acting offers students professional training in acting for a range of screen based industries. 

Students are taught by working industry professionals and great emphasis is placed upon working to ‘real-world’ briefs, to ‘real-world’ deadlines and in a professional environment within a state of the art media technology facility.

For the first 12 months (24 for P/T) students will engage with lectures, research, analysis and skills development classes as they enhance their specialist and collaborative understanding. With a focus on story craft and character development you will continually engage with traditional acting and devising classes as you progress a fuller understanding of screen based narratives and the demands of the numerous forms of screen acting you may be required to collaborate in.

Underpinned by a company mentality and traditional visceral acting methodology classes, students will also be trained in Motion Capture Performance, Combat for the Screen and Voice for the Screen, as they gain a deep applied knowledge of the opportunities for the contemporary screen actor. Working closely with other Masters students they will gain valuable on-set experience through the numerous film production projects produced within the department each year.

This programme recognises the significant place the performer has in MoCap for cinema and gaming, the demands for combat and armoury awareness and the opportunities offered for voicing animated characters, voice overs for advertising and ADR.

Collaborating with students studying Film Production, 3D Animation and Screenwriting, students are encouraged to devise and produce their own work as they prepare to enter this highly competitive professional field.

Analysis and reflection will play a significant role in your training throughout as you learn about the dynamic between Director and Actor, the importance of the ‘frame’ and shot composition and the professional expectations of the screen based professional industries.

Intense and physically dynamic workshops will cover an extended understanding of the implementation in Motion Capture environments that includes using head rigs to capture facial expression and performance. Combat training sessions will introduce actors to the safe use of a range firearms from muskets to automatic rifles, and weapons such as swords and axes. Highly qualified specialist armourers and combat coordinators, with a wealth of experience in film and television drama and re-enactments, lead these training sessions and will introduce students to risk assessment and health and safety, as expected within this highly specialised area.

Audio work related to screen based content can range from voice over for advertising, automated dialogue replacement and voicing characters for animation. You will be specifically skilled within a professional recording environment in these crafts, which will be complimented by vocal lessons and dialect training provided by experienced tutors from this field.

Students will enter into a collaborative practice programme, engaging with industry professionals and drawing on teaching expertise within the Creative & Digital Technologies Department. Important elements of the programme will be supported by external experience at the BFI, International Film Festivals and Conventions.

During the final 6 months of the programme students will engage with self-directed independent study as they create and produce their major research project. 

This project will be supported through mentoring and staged draft submissions and can be a combination of artefacts, a single large-scale specialist production supported by critical reflective analysis or a significant and appropriate dissertation piece.

Where this can take you

This MA programme will enable you to start your career across a number of industries utilising acting and performance for the moving image in their content.

The creative industries of gaming, TV, film and advertising all require well trained and professionally aware performers for the numerous hours of content produced.

You will also have the opportunity to consider further study and enter the academic research environment through a Professional Doctorate pathway.

Work placements

Our established relationships with a number of commercial companies engaged with, or commissioning, content will allow for you to gain work placement opportunities.

Working collaboratively with both commercial and non commercial partners within the Engineering and Digital Technology Park, students will have direct access to industry on a regular basis.

Indicative modules

  • Analysis, Practice & Technique (20 credits)
  • Specialist Craft Skills (40 Credits)
  • Performance Projects (60 credits)
  • Research and the Industry (20 credits)
  • Independent Study: Specialist Project or Research Project (40 credits) 

Teaching

You will be taught by a range of experts in the fields of acting, voice, motion capture, combat and weaponry. You will also have access to award winning filmmakers covering a range of craft areas such as screenwriting, animation, directing and producing. Students will get access to industry experts providing mentoring and master classes.

Class sizes are expected to range from 1-2-1 sessions with mentors, 20 in taught sessions, 20-30 in collaborative and research sessions shared with other MA students.

Summative assessment will take the form of written and practical coursework, presentations & screenings, portfolio and project work.

Students must achieve 90 credits in year 1 to progress to year 2. A total of 180 credits are required to be awarded the MA.

Assessment

Formative assessment in the Creative & Digital Technologies Department is carried out through peer to peer and tutor feedback on work either through submission, workshops or tutorials. Regularly across all modules.

Feedback on submitted work can be accessed through our VLE digitally or by collected hard copies of work from the Administration Office.

We endeavour to complete marking and feedback on all assessed work within a 3 week period though some modules, due to complexity of assessment, may take slightly longer. 



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We actively encourage postgraduate students on this course to undertake internships and build up a portfolio of clients and practical experience. Read more
We actively encourage postgraduate students on this course to undertake internships and build up a portfolio of clients and practical experience.

Course overview

Careers in Sport and Exercise Science can develop in at least two directions. Firstly you can help elite athletes reach their optimum sports performance. Secondly you can help the general population to improve fitness through exercise referral and community programmes.

This course allows you to specialise in both those areas, by providing you with a solid grounding in measurement, evaluation, research methods, data analysis, and sport and exercise psychology. Additionally, you will get the chance to study applied physiology, applied biomechanics or complete a personal project. The final stage is a research project that reflects your developed knowledge and skills.

Compared to undergraduate studies, this Masters has more emphasis on self-directed lab work, data collection and analysis. We encourage you to undertake real-world internships and build up experience with external clients and sports clubs. This practical experience will complement the rigorous research elements of the course.

By the end of the course you will have a portfolio of work, feedback from clients/employers, and a record of practical and academic projects. This will give you a clear advantage when it comes to applying for jobs.

Course content

The course mixes taught elements with independent research and self-directed study. There is flexibility to pursue personal interests in considerable depth, with guidance and inspiration from Sunderland's supportive tutors.

Core modules:
-Measurement and Evaluation (20 Credits)
-Applied Sport and Exercise Psychology (20 Credits)
-Applied Research Methods and Data Analysis (20 Credits)
-Masters Project (60 Credits)

Designated core modules (you must choose one of the following, but you may choose the other as an option):
-Applied Sport and Exercise Physiology (20 Credits)
-Applied Biomechanics in Sport and Exercise (20 Credits)

Optional modules (choose at least one):
-Strength and Conditioning in Practice (20 Credits)
-Sports Injuries, Management and Rehabilitation (20 Credits)
-Applied Weight Management (20 Credits)
-Professional Skills and Practice (20 Credits)
-Independent Learning Project (20 Credits)
-Applied Public Health (20 Credits)
-Brief Interventions (20 Credits)

Teaching and assessment

We use a wide variety of teaching and learning methods which include lectures, problem-based learning seminars, web-based resources, small group discussions and debates. You will develop your practical skills with workshops and laboratory classes.

