This unique course offers critically-engaging themes and technologies, providing skills in immersive storytelling to reflect rapid changes in the games industry.
Whether you are looking to build retail or museum installations or you want to use games to tell cinematic stories, this program explores how to craft deeply compelling, critical games and interactive work both for clients and creative practice.
The MA in Independent Games and Playable Experience Design focuses on developing aesthetic awareness, creating compelling mechanics and the ability to craft innovative narratives in games and immersive experiences. Students will be given the skills needed to run a small business and produce quality design on a highly professional level.
Visiting guest lecturers, researchers and artists from around the world will stimulate your critical thinking while inspiring your creativity. Skills based workshops in the latest fabrication and production methodologies will empower you to build stunning installations.
This program will provide access to education and skills new creators will need to be successful in the marketplace.
Why this course?
As technologies have integrated into our everyday lives, elements from games have been woven into everything from the way museums educate the public to how scientists do cancer research. With the rise of mobile, console creators no longer hold a monopoly on gaming platforms. This new found freedom has resulted in an explosion of independent games creating new genres of play. From putting players in immersive augmented worlds to telling transformational personal narratives, these new experiences are redefining the rules of play. Games are now just part of everyday life. As a result, markets that were dominated by traditional media have begun to leverage the ability of games to tell stories, share the news, generate knowledge and educate the public. An explosion of games and apps has created a new breed of entrepreneur which uses small teams to create projects that are accessible to millions. This rising market has become a driving economic reality within the UK.
You will study the following modules:
Additionally, a selection of optional modules to the value of 15 and 30 credits will be provided from an annual list for each term and will be made available by the department.
The current list of optional proposed modules for 2017-2018 is:
Please note that due to staff research commitments not all of these modules may be available every year.
Computing and communications technologies are having a truly disruptive effect on societies and business worldwide. Mobile payments, wireless communications and the ‘Internet of Things’ are transforming the way we approach key challenges in development, security, healthcare and the environment.
Taught jointly by the School of Computing and the School of Electronic and Electrical Engineering, this course will give you a grasp of all layers needed for mobile communication and computation, from the physical network layer through to the applications that run on mobile devices.
You’ll gain a full understanding of the web and cloud computing infrastructure, as core modules give you a foundation in key topics like systems programming and data communications. A range of optional modules will then allow you to focus on topics that suit your interests and career plans, from cloud computing to embedded systems design and high speed web architecture.
You’ll benefit from world-class facilities to support your learning. State-of-the-art visualisation labs including a powerwall, a benchtop display with tracking system, WorldViz PPT optical tracking system and Intersense InertiaCube orientation tracker are all among the specialist facilities we have within the School of Computing.
We also have Ascension Flock of Birds tracking systems, three DOF and 6DOF Phantom force feedback devices, Twin Immersion Corp CyberGloves, a cloud computing testbed, rendering cluster and labs containing both Microsoft and Linux platforms among others. It’s an exciting environment in which to gain a range of skills and experience cutting-edge technology.
You’ll take two core modules in Semester 1 that introduce you to fundamental topics like systems programming and network security. With this foundation, you’ll be able to gain high-level specialist knowledge through your choice of optional modules taught by the School of Computing and the School of Electronic and Electrical Engineering.
The optional modules you choose will enable you to direct your studies towards topics that suit your personal interests and career ambitions such as mobile app development, digital media engineering, big data, cloud computing and embedded systems design, among others.
Over the summer months you’ll also work on your research project. This gives you the chance to work as an integral part of one of our active research groups, focusing on a specialist topic in computer science and selecting the appropriate research methods.
Our groundbreaking research feeds directly into teaching, and you’ll have regular contact with staff who are at the forefront of their disciplines. You’ll have regular contact with them through lectures, seminars, tutorials, small group work and project meetings.
Independent study is also important to the programme, as you develop your problem-solving and research skills as well as your subject knowledge.
You’ll be assessed using a range of techniques including case studies, technical reports, presentations, in-class tests, assignments and exams. Optional modules may also use alternative assessment methods.
The professional project is one of the most satisfying elements of this course. It allows you to apply what you’ve learned to a piece of research focusing on a real-world problem, and it can be used to explore and develop your specific interests.Most projects are experimentally based and linked with companies within the oil and gas industry to ensure the topic of research is relevant to the field whilst also addressing a real-world problem.
A proportion of projects are formally linked to industry, and can include spending time at the collaborator’s site over the summer.
Career opportunities are extremely broad, covering jobs in the design of embedded software running on multi-core devices through to jobs involving the design and implementation of new mobile-applications centric systems for business. In the application of mobile computing skills, job opportunities span every area, from the automotive sector through to retail and banking.
You could launch a career in fields such as mobile app development, mobile systems architecture, project management, network consultancy. You could also work as an engineer in embedded mobile communications, network security or research and development among many others – and you’ll even be well-prepared for PhD study.
You’ll have access to the wide range of engineering and computing careers resources held by our Employability team in our dedicated Employability Suite. You’ll have the chance to attend industry presentations book appointments with qualified careers consultants and take part in employability workshops. Our annual Engineering and Computing Careers Fairs provide further opportunities to explore your career options with some of the UK’s leading employers.
The University's Careers Centre also provide a range of help and advice to help you plan your career and make well-informed decisions along the way, even after you graduate. Find out more at the Careers website.
Affective computing is an exciting, multi-disciplinary strand of computing that addresses how computers, and other technologies, will become more interactive and efficient by recognising, and responding to, human emotions.
This course offers students a unique opportunity to be at the forefront of intelligent, emotionally interactive technologies as they come to fruition in the industry and marketplace over the next 10 years. Utilising emergent technologies, such as the Internet of Things (IoT), wearable and mobile devices, and Big Data, the course combines theory and practice, as it prepares students to seize the opportunity to create innovative computers that are powerful, customisable, adaptive, and responsive to their users.
Ultimately, affective computing can provide a way for humans to seamlessly filter out a lot of the information they are presently swamped with and to get to the services and systems that are right for them.
Indications from the Tech Partnership skills council show that there is a need for 1 million new employment roles in the digital economy between now and 2025 and that 52% of digital businesses currently struggle to fill specialist vacancies.
The course provides students with immersion in several distinct subject disciplines that support the design, development, and evaluation of affective computing systems. The course modules cover the practical skills of computing, necessary to build affective, interactive technologies, supported by learning the theories, investigation techniques, and research skills that allow them to work successfully with leading edge, emerging technologies and devise solutions that are fit for purpose.
As with most masters programmes this has 2 parts, a taught part followed by a dissertation.
Students study 5 core modules, totalling 120 credits, followed by a 60 credit dissertation, making a total of 180 credits.
For a full-time student, the taught components (all modules apart from the Dissertation) of the course, requiring attendance in a classroom or lab, will be in the region of 12 hours per week during each semester. In addition, students are expected to study independently outside of the classroom for around 15 hours per week. The commitment for a part-time student is approximately half that of a full-time student.
The information listed in this section is an overview of the academic content of the programme that will take the form of either core or option modules. Modules are designated as core or option in accordance with professional body requirements and internal academic framework review, so may be subject to change.
Applications are invited for an MSc by Research fees funded studentship post commencing 16th October 2018. The Studentship is open to home/EU students. It will run for 1 year and the fees of the MSc by Research programme will be paid by the Institute for Sport and Physical Activity Research (ISPAR) at the University of Bedfordshire.
ISPAR delivers research spanning across sport science, physical activity, health, psychology, behaviour change, pedagogy and social sciences of sport. In the latest Research Excellent Framework assessment 95% of our research was rated as internationally recognised or better.
The Institute for Sport and Physical Activity Research (ISPAR) and the Institute for Research in Applicable Computing (IRAC) at the University of Bedfordshire have partnered to deliver this exciting interdisciplinary research project. The project will undertake an evaluation of a mobile phone app and online platform developed by these two research institutes to promote the health and wellbeing of breast cancer patients. The app and online platform are designed to empower patients in their healthcare by encouraging them to self-manage their condition. The tools help to monitor health, medication reminders, medical appointments, physical activity, sedentary behaviour, pain, and fatigue, which are common problems in cancer patients. The app also delivers the patient tips and reminders for healthy behaviours and provides interactive visualisation of the patient’s data, which can be shared with medical professionals to inform clinical decisions.