Assessment methods include essays, case studies, portfolios, oral presentations, scientific reports, practical exams, data analyses, critical reviews, poster presentations and a dissertation.

Facilities & location

We have invested in the latest software and equipment so that you have maximum scope to measure and improve performance. Our facilities will propel your learning in sport and exercise sciences.

Biomechanics equipment

Our equipment can measure motion, muscle activity and forces on the body during high intensity sports and the activities of daily living. Equipment and techniques include the following:
-3D motion capture systems including Vicon® systems and Xsens® motion capture suits
-Software such as Dartfish®, Kinovea® and LongoMatch® software to capture live action images for match tagging and coaching feedback
-Movement tracking tools such as Actigraph® and Catapult®
-Delsys® Trigno electromyography equipment to see how the muscles of the body are working
-Kistler® force platforms and Batak® reaction walls to analyse sporting performance
-Novel® Pedar systems to analyse foot pressure

Exercise Physiology and Psychology
Our laboratories include the most up-to-date equipment for assessing human performance. You’ll get hands-on practical experience with the following:
-Polar® Team2 heart rate monitoring system for assessing the heart rates of a full squad of team players in real time
-Cortex® gas analysers to evaluate cardiovascular performance
-Biochemical analysers from Randox®, Jenway® and Gonotec® to measure substances and enzymes within the body
-Tendo®, Myotest® and Globus® equipment to profile your strength and power and develop specific training programmes
-Fusion Sport® SMARTSPEED light gates for assessing speed, agility and reaction times
-Assess and enhance cognitive performance using our Neurotracker® 3D multiple object tracking equipment

Sports Medicine and Anatomy
Anatomy is taught by experienced staff in a specialist clinical lab using skeletons, anatomical models, 3D software, online material and human subjects. You will learn techniques for sports injury rehabilitation, including the use of sports massage and ultrasound equipment.

You will also examine balance and stability using our Biodex® stability and balance trainer and assess strength imbalances using our sophisticated Biodex® dynamometer and new BTE Primus® rehabilitation equipment. You can investigate how new techniques such as thermal imaging are being used in injury assessment with Flir® IR cameras.

Fitness and Conditioning Suite
In our lab, you'll find fitness and conditioning equipment that would be the envy of most modern gyms. From a wide range of cardiovascular equipment to machine and Olympic weights, you will receive hands-on teaching in a professional environment.

University Library Services
The University library has thousands of relevant books, e-books and journal articles, with many more titles available through the inter-library loan service. We subscribe to useful resources such as SPORTDiscus, which provides journal articles, book chapters and summaries about sport, fitness and related disciplines.

Sciences Complex
This course is based in the Sciences Complex at our City Campus, which has benefited from multi-million pound investments. The IT facilities are excellent and, across the University, there are hundreds of workstations as well as wireless internet access. If you have any computer problems, just ask the friendly helpdesk team.

Sports facilities
Students at Sunderland have easy access to some of the best facilities in the region. These include:
-50m Olympic size swimming pool
-95m artificial ski slope
-Climbing wall with some of the best route setters in the UK
-Football training pitches at Sunderland AFC’s Academy of Light
-Marine Activities Centre for sailing, canoeing, kayaking and powerboating
-LTA indoor tennis centre with 13 indoor and outdoor courts
-Floodlit athletics tracks

CitySpace
Our City Campus features a state-of-the-art facility called CitySpace. It features:
-Sports hall (suitable for hosting large-scale events)
-Fitness suite/gym
-Strength and conditioning room
-Injury prevention and support suite
-Fitness classes
-Climbing wall

Employment & careers

Potential employers of graduates from this course include national sports associations, sports and leisure companies, recreation services, local authorities, health bodies including the NHS, schools and colleges. Job roles include the following (some require further training):
-Sports and exercise scientist
-Performance Analyst
-Sports coach/instructor
-Manager of health promotion initiatives
-Manager of cardiac rehabilitation and exercise referral
-Fitness centre manager
-Personal trainer/specialist fitness instructor
-Lecturer

Recent Sunderland graduates are now working within the fitness industry, sports development and in Further Education colleges.
A Masters degree will also enhance career opportunities within Higher Education and prepare you for further postgraduate studies.

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Within the creative and media industries, small groups of people with strong individual talent often evolve into innovative companies. Read more

Within the creative and media industries, small groups of people with strong individual talent often evolve into innovative companies. On this course, you will develop your own area of expertise and hone your ability to work creatively with like-minded professionals.

Option modules and the flexible nature of this course will enable you to develop a broad overview of creative technology while also specialising in an area of your choice. You might choose to investigate emerging 3D computer animation techniques, work on post-production special visual effects or explore innovative photographic visual effects technologies.

You will develop your specialist skills and knowledge of digital technology through the use of digital tools in our inspiring learning environments, which include a chroma-key and motion capture studio and a suite of high-quality professional music studios. These facilities combined with regular visiting speakers from the music and film industries and a range of links with local and national music, arts and festival organisations and also animation, games and visual effects companies, will ensure you get the most from your course.

Research Excellence Framework 2014

Research Excellence Framework 2014: our University demonstrated strength in five emerging areas of research which it entered into the assessment for the first time, including computer science.

Course Benefits

Creative technology is a unique combination of technical innovation and visual creativity. Delivered by a skilled group of artists, musicians, designers and technologists, we pride ourselves on the diversity of our delivery.

We have excellent equipment and resources including a motion capture studio, a suite of high quality professional music studios and a highly experienced and skilled teaching team. This, combined with regular visiting speakers from the music and film industries and a range of links with local and national music, arts, and festival organisations, plus animation, games and visual effects companies, ensures that you get the most from your course.

Core modules

  • Digital Video & Audio
  • Project Management
  • Negotiated Skills Development
  • 3D Computer Technologies
  • Advanced Motion Graphics
  • Research Practice
  • Dissertation / Final Project

Option modules

  • Collaborative Practice
  • Interactive Environments
  • Visual Effects
  • 3D Animation

Job prospects

We offer a route into a rapidly growing industry with career opportunities in film, television, music, games, advertising, design and visualisation. As this industry continues to expand, it will require more highly skilled practitioners, and this course will help you develop the skills needed in your specific area of interest.

  • 3D Animation Programmer
  • Visual Effects Producer
  • Audio Visual System Designer
  • Photo Editor


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The School of Arts offers postgraduate research in a diverse range of areas with specialists available to supervise study in the fields of Film and TV Studies, English, Contemporary Drama and Performance Studies and Music. Read more
The School of Arts offers postgraduate research in a diverse range of areas with specialists available to supervise study in the fields of Film and TV Studies, English, Contemporary Drama and Performance Studies and Music. The School has distinctive expertise in offering practice based MPhil and PhD programmes tailored to your individual interests as well offering the more traditional degree based on the written thesis or a mixture of the two. Research expertise in the School is organised around four groups.