The successful candidate will undertake a research project to evaluate the effects of these tools on quality of life, pain, fatigue, physical activity, and sedentary behaviour in breast cancer patients. The candidate will gain research experience in a clinical setting and will work within an interdisciplinary team on this exciting project. It is expected that the student will contribute to the study design, NHS ethical approval process, delivery and evaluation of the intervention, and author a journal publication to disseminate the findings.
The applicant will gain experience in the design, conduct and presentation of research relating to the project. Applicants will have a good first degree (minimum of 2:1) in a relevant discipline (e.g. physical activity, sport and exercise science, applied computing, biomedical science).
The student will be under the supervision of:
- Dr Daniel Bailey Senior Lecturer in Health, Nutrition and Exercise; Institute for Sport and Physical Activity Research
- Dr Angel Chater, Reader in Health Psychology and Behaviour Change; Institute for Sport and Physical Activity Research
Funding: ISPAR will pay the fees of £4,222; there are no bench fees associated with this project. The post will not include a bursary.
For an application pack or any application queries please email [email protected] quoting the appropriate reference number. In addition to a CV all applicants will need to send a cover letter with supporting information on their experience and skills and how these relate to the advertised studentship.
For informal discussions or non-application related queries, please contact Dr Daniel Bailey by email at [email protected].
Closing date: 8th August 2018
Scientists and engineers are tackling ever more complex problems, most of which do not admit analytical solutions and must be solved numerically. Numerical methods can only play an even more important role in the future as we face even bigger challenges. Therefore, skilled scientific programmers are in high demand in industry and academia and will drive forward much of the future economy.
This programme aims to provide a rigorous formal training in computational science to produce highly computationally skilled scientists and engineers capable of applying numerical methods and critical evaluation of their results to their field of science or engineering. It brings together best practice in computing with cutting-edge science and provides a computing edge over traditional science, engineering and mathematics programmes.
Students undertake modules to the value of 180 credits.
The programme consists of six core modules (90 credits), two optional modules (30 credits) and a dissertation/report (60 credits).
A Postgraduate Diploma, six core modules (90 credits), two optional modules (30 credits), is also offered.
Options include a wide selection of modules across UCL Engineering and UCL Mathematical & Physical Sciences.
All students undertake an independent research project project which culminates in a dissertation of 20,000 words.
Teaching and learning
The programme is delivered through a combination of lectures and hands-on programming and includes a variety of short programming projects, delivered as part of the taught component. Students are encouraged to participate in scientific seminars, for example, weekly seminars at the UCL Centre for Inverse Problems. Assessment is through examinations, assignments, small projects and the dissertation, including a computer programme.
Further information on modules and degree structure is available on the department website: Scientific Computing MSc
For a comprehensive list of the funding opportunities available at UCL, including funding relevant to your nationality, please visit the Scholarships and Funding website.
We expect our graduates to take up exciting science and engineering roles in industry and academia with excellent prospects for professional development and steep career advancement opportunities. This degree enables students to work on cutting-edge real-life problems, overcome the challenges they pose and so contribute to advancing knowledge and technology in our society.
Students develop a comprehensive set of skills which are in high demand both in industry and academia: professional software development skills including state-of-the-art scripting and compiled languages; knowledge of techniques used in high-performance computing; understanding and an ability to apply a wide range of numerical methods and numerical optimisation; a deeper knowledge of their chosen science subject; oral and written presentational skills.
UCL has a global reputation for excellence in research and is committed to delivering impact and innovations that enhance the lives of people in the UK, across Europe and around the world. UCL is consistently placed in the global top 20 across a wide range of university rankings (currently 7th in QS World University Rankings 2018). Furthermore, the Thomson Scientific Citation Index shows that UCL is the second-most highly cited European university and 12th in the world.
Our wide-ranging expertise provides opportunities for groundbreaking interdisciplinary investigation. World-leading experts in the field and students benefit from a programme of distinguished visitors and guest speakers in many scientific seminars. In this way a network of collaborators, mentors and peers is created, which students can access in their future career.
This degree has been designed to balance a professional software development and high performance computing skills with a comprehensive selection of numerical mathematics and scientific subjects, culminating in a scientific computing dissertation project. The dual aspect of a science and computing degree enables students to tackle real-life problems in a structured and rigorous way and produce professional software for their efficient solution.
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.
Advanced Studio Practice
This module explores various methodologies employed in the planning, recording, editing, mix down and mastering stages of audio production. You will conduct research into genre and equipment-specific working practices, which will lead to the development of innovative engineering concepts and techniques. You will evaluate and use a variety of software and hardware tools and produce work in both stereo and surround sound.
Sound on Screen
The module aims to investigate the relationship between sound and the moving image in contexts such as film, television, advertising and video games. Throughout the module you will develop your understanding of theories, practices and techniques used in the production of music intended to be experienced in conjunction with other media. This will initially involve analysing and deconstructing a range of audio-visual media, examining their aims and how effectively these aims are met. You will then use your understanding of the work of others in the field to critically inform and evolve your own approaches. Using a variety of techniques and technologies, you will create a number of short practical pieces to accompany a variety of linear and non-linear media.
In this module you will explore the relationship between theories of music and computing and creative practice. More specifically, you will study perception and cognition of sound, the ways in which computers can analyse music and audio, generative musical structures, and how these compositional processes can be applied to the generation and transformation of audio. In carrying out the practical assignment, you will critically evaluate, understand the differences between, and demonstrate mastery of common musical programming languages in the realisation of your ideas.
Musical Human-Computer Interaction
Musical interaction is a vibrant area of contemporary research with considerable crossover into more established areas such as Human-Computer Interaction (HCI) and Physical/Ubiquitous Computing. In the first part of the module you will look at recent work by the New Interfaces for Musical Expression (NIME) community, using these examples to examine and explore a range of pertinent design issues. These include: novice versus virtuoso users (i.e. ease of use versus the potential for mastery), single versus multi-user, discrete versus continuous data control, the provision of haptic feedback, and causality of sound. Using appropriate Physical Computing technologies (e.g. Arduino, Beagleboard, sensors, actuators, basic electronics), you will then design and implement a musical interface for a chosen real-time application (i.e. analysis, composition, or performance). Finally, you will consider how HCI-inspired evaluation methods may be applied to your work, and document your design (online) in such a way that it can be recreated and developed further by interested others.
Research and Development
The Research and Development module initially explores the nature of innovation, then moves on to examine research process including design and development, fundamentals of both quantitative and qualitative traditions, and HCI-inspired methodologies for the evaluation of audio software, musical interfaces and other technologies. Towards the end of the module the emphasis then shifts to the development of an individual research design/proposal that may form the basis of your final Audio Technology Project.
Audio Technology Project
The Audio Technology Project is an opportunity for students to pursue a substantial, self-directed project in a chosen area of audio or musical technology.
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.
This course provides specialist expertise in core neuroinformatics (such as computing and biology) focusing on the development of research skills. It equips you with the skills to contribute to biologically realistic simulations of neural activity and developments. These are rapidly becoming the key focus of neuroinformatics research.
Newcastle is among the pioneers of neuroinformatics in the UK and hosted the £4m EPSRC-funded CARMEN project for managing and processing electrophysiology data. We are currently involved in a £10m EPSRC/Wellcome Trust-funded project. This is on implantable devices for epilepsy patients. We use computer simulations to inform about the stimulation location and protocol.
As the amount of data in the neurosciences increases, new tools for data storage and management are needed. These tools include cloud computing and workflows, as well as better descriptions of neuroscience data. Available data can inform computer simulations of neural dynamics and development. Parallel computing and new algorithms are needed in order to run large-scale simulations. There is high demand within academia as well as within industry involving healthcare informatics, brain-inspired computing, and brain-inspired hardware architectures.
The course is designed for students who have a good degree in the biological sciences (including medicine) or the physical sciences (computer science, mathematics, physics, engineering).
You will gain foundational skills in bioinformatics together with specialist skills such as computing programming, mathematics and molecular biology with a significant focus on the development of research skills.