The Body, Space and Technology Research Group make specific and focused interventions in the fields of physical and virtual live performance practices. The group publishes its own online journal and pioneers new developments in both theoretical and practical fields. Performances arising from the research are given regularly in London and internationally. The group’s current project ‘Advanced Interactivity in the Arts’ is investigating digital technology and its impact on performance; motion capture; live video; granular synthesis; web-based applications; body based performer techniques.

The Contemporary Writing Research Group includes researchers and practitioners across the genres and forms of contemporary fiction and poetry. There are four practising creative writers, and a creative writing fellow. Research specialisms in the group include: contemporary poetics, the New York School of Poets, music and writing, popular fictions, postcolonial, multicultural and feminist writing. The group has staged a number of international conferences, including: British Braids (2001), Jewish Women Writers (2002) and Contemporary Writing Environments (2004).

The Contemporary Music Practice Research Centre covers the interfaces between genres of composition and improvisation, technology and human performance, music and society, movement and sound, and between text and music. The group staged a conference, ‘Interfaces – Where Composition and Improvisation Meet’ in December 2000 and hosted the 2001 Annual Conference of the British Forum for Ethnomusicology, which was attended by a large number of international delegates. The theme of the conference was ‘Music and Power’.

The Screen Media Research Centre includes researchers working in many areas of film, television and new media including documentary, British, European and Hong Kong cinema; Hollywood and American independent cinema, political film, cult cinema, animation and representations of gender and sexuality; and generic territories including horror, science fiction and comedy. The group has staged international conferences including ‘The Spectacle of the Real: From Hollywood to Reality TV and Beyond’, in January 2003.

The School has a growing postgraduate community and offers a range of resources to support research. Students also benefit from the recently opened Graduate Centre which provides a dedicated space to meet with fellow postgraduate students. The School also has opportunities for part-time teaching for postgraduates with relevant skills. All postgraduates can apply for financial help to give conference papers and other research related activities.

Awards
The School of Arts may be able to offer a limited number of bursaries or fee waivers. Other financial awards may be available from the Arts and Humanities Research Council and other funding bodies. Some of these funding packages cover tuition fees (at UK/EU rates) and living expenses for the duration of study; others cover the fees, or contribute in other ways towards the cost of study.

MPhil and PhD research supervision is available and includes the following areas:

Drama/Performance Studies
Aesthetic potential of digitised technology for performance (artificial intelligence, motion capture, 3D-modelling and animation)
Somatic practice and performance composition
Interdisciplinary performance
Live capture (sound, film) plus performance
Solo performance and new performance writing

English/Contemporary Writing
Contemporary literature
Creative writing
Twentieth century literature
Victorian literature
The Renaissance
Modern American literature
Popular literature
Postcolonial literature
Contemporary literary theory
Literature and mourning
Innovative, marginal and non-traditional texts
All aspects of literary theory

Film/TV Studies
Five themes provide major strands within which most of the research is organised:
Cult Media and Transgression
Spectacle, Documentary and the Real
The Politics of Representation and Cultural Identity
Dominant and Alternative Cinemas
Videogames and Digital Media

Music
Composition
Improvisation
Electronic music and live electronic transformation
Meeting points between popular, world and ‘classical’ cultures
‘Digital arts’ – the interfaces between different forms of electronic media and live performance
Music in education and community

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This course provides a unique mix of multimedia and interaction design processes, design of 3D virtual reality and animation media, AV media and effects, and 3D media combined with real and virtual studio and on-location multimedia creation. Read more

About the course

This course provides a unique mix of multimedia and interaction design processes, design of 3D virtual reality and animation media, AV media and effects, and 3D media combined with real and virtual studio and on-location multimedia creation.

It not only focuses on the creative art and design aspects of digital media, but also on the theory and practice of the technical tools and techniques required for creating 3D, interactive real and virtual reality media through the development of design and technology knowledge, understanding and skills.

Aims

The MSc programme in Advanced Multimedia Design and 3D Technologies aims to develop a thorough knowledge of the design principles and techniques required for the design of combined real and virtual interactive and 3D multimedia, and an appreciation of the current research directions and opportunities that are available in this field of research.

On this course you will:

Develop advanced knowledge and skills relevant to the design and creation of combined real, virtual interactive and 3D multimedia and tools, to assist in the creation of combined real and virtual interactive and 3D multimedia.
Develop the ability to design complex combined real and virtual interactive and 3D multimedia creations, and the versatility to apply a variety of different design tools and technologies across a range of different media areas to realise the creation.
Develop creativity and independent learning ability required for continuing professional development, further research, and for acquiring new skills at a high level.
Gain an appreciation of the current research directions and opportunities that are available in this field of research.

Course Content

The course is delivered through a mix of lectures, workshops, self-study and individual and group project work. In lectures, key concepts and ideas are introduced, definitions are stated, results and techniques are explained, and immediate queries are discussed. Workshops and projects are used to foster practical engagement with the taught material.

The dissertation plays a key role in deepening understanding, in developing research and literature review skills, and in applying knowledge and skills gained in the programme to plan, execute, and evaluate a significant investigation into a current problem area related to the design of multimedia artefacts.

Typical Modules

3D Computer Graphics and Motion Capture
Multimedia and Interaction Design
Audio Visual Post Production
3D Film Design and Production
Multimedia Research Directions
Dissertation Project

Special Features

Advanced resources
Our green screen TV studio lab, audio studio and cutting edge design tools are amongst our range of advanced equipment available to students. Design tools used during the course include:

Advanced 3D Technologies – 3D Studio, Vicon Motion Capture, Motion Builder, 3D Stereo Video
Multimedia and Interaction Design – Flash and Action Script
Audio Visual Post Production – AfterEffects, Final Cut Pro, Nuke, Logic Studio Pro
3D Film Design and Production – Nuke, Ocular.

State of the art student projects and placements

Assessment

You will be assessed on practical and written elements of each module.

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Our Postgraduate course in Film Production combines practice, theory, enterprise skills and personal and professional development. Read more
Our Postgraduate course in Film Production combines practice, theory, enterprise skills and personal and professional development. The theory is embedded in the practical teaching, so that for every new skill and convention learned the reason for its application is also explored

MA Film Production aims to emulate a real working environment in which practical learning allows you to ‘learn on the job’ by performing roles in a film production team. This ‘real word’ environment is further enhanced through student collaboration on productions of narrative drama or documentary, using high-end production methods and equipment. Alongside drama and documentary productions, postgraduate Film Production allows you to develop subject specific research skills and apply those to practical work.