We provide a unique, multidisciplinary experience that is essential for understanding neuroinformatics. The course draws together the highly-rated teaching and research expertise of our Schools of Computing Science, Mathematics and Statistics, Biology, Cell and Molecular Biosciences and The Institute of Neuroscience. We also have strong links with the International Neuroinformatics Coordinating Facility (INCF).
Research is a large component of this course. The emphasis is on delivering the research training you will need in the future to effectively meet the demands of industry and academia. Newcastle's research in life sciences, computing and mathematics is internationally recognised.
The teaching staff are successful researchers in their field and publish regularly in highly-ranked systems neuroinformatics journals. Find out more about the neuroinformatics community at Newcastle University.
Graduates of this course may want to apply for PhD studies at the School of Computing Science. In the past, all graduates have continued their career as PhD students either at Newcastle University or elsewhere.
Our experienced and friendly staff are on hand to help you. You gain the experience of working in a team in an environment with the help, support and friendship of fellow students.
Your five month research project gives you real research experience in neuroinformatics. You will have the opportunity to work closely with a leading research team in the School and there are opportunities to work on industry lead projects. You will have one-to-one supervision from an experienced member of the faculty, supported with supervision from associated senior researchers and industry partners as required.
The project can be carried out:
-With a research group at Newcastle University
-With an industrial sponsor
-With a research institute
-At your place of work.
The course is based in the School of Computing Science and taught jointly with the School of Mathematics and Statistics and the School of Biology, and the institutes of Cell and Molecular Biosciences, Genetic Medicine and Neuroscience.
We cater for students with a range of backgrounds, including Life Sciences, Computing Science, Mathematics and Engineering. Half of the course is taught and the remainder is dedicated to a research project. Our course structure is highly flexible. You can tailor your degree to your own skills and interests.
Semester one contains modules to build the basic grounding in, and understanding of, neuroinformatics theory and applications, together with necessary computational and numeric understanding to undertake more specialist modules next semester. Training in mathematics and statistics is also provided. Some of these modules are examined in January at the end of semester one.
Semester two begins with two modules that focus heavily on introducing subject-specific research skills. These two modules run sequentially, in a short but intensive mode that allows you time to focus on a single topic in depth. In the first semester two module, you will focus on learning about modelling of biochemical systems - essential material for understanding neural systems at a molecular level. The second module is selected from a number of options. There are up to four modules to choose from, allowing you to tailor the research training component of your degree to your preferences.
We have a policy of seeking British Computer Society (BCS) accreditation for all of our degrees, so you can be assured that you will graduate with a degree that meets the standards set out by the IT industry. Studying a BCS-accredited degree provides the foundation for professional membership of the BCS on graduation and is the first step to becoming a chartered IT professional.
The School of Computing Science at Newcastle University is an accredited and a recognised Partner in the Network of Teaching Excellence in Computer Science.
You will have dedicated computing facilities in the School of Computing. You will have access to the latest tools for system analysis and development. For certain projects, special facilities for networking can be set up.
You will enjoy access to specialist IT facilities to support your studies and access to a Linux based website that you can customise with PHP hosting services.
The MSc in Psychology of the Arts, Neuroaesthetics and Creativity is the first postgraduate programme in the world for the scientific study of aesthetics and creativity.
At the intersection of the arts and the sciences, the programme introduces you to the psychology and the cognitive neuroscience of how humans generate new ideas, how we appreciate beauty, and how we form preferences.
Aesthetic and creative decisions are relevant in the visual and the performing arts, and in many applied and commercial contexts, ranging from clinical interventions to curating exhibitions, from dance choreography to marketing and advertising. Based in the Department of Psychology, in collaboration with Computing, Media and Communications and the Institute of Management Studies, the course builds critical knowledge, research and communication skills across the arts and the sciences, centred around two key topics: the psychological and brain mechanisms of making (Creativitiy) and appreciating (Neuroaesthetics) art. Conducting a research project with an interdisciplinary focus will prepare you for a research career in aesthetic or creative science, working in the creative industry, or to develop your artistic practice.
Goldsmiths is uniquely placed to offer this programme, with an internationally renowned reputation in the arts and the sciences. Existing courses combining art and psychology often have a largely therapeutic focus and rarely cover the psychology of aesthetic appreciation or creative cognition, in a broader profile. In contrast, business-oriented courses in marketing, advertising and consumer psychology often lack adequate scientific training in experimental psychology or cognitive neuroscience methods, which is required for a scientific approach to aesthetics and creativity. Optional modules based in the departments Media & Communications, Computing, and the Institute of Management Studies will complement and challenge the scientific perspective, acknowledging the richly diverse, unique and culturally-specific nature of human aesthetic and creative practice.
On this programme you will study the following modules:
Neuroaesthetics (15 Credits): This module provides an in-depth introduction into the cognitive neuroscience of art appreciation, aesthetic perception and judgement from a basic science and an applied perspective. Topics include: psychological theories of aesthetic appreciation, aesthetic evolution, brain mechanisms of pleasure and reward, face and body attractiveness, and aesthetic science across the visual and performing arts, in laboratory and real-world settings.
Creativity (15 credits): This module provides a comprehensive introduction to the science of creative cognition. Adopting a multidisciplinary approach, this module covers latest research findings from various disciplines within cognitive psychology, social psychology, comparative and developmental psychology, creative arts and media, and neuroscience
Foundations of Neuroscience (15 credits): This module covers brain anatomy and function as well as an introduction to the available techniques to study the neural basis of behaviour. Topics range from single neuron architecture to the functional organization of brain systems. Neuroimaging methods covered include: fMRI, EEG, MEG and TMS.
Statistical Methods and Experimental Design (30 credits): This module covers experimental design and the theory and practice of quantitative data analysis. You will cover statistical techniques in the lectures, and learn to implement these techniques using statistical software in computer-based tutorials and workshops.
Research Skills/ Invited Speaker Series (15 credits): This module covers fundamental research skills: seminars on bibliographic searching, essay writing, research report writing, oral presentation skills, career planning and lab sessions. The second strand exposes students to cutting edge research in the field of aesthetic and creative cognition by means of an invited speaker series from a variety of academic disciplines, the creative industry and arts organizations. This module will be shared with students on the MSc in Music, Mind and Brain.
Research Project with an interdisciplinary focus (60 credits): You will conduct a quantitative research project in relation to aesthetics or creativity. The course encourages interdisciplinary and collaborative projects with other departments at Goldsmiths, or with external partners such as arts organizations or the creative industry.
Optional Modules (2 x 15 credits): You will choose two optional modules from within the Psychology Department (Advanced Quantitative Methods, Magic and the Mind) or collaborating Departments including Computing (Physical Computing and Workshops in Creative Coding), Media and Communications (Embodiment and Experience, Politics of the Audio-visual) and the Institute of Management Studies (Psychology of Marketing and Advertising, Consumer Behaviour). Optional modules will complement the scientific perspective with alternative views, approaches and extend your knowledge and skill base.
Please note that not all modules will be available and may change subject to approval
Study a degree which develops your arts practice through the expressive world of creative computation. The Masters provides you with the historical foundations, frameworks and critical skills to produce a series of projects for public exhibition.
Computation consists of all the changes brought about by digital technology. Art is an open set of ways of acting inventively in culture. Mixing the two together in a systematic way gives us computational art. This is a very open field, and one that is set to expand enormously in the coming years. It is where the most exciting developments in technology and in culture can already be found. This degree will place you in the middle of this fast-evolving context.
This degree develops your arts practice through the expressive world of creative computation. Over a two years (full-time) or four years (part-time) you will develop your artistic work and thinking through the challenge of developing a series of projects for public exhibition which will explore the technological and cultural ramifications of computation.
Since computational artworks don’t necessarily involve computers and screens, we also encourage students to produce works across a diverse range of media. Supported by studio technicians in state-of-the-art facilities, our students are producing works using tools such as 3D printers, laser cutters, robotics, wearable technologies, paint, sculpture and textiles.
You will also study contextual modules on computational art and the socio-political effects of technology. Modules provide students with the historical foundations, frameworks, critical skills and confidence to express their ideas effectively. You will have the opportunity to learn the cultural histories of technology, to reflect on computation in terms of its wider cultural effects, and to understand the way in which art provides rigorous ways of thinking.