INDUSTRY LINKS

Staff maintains links with Warp Films, Arri media, Made Up North, Northwest Vision and Media and many more regional and national production companies and agencies.

LEARNING ENVIRONMENT AND ASSESSMENT

Most modules are delivered at the Preston campus, with the main production modules based at the Media Factory, UCLan's £15m purpose built media powerhouse, with outstanding facilities and excellent technical and academic support. Students have access to a range of High Definition production equipment including advanced camera rigs and camera support rigs. The Media Factory also offers ample studio and recording spaces including motion capture, green screen, TV studio, audio recording and mixing studios, dedicated edit suites and many more shared facilities, all of which is accessible 24 hours a day, seven days a week.

Assessment is by submission of films produced and written and oral presentations of research outcomes. Students have to meet a set of learning outcomes appropriate to masters level study to pass their modules

GRADUATE CAREERS

Students typically move into production related areas, many of them regularly in the credits of major cinema and TV releases. Some choose to embark on careers in directing, camera or writing.

Students can sit technical undergraduate workshops and seminars as required and have to take part in enterprise based activities run by Futures and Northern Lights.

FURTHER INFORMATION

Based in the £15 million, state-of-the-art Media Factory you will have access to a range of high definition production equipment including advanced camera rigs and camera support rigs. The Media Factory also houses studio and recording spaces including motion capture, green screen, TV studio, audio recording and mixing studios and dedicated editing suites.

UCLan’s postgraduate Film Production course benefits from excellent, regional and national links with film production companies. Experienced industry professionals, academics and external, high profile, guest speakers deliver the course.

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Serious games and virtual reality represent a large, and actively growing, industry – the application of modern games technology in a wide range of areas around medicine, training, education, security and beyond. Read more

Serious games and virtual reality represent a large, and actively growing, industry – the application of modern games technology in a wide range of areas around medicine, training, education, security and beyond. While educational games already represent a multi-billion dollar global industry, the recent growth in virtual reality has seen predictions that this market will grow to $150 billion dollars by 2020 (Techcrunch, April 6, 2015).

The MSc provides students with the skills to become a key part of this explosive growth, and potential to become key innovators in this exciting and rapidly developing area. The MSc offers students with prior programming/scripting experience the transferable skills to design, develop and analyse games and simulations for a range of application areas and to conduct interdisciplinary research in the serious applications of games technology, particularly in healthcare, education and training.

As Virtual Reality and interaction technologies approach mainstream adoption, new opportunities for the application of immersive games technologies in engineering, medicine and in the home are putting games at the forefront of innovation worldwide.

At the School of Simulation and Visualisation we already have years of experience working on a wide range of serious games based projects for industrial, medical, heritage and education clients, building on our research and our expertise in 3D modeling and animation, motion capture technology and software development. We are pleased to be able to share our experience and expertise with this MSc.

Programme Structure:

Stage 1

Core Research Skills for Postgraduates

Games Programming

Serious Game Design and Research

School of Simulation and Visualisation Elective: Choose one from

Interactive Heritage Visualisation

Applications in Medical Visualisation

Stage 2

Motion Capture & Interaction

Audio for games & interactive applications

Serious Games Development

GSA Elective

Stage 3

MSc Research Project

Entry Qualifications:

You should have a Honours degree or equivalent professional practice in any of the following disciplines:

Computer science, computer graphics, computer programming, software development, mathematics, or physics

Computer games programming, game development, game design, game art, 3D modeling and animation, interactive systems

High calibre graduates from other disciplines may be considered if they are able to demonstrate an interest and ability in the field of serious games development.

IELTS 6.0 for overseas applicants for whom English is not their first language.

Scholarships and Funded Places:

Information on career development loans and financial support can be found in the fees and funding pages.



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This course develops skills in computer animation, computer games technology, film and television, or music technology. It is driven by the design and application of the latest hardware, software and techniques to produce creative and innovative media artefacts. Read more

Why take this course?

This course develops skills in computer animation, computer games technology, film and television, or music technology. It is driven by the design and application of the latest hardware, software and techniques to produce creative and innovative media artefacts. These could be focused on industry-related developments but equally you could test an idea or propose a new idea to address novel research problems.

MSc Creative Technologies is centred on a bespoke project chosen by you. This allows you to define the focus of your work and gain the hands-on experience of designing, creating and managing your media development or research programme.

You will be equipped with the technical, academic and professional skills required to pursue a career in your chosen industry. Your project will lead to an exit award of either:

MSc Computer Animation
MSc Computer Games Technology
MSc Film and Television
MSc Music Technology

What will I experience?

On this course you can:

Focus on a problem to develop excellent portfolio work
Design and develop software, systems, 2D/3D assets, and innovative solutions
Use our sound/music studios and multimedia labs, accessing high-spec computing facilities
Utilise our industry-standard game content creation software, VR hardware, motion capture facilities and console development kits
Access the latest digital film equipment through our loan store, including the C300, EX3 and Canon 7D cameras and the Mix Pre-D portable sound mixer
Have the opportunity to engage in client-based research

What opportunities might it lead to?

Our course specialises in developing a wide range of analytical and problem-solving skills to support you in becoming a critically-reflective practitioner in a range of technology-related careers. In an age where media content providers are looking for cross-platform solutions to moving image digital design and production, the specialist knowledge our graduates attain leave them in a particularly strong position.

Depending on your project choice, you’ll be prepared to find employment internationally within the computer games industry, Virtual Reality, film or broadcast industries, training, healthcare and simulation or music industries. In addition, previous graduates have started their careers as freelancers, independent developers or continued onto PhD study.

Our students have pursued a wide range of project topics, including:

Computer games programming and technical design
Virtual Reality for healthcare
Education, training and simulation
3D modelling
Sound Design
Animation design
Motion capture
Cross platform film production
Online audio visual archiving

Module Details

Promoting careful planning, implementation and reflection on subject-related issues, this course will encourage you to build on your previous creative and technical expertise.

You will have the opportunity to research, design and develop a major artefact, prototype or study. In addition to one-to-one academic guidance from two project supervisors, the lifecycle of your project is also supported by self-directed taught units that take a project from start to finish:

Context and Definition: Identifying the background, scope and context of your project, and formulating a project plan.
Professional, Academic and Research Development: Identifying your own strengths, areas for development and refined career goals.
Project Design and Development: Shaping the project as it comes together and responding proactively to development issues.
Project Evaluation and Resolution: Acting upon feedback from the project to refine the outcome, before reflecting upon and evaluating your success.

Programme Assessment

This course encourages individual exploration and research along with opportunities to demonstrate this knowledge within your specialist area of interest. Particular emphasis is placed on your ability to define, implement, evaluate and reflect on subject related issues.

Formal assessment will include written materials, such as project proposals, research or development papers and reflective reports. This, along with completed artefacts, will form the assessment. In addition, presentations during the programme will allow the development of your ability to contextually justify your work.

Student Destinations

The rapid growth of the media industries, along with the advancing nature of technology, means that the demand for specialist skills in creative technologies is on the rise.

Depending on the focus of your self-directed project and your specific career plans, you can develop skills to work in the film and broadcast industries, games design, programming, art production and virtual reality development. The leisure and entertainment sector has an increasing number of opportunities in the field of music technology.

Other areas where you may find employment include education, health and business, which rely on audio specialists for the development of audio systems, software and interfaces, installation and monitoring, through to contextual acoustic research.

In addition, there is a growing demand for delivering cross-platform content as part of regional and international convergence projects, such as cross media solutions on TV, the web and social media, or across social venues, mobile phone devices and the home.

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You are special, and we know you have thought hard about this decision. We have created a course we are proud to offer graduates like yourself who feel they need more time to develop their specialist portfolio, or to direct ‘that’ film. Read more

You are special, and we know you have thought hard about this decision. We have created a course we are proud to offer graduates like yourself who feel they need more time to develop their specialist portfolio, or to direct ‘that’ film. But most of all, we know that when you graduated from your BA you felt like it was the beginning… not the end.

When designing our animation courses we spent a lot of time in the development stages discussing our ideas with industry creatives, graduates and students. As a result, the Animation team has developed a unique and ground-breaking philosophy that affects everything we do: ‘CREATIVE EMPLOYABLE THINKERS’: The idea is simple, everything you do on this course will be aimed at you becoming a Creative Employable Thinker. Every module you study, every grade you receive, all the feedback you get will be based around the central aim of you becoming a Creative Employable Thinker.

What happens on the course?

This MA in Animation will help you advance the skills you already have and develop the skills you aspire to gain.

There are many careers within the Animation industries, so we have designed a curriculum that allows you to mould your experience to suit your needs. We will encourage you to explore and develop in the creative areas you are most passionate about, allowing you to specialise in single production area such as (but not limited to): storyboarding, directing, concept art, character design, script writing etc.

We believe that no two creative people are the same, so we encourage you to follow your instincts and identify your personal creative potential.

Modules and Assessment

You will take part in both formative and summative assessments. Formative assessments provide feedback on work in progress; this is done during in weekly sessions, as well as in writing throughout the course.

You will use blogging to document your research, progress, learning, reflections and thinking. The blogs are a useful tool within the formative and summative assessment processes and will help you develop your professional voice.

Summative assessment is given as the final grade which a rigorous procedure often involving two or more members of staff, students work is examined in accordance to the Module Learning Outcomes and Assessment Criteria which is stipulated on the Assessment Brief (given at the beginning of each Semester).

Why Wolverhampton?

The resources and equipment in Animation fully support the aspiration for high end productions to be created. You are encouraged to work to industry standard and aspire to award winning animations.

Facilities include:

  • A dedicated studio developed to replicate a professional configuration that is equipped with 25 workstations
  • All work stations have a Cintiq
  • 2 screen setups for both production and post production runs to occur
  • Production cycle software applications -- CGI software the complete Adobe and Autodesk studio packages, and TV Paint.
  • A multifunctional capture area where line testing/ and stopmotion animation spaces can be used for testing, experiments an high quality final productions
  • Dedicated blue and green screens and portable motion capture rig
  • A stop motion space that can be used to facilitate puppet and model animation production
  • Fully equipped drawing and life studios

Career path

Typical career opportunities open to graduates include:

Motion graphics artist, character animator, character designers, concept artists, art directors, feature/shorts/commercial directors, 2D digital animator, 2D drawn animator, 3D digital animator, stop motion animator, animation supervisor, animation producer, production manager, production assistant, CG modeller, compositor, digital painter, rigger (2D or 3D), editor, model maker, set builder, layout artist (digital or analogue), lighter, match move artist, rotoscope artist, VFX artist, SFX artist, storyboard artist, scriptwriter.

Staff at Wolverhampton are always happy to advise on and discuss your career ambitions.

What skills will you gain?

  • You will develop industry-standard skills in a creative environment with likeminded students and enthusiastic staff.
  • You will understand and use research and practice as a combined creative tool to enhance your thought processes, workflows and creative outcomes.
  • You will practice communication on a professional level through presentations, written communication, written documentation,1 – 1 tutorials, and group tasks.
  • All of the above is designed to help you become a CRETIVE EMPLOYABLE THINKER.


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Channel your creativity and join a multi-skilled team to develop the next generation of video games. On our arts-based MA, you’ll join the vibrant games and technology community based here in Cambridge that includes Guerrilla, ARM, Frontier Developments, Jagex and Ninja Theory. Read more
Channel your creativity and join a multi-skilled team to develop the next generation of video games. On our arts-based MA, you’ll join the vibrant games and technology community based here in Cambridge that includes Guerrilla, ARM, Frontier Developments, Jagex and Ninja Theory.

Your course will have a new home in Compass House, which will extend our campus along East Road. You’ll have the latest technology at your fingertips and be able to collaborate with other students on innovative projects to hone your skills.

See the website http://www.anglia.ac.uk/study/postgraduate/computer-games-development-art

If you have a degree in an art and design or computer games-related subject, our course will allow you to specialise in games art at Master's level.

Based in the inspiring environment of our new Compass House Games Centre, you’ll learn all about best practice in the games industry. We’ll encourage you to work in design production teams, tackling a series of creative and technical challenges with programmers and industry professionals. You'll develop your design skills and learn how to create and publish successful games across a range of platforms.

Cambridge accounts for nearly 20% of the UK computer games industry, so it's a great place to study as we enjoy excellent links with the major games developers in the area. What's more, our Computer Games Centre offers studio space to local indie developers, who'll share their knowledge and experience with you.

We're partners with the Global Science & Technology Forum, allowing our students access to cutting-edge research materials.

While you're studying, we'll encourage you to take on work placements and collaborate on live projects with the games industry. You’ll also have the chance to enter games events, such as Brains Eden, which Anglia Ruskin hosts every year.

This course runs in parallel with our MSc Computer Games Development (Computing), reflecting the multidisciplinary nature of games creation.

See the website http://www.anglia.ac.uk/study/postgraduate/computer-games-development-art

Careers

Our MA gives you the chance to specialise in the design and technical implementation of computer games, whether you already have a games-related degree, or you're a recent graduate of a non-games-related degree who's looking to move into this area. Our course is also suitable if you work in another creative industry and are looking to move into games design and creation.

The skills you'll learn on this course are relevant to other forms of games - including board games and educational games - allowing you to consider a number of career options.

Interactive computer games is a relatively new medium; as the industry grows, you’ll find more and more opportunities to use the computing and creative skills you'll hone while studying here.

Modules & assessment

Core modules:
Process and Practice as Research
Games Development 1
Games Development 2
Digital Arts - Experimental Practice
Master's Project: Art and Design

Assessment

You’ll show your progress through a combination of written and practical work, carried out individually and as part of a team.

What you'll study

Cambridge School of Art has been inspiring creativity since 1858 when it was opened by John Ruskin.

Engaging with current debates surrounding contemporary practice and with the state-of-the-art facilities, Cambridge School of Art houses light, bright studios, industry-standard film and photographic facilities, and 150-year-old printing presses alongside dedicated Apple Mac suites. Our digital art gallery, the Ruskin Gallery, exhibits both traditional shows and multimedia presentations, from national and international touring exhibitions and our own students.

We are the only university in Cambridge offering art and design courses at higher education level. A tight-knit community of artists, academics and over 900 students, we collaborate across our University, the creative industries, and other sectors. Cambridge is a centre for employment in the creative industries and there are rich opportunities for collaboration with the city’s entertainment, technological, scientific, arts and heritage industries.

Our graduates have a history of winning national and international awards and an excellent employment record. They include Pink Floyd's Syd Barrett and Dave Gilmour, Spitting Image creators Peter Fluck and Roger Law, and illustrator Ronald Searle, the creator of St Trinian's.

We’re part of the Faculty of Arts, Law and Social Sciences, a hub of creative and cultural innovation whose groundbreaking research has real social impact.

Facilities

Based at the new Compass House Computer Games Centre, a three-minute walk from our main Cambridge campus, you’ll have 24-hour access to a hub space with group work naturally forming a part of your studies.

The centre includes a start-up lab for small games companies, supported by Games Eden, the Cambridge Computer Games industry network. This will give you excellent opportunities to work in an entrepreneurial games environment.

All students on our Computer Games courses – undergraduate and postgraduate – have access to industry-standard PCs running Maya, 3DS Max, ZBrush, Mudbox, Motion Builder, After Effects, Unity 3D, and UDK. You’ll be able to use motion capture equipment, 3D monitors, VR equipment, graphics tablets, a render farm, HD cameras and digital SLRs (for HDRI capture).

Links with industry

Cambridge is home to nearly 20% of the UK’s computer games industry, including Sony’s Guerrilla Studios, ARM, Jagex, Ninja Theory, Frontier, Geomerics and a host of smaller indie developers. Our Computer Games Art department is a member of TIGA, the Business & University Games Syndicate, and a partner of the Global Science & Technology Forum, giving you access to cutting-edge research materials.

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If you’re passionate about sport and exercise science and want to have an impact and improve performance for future generations, the research skills you’ll develop on our course will prepare you for a rewarding career. Read more
If you’re passionate about sport and exercise science and want to have an impact and improve performance for future generations, the research skills you’ll develop on our course will prepare you for a rewarding career.

Your course will have a new home in Compass House, which will extend our campus along East Road. You’ll have the latest technology at your fingertips and be able to collaborate with other students on innovative projects to hone your skills.

Our flexible course means that you'll work in your specific interest area from day one, focusing your learning and research to become a specialist on your chosen theme.

You'll use a range of advanced techniques throughout all of your modules, including creating online tools, practical experiments, auditing and planning to create and analyse real-world data.

Continually engaging with contemporary and future issues within sport and exercise science, including legal and ethical problem-solving, you'll critically consider your long-term career goals and plan for your future.

You'll develop your practical skills by using our specialist equipment, which includes 3D motion analysis system, breath-by-breath oxygen kinetics, near Infra-red spectroscopy, GPS in-match/motion tracking software, eye tracking glasses, force plates, thoracic impedance, and blood chemistry.

Because some of our module content is delivered online, you'll have more time to either continue working in the field of sport and exercise science or take advantage of the internships and industry connections we have to increase your skills while you study. You’ll have the opportunity to shape your career and also begin to understand the professional accreditations that are open to you from industry bodies such as the British Association of Sport and Exercise Sciences (BASES).

See the website http://www.anglia.ac.uk/study/postgraduate/sport-and-exercise-science

Careers

Depending on your research focus you could enter a career in clinical- biomechanics, exercise physiology, teaching, advanced sports coaching, sports science support, sports consultancy, the NHS or further academic study. You’re in the perfect position to continue your academic career and move up to our Sport and Exercise Sciences PhD.

Modules & Assessment

Core modules -
‌• Advanced Research Practice in Exercise Science
‌• Contemporary Issues in Sport and Exercise Science
‌• Advanced Modalities in Sport and Exercise Science
‌• Research Project - Planning and Development
‌• Research Project - Pilot testing and Development
‌• Research Project

Assessment

Throughout the course, we’ll use a range of assessment methods to help you measure your progress. These include written reports, essays, reflective working, data collection online and seminar discussions, audits and technology development.

Where you'll study

The Faculty of Science & Technology is one of the largest of five faculties at Anglia Ruskin University. Whether you choose to study with us full- or part-time, on campus or at a distance, there’s an option whatever your level – from a foundation degree, to a BSc, MSc, PhD or professional doctorate.

Whichever course you pick, you’ll gain the theory and practical skills needed to progress with confidence. Join us and you could find yourself learning in the very latest laboratories or on field trips or work placements with well-known and respected companies. You may even have the opportunity to study abroad.

Everything we do in the faculty has a singular purpose: to provide a world-class environment to create, share and advance knowledge in science and technology fields. This is key to all of our futures.

Visit your faculty - http://www.anglia.ac.uk/science-and-technology

Where can I study?

Cambridge - Our campus is close to the centre of Cambridge, often described as the perfect student city.
http://www.anglia.ac.uk/student-life/life-on-campus/cambridge-campus

Specialist facilities

Our sport and exercise science laboratories contain industry-standard equipment including 3D motion capture suite, high speed treadmills, metabolic carts for the assessment of cardiorespiratory responses, force plates, hydrostatic weighing tank for assessing body composition, full haematology suite, an array of cycle and rowing ergometers, GPS systems for field work and eye-tracking glasses. You’ll also have access at any time to a wide range of sports science software packages.

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The Master of Fine Arts (M.F.A.) degree program offers students the opportunity to pursue graduate study in the Departments of Art, New Media, or Theatre and Dramatic Arts. Read more
The Master of Fine Arts (M.F.A.) degree program offers students the opportunity to pursue graduate study in the Departments of Art, New Media, or Theatre and Dramatic Arts. These majors emphasize a combination of theory and practice relevant to their discipline. Faculty, comprised of artists and scholars, foster an environment of active engagement with material, critical and conceptual investigations in production and performance. The M.F.A. program allows graduate students to concentrate in their chosen disciplines and to synthesize their research into a unique and challenging Thesis Project. Exceptional facilities, integrated technical support, a lively community of arts and culture, and a commitment to academic and creative excellence are integral qualities of the Faculty of Fine Arts.

Masters of Fine Arts - New Media

Building on our reputation for excellent undergraduate education in the areas of 3D art and animation, the moving image, interactive arts, digital design, and new media theory and culture, the Master of Fine Arts (MFA) in New Media offers students the opportunity to join a dynamic community of artists, designers, and scholars.

As a smaller program with high calibre students, the MFA in New Media encompasses a strong theoretical and practical foundation in areas related to faculty research interests. Students hone their creative talents using first rate design and animation software, motion-capture technology, and digital video production equipment. The program offers an exceptional level of interaction with faculty and staff. The MFA in New Media degree is a two-year, full-time studio program of applied and academic study. The University of Lethbridge is committed to providing competitive financial support to all graduate students.

Located a short drive from Calgary, the United States border, and the Canadian Rockies, Lethbridge is a growing city that enjoys a diverse geography of prairie, rolling hills, and an expansive natural river valley area. Lethbridge is home to numerous art collectives and a number of contemporary art galleries including the University of Lethbridge Art Gallery, Casa, Trianon Gallery, Parlour, and the nationally acclaimed Southern Alberta Art Gallery. Several sites for exhibitions are available to graduate students, including the University of Lethbridge Penny Building, which provides a strong downtown presence.

The program offers students unique opportunities to contribute to the vibrant cultural life on campus and in the broader community of Lethbridge. MFA students are encouraged to augment their studio practice through interactions with other graduate programs in the Faculty of Fine Arts (Art, Music, and Drama). The University’s liberal arts focus offers opportunities to take courses and explore collaborations with the Humanities, Sciences, and Social Sciences.

Located in the U of L Centre for the Arts, the New Media Department is supported by excellent studios, labs, specialized workshops, and digital facilities, including:

•Teaching and research computer labs equipped with dedicated workstations for computer graphics and visual content development
•Green Screen Studio combined with Digital Photo Studio facilities supported by digital video and photo cameras, dedicated mobile and studio lighting equipment kits, and professional sound recording and editing equipment
•Faculty research labs with cutting edge stereoscopic visualization technology
•Motion Capture Studio based on Vicon technology
•Dedicated animation work stations integrated into new media computer labs
•HD video and digital cameras, lighting kits, and sound equipment

How to apply

In order to apply, you will need to provide the following documentation:

• Academic Transcripts
• Curriculum Vitae
• Three Letters of Reference
• Letter of Intent
• English Language Proficiency (ELP)

All applications and supporting documents must be provided through the online portal: https://www.uleth.ca/future-student/graduate-studies/apply

Funding

Find information on Scholarships here http://www.uleth.ca/graduate-studies/master-arts/award-opportunities

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This research Master's programme focuses on technology and the applications of virtual reality, computer graphics, imaging and computer vision. Read more

This research Master's programme focuses on technology and the applications of virtual reality, computer graphics, imaging and computer vision. Students learn alongside world-leading researchers specialising in virtual reality, augmented reality, 3D modelling, visualisation, interfaces, gaming and social. They will partake in UCL's multidisciplinary tradition, sharing ideas and resources across UCL Engineering and beyond.

About this degree

Students will learn how to analyse, engineer and evaluate a broad range of virtual reality and augmented reality systems. They will discover how to analyse the requirements for interfaces, such as type of system, role of application tasks and perceptual requirements. They will learn how to develop for advanced immersive systems as well as how to validate and evaluate those systems.

Students undertake modules to the value of 180 credits.

The programme consists of an individual dissertation (75 credits), a group research project (30 credits), four optional modules (45 credits), and two transferable skills modules (30 credits).

Core modules

All of the following modules must be taken. 

  • Individual Research Project
  • Group Project B
  • Research Methods and Reading

If the cohort is not large enough to run the Group Project, students will take a second individual research project instead.

Optional modules

Students choose four optional modules (45 credits in total) from the following list. 

One of the transferable skills modules must be Researcher Professional Development or Entrepreneurship Theory and Practice.

  • Mathematical Methods Algorithms & Implementations
  • Virtual Environments
  • Image Processing
  • Computer Graphics
  • Machine Vision
  • Graphical Models
  • Geometry of Images
  • Acquisition & Processing of 3D Geometry
  • Inverse Problems in Imaging
  • Computational Photography & Capture
  • Researcher Professional Development*
  • Entrepreneurship Theory and Practice*

It is also possible for students to select other advanced taught or research modules, with approval. 

Please note that registration on optional modules is subject to demand and cannot be guaranteed. 

*Indicates transferable skills module. At least one of these transferable skills modules must be taken.

Dissertation/report

All students will undertake an individual research project (75 credits) which culminates in a dissertation of 10,000 - 12,000 words and a 15-minute oral presentation.

Teaching and learning

The programme is delivered through a combination of lectures, lab practicals and tutorials, and is assessed through examinations, presentations, dissertation and coursework.

Careers

We equip our graduates for jobs in organisations including creative media companies, global IT companies and 3D graphics and product design specialists. We expect graduates to be able to develop state-of-the-art systems that fulfil a broad range of application needs.

Many of our alumni work in the various media industries across London. A significant number have founded their own successful start-up companies.

Employability

With virtual reality and associated technologies being relatively new, industry needs individuals with a broad ability to design and evaluate systems. VEIV and UCL provide a multidisciplinary environment where students can specialise in a particular area, but also get a broad understanding of the various ways that novel immersive technologies are being analysed and developed.

Why study this degree at UCL?

The Virtual Reality MRes is run by UCL’s Virtual Environments, Interaction and Visualisation (VEIV) Centre. This centre has been a world leader in computational capture, rendering and simulation for the past 15 years. 

VEIV has access to UCL’s exceptional virtual reality facilities, including a full range of consumer AR & VR equipment, motion capture systems, a large CAVE projection room system and haptic robots.



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Today, structural engineering is more than just design. Expert consultants are needed globally with a complete skill set; the ability to design, manage and maintain structures, but also to enable existing civil infrastructure to operate under changing loading and environment. Read more

Today, structural engineering is more than just design. Expert consultants are needed globally with a complete skill set; the ability to design, manage and maintain structures, but also to enable existing civil infrastructure to operate under changing loading and environment.

This programme will provide you with a solid understanding of the whole process of structural design, analysis and operation. You will discover how to design and manage the dynamic behaviour of structures using state of the art hardware and software for performance assessment, measurement, and instrumentation to withstand normal and extreme operational loads.

The programme is taught by our internationally leading academic team with expertise in structural performance analysis and health monitoring, structural dynamics, control, infrastructure management, systems and informatics.

Successful graduates will be equipped with specialist skills increasingly demanded by employing infrastructure consultants, contractors, operators, and government agencies and can expect to progress into international senior level positions in civil, construction and environmental industries.

Professional accreditation

This degree has been accredited by the Joint Board of Moderators under licence from the UK regulator, the Engineering Council for the purposes of meeting the requirements for Further Learning for registration as a Chartered Engineer for candidates who have already acquired an Accredited CEng (Partial) BEng (Hons) undergraduate first degree. Accreditation is a mark of assurance that the degree meets the standards set by the Engineering Council in the UK Standard for Professional Engineering Competence (UK-SPEC). An accredited degree will provide you with some or all of the underpinning knowledge, understanding and skills for eventual registration as an Incorporated (IEng) or Chartered Engineer (CEng). Some employers recruit preferentially from accredited degrees, and an accredited degree is likely to be recognised by other countries that are signatories to international accords.

Programme Structure

This programme is modular and flexible and consists of nine core engineering modules.

Core modules

The core modules can include;

  • Structural Design;
  • Software Modelling;
  • Conceptual Design of Buildings;
  • Conceptual Design of Bridges;
  • Active and Passive Structural Control;
  • Vibration Engineering;
  • Structural Health and Performance Monitoring;
  • Introduction to Earthquake Engineering
  • Structural Engineering Dissertation

The modules listed here provide examples of what you can expect to learn on this degree course based on recent academic teaching. The precise modules available to you in future years may vary depending on staff availability and research interests, new topics of study, timetabling and student demand

Teaching and assessment

The programme is delivered through a mix of lectures, seminars, tutorials, industrial presentations, case studies, industry visits, computer simulations, project work and a dissertation. It has particular value in developing transferable skills development including management skills, communication skills, computational techniques, data handling and analysis, problem solving, decision making and research methodology. Many of these skills will be addressed within an industrial and commercial context.

A world-class laboratory

The MSc Structural Engineering programme will take advantage of a cutting edge laboratory, with state of the art measurement and testing technology. This purpose-built teaching and research facility is dedicated to better understanding structural performance including in-situ testing and monitoring of prototype and real life structures. Featuring;

• Unique and reconfigurable prototype floor or footbridge structure weighing up to 15 tonnes

• Instruments capable of measuring static and dynamic structural movements from meter to nanometer

• Ambient and forced vibration testing, facilities including equipment and software

• Vibration control systems

• Individual and group human motion tracking and measurement systems

• Motion capture facilities



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This programme. enables you to focus on developing your technical engineering skills, as well as your management skills. Today, structural engineering is more than just design. Read more

This programme enables you to focus on developing your technical engineering skills, as well as your management skills

Today, structural engineering is more than just design. Expert consultants are needed globally with a complete skill set; the ability to design, manage and maintain structures, but also to enable existing civil infrastructure to operate under changing loading and environment.

Alongside the core engineering modules, you will also study two management modules taught by the Business School which will help you develop transferable professional management skills that will enhance your study experience and improve your career prospects.

This programme will provide you with a solid understanding of the whole process of structural design, analysis and operation. You will discover how to design and manage the dynamic behaviour of structures using state of the art hardware and software for performance assessment, measurement, and instrumentation to withstand normal and extreme operational loads.

The programme is taught by our internationally leading academic team with expertise in structural performance analysis and health monitoring, structural dynamics, control, infrastructure management, systems and informatics.

Successful graduates will be equipped with specialist skills increasingly demanded by employing infrastructure consultants, contractors, operators, and government agencies and can expect to progress into international senior level positions in civil, construction and environmental industries.

Professional accreditation

This degree has been accredited by the Joint Board of Moderators under licence from the UK regulator, the Engineering Council for the purposes of meeting the requirements for Further Learning for registration as a Chartered Engineer for candidates who have already acquired an Accredited CEng (Partial) BEng (Hons) undergraduate first degree. Accreditation is a mark of assurance that the degree meets the standards set by the Engineering Council in the UK Standard for Professional Engineering Competence (UK-SPEC). An accredited degree will provide you with some or all of the underpinning knowledge, understanding and skills for eventual registration as an Incorporated (IEng) or Chartered Engineer (CEng). Some employers recruit preferentially from accredited degrees, and an accredited degree is likely to be recognised by other countries that are signatories to international accords.

Programme Structure

This programme is modular and flexible and consists of eight core engineering modules and one option module.

Core modules

The core modules can include;

  • Structural Design;
  • Software Modelling;
  • Conceptual Design of Buildings;
  • Conceptual Design of Bridges;
  • Active and Passive Structural Control;
  • Vibration Engineering;
  • Management Concepts
  • Structural Engineering Dissertation

Optional modules

Some examples of the optional modules are

  • Strategic Innovation Management
  • Strategy.

The modules listed here provide examples of what you can expect to learn on this degree course based on recent academic teaching. The precise modules available to you in future years may vary depending on staff availability and research interests, new topics of study, timetabling and student demand

Teaching and assessment

The programme is delivered through a mix of lectures, seminars, tutorials, industrial presentations, case studies, industry visits, computer simulations, project work and a dissertation. It has particular value in developing transferable skills development including management skills, communication skills, computational techniques, data handling and analysis, problem solving, decision making and research methodology. Many of these skills will be addressed within an industrial and commercial context.

A world-class laboratory

The MSc Structural Engineering programme will take advantage of a cutting edge laboratory, with state of the art measurement and testing technology. This purpose-built teaching and research facility is dedicated to better understanding structural performance including in-situ testing and monitoring of prototype and real life structures. Featuring;

• Unique and reconfigurable prototype floor or footbridge structure weighing up to 15 tonnes

• Instruments capable of measuring static and dynamic structural movements from meter to nanometer

• Ambient and forced vibration testing, facilities including equipment and software

• Vibration control systems

• Individual and group human motion tracking and measurement systems

• Motion capture facilities



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