Through our masterclass series, we regularly invite world-class artists and curators to explain their work and engage in critical dialogue with the students. This allows you to develop a wider understanding of the contemporary art scene and how your work sits within the professional art world.
As well as the MFA, we also offer an MA in Computational Arts. The MA is 1 year (full-time), the MFA 2 years (full-time).
The first year of the MFA is identical to the MA. You take the same classes and you learn the same things. The differences between the two courses is that in the MFA you get a 2nd year in which you take additional courses which help you develop your arts practice further. These courses mean that you get a space to work under a tutor's supervision.
Year 1 shares the same core learning as our MA in Computational Arts programme:
The follwing are core modules:
You may then pick modules of your own choice from the optional modules listed below:
In year 2 you will study the following:
In Year 2 you will be assessed by: self-evaluation report of 2,500 words; essay of up to 6,000 words; viva voce; exhibition of final work.
The programme will equip you with a broad training in the use of creative computing systems that are currently most important in artistic, design and cultural practices and the creative industries, as well as technologies that are yet to emerge.
Find out more about employability at Goldsmiths.
This MA responds to the pressing need for a high quality postgraduate degree serving the computer games and entertainment industries. The emphasis is on games design, art and animation, and will also develop the fundamentals of computer programming, entrepreneurship/business, and your own practice. You'll also be able to work with industry partners.
The computer games and interactive entertainment business is a fast-growing multi-billion dollar worldwide business, with games platforms from handhelds and mobiles including iPhones, iPads and Android phones, through consoles such as the Playstation 4, Xbox One and Nintento Wii U, to PCs and massively-multiplayer online games involving tens of thousands of people.
This MA will produce graduates who are well-positioned to have a career in this exciting worldwide industry, meeting the strong demand for graduate computer games designers and artists in the UK and abroad. The programme is delivered by a mix of professionals from the games and effects industries and from the research world.
The influence of computer games is spreading to other digital industries, with gamification and games-based learning, social machines and interactive visualisation of scientific and financial data all exploiting techniques from computer games, and all fields where graduates from this MA could make their mark.
We work closely with industry leaders to shape the course content and to offer industry placements at studios including:
The skills you will learn throughout the programme will have a focus on games design, art and animation, in addition to gaining the fundamentals of computer programming, entrepreneurship/business and practice.
You will study the following modules:
You will also study:
Industry Seminars Series (shared with the MSc in Computer Games and Entertainment course)
We expect that you will leave this programme with strong creative skills, production experience and management capability, giving you the potential for senior roles in the computer games and entertainment industries.
This MA builds on the success of the MSc in Computer Games and Entertainment, and will develop your skills in game design, art and animation. You'll have the opportunity to work with students from this industry-recognised programme on placements and final projects. Through these creative collaborations with artists, games designers and developers we hope that many exciting and innovative projects will emerge. This mix of students also replicates the typical mix of workers in games development and special effects studios.
It's likely that this will encourage exciting and innovative projects to emerge, through creative collaborations
You'll be well equipped to pursue a career in the computer games industry, covering mainstream computer games for mobile, PC, tablet and console platforms, through to gamification and 'serious games'.
Or you could choose to work in the broader entertainment industries – including advertising, special effects, television and web/design studios.
Graduate employment destinations of our computing programmes include:
Find out more about employability at Goldsmiths.
The MSc Computing will help you to develop your computing skills in the theory and practice of designing and developing computer systems. On this course you will build on your existing skills and develop new skills in order to prepare yourself for employment in the computing industry. This requires an understanding of programming, systems design and evaluation, project management, creative problem-solving and a range of technical skills. You will also have the opportunity to work on a substantial project of your own choice.
You’ll investigate the current trends and research activities in the computing community, and plan, undertake and evaluate a substantial computing project in which you will put into practice and develop your self-management, communication, critical evaluation and technical skills
UCLan 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, seminars and examinations.
To enhance your work experience you will have an opportunity to undertake an industrial placement as part your MSc. This will extend your study time by six to twelve months depending on the length of the placement. Alternatively there are opportunities to choose an industry-based project.
We expect our students to seek employment within a computing environment. This course will provide a framework within which you can take advantage of the opportunities of developing and improving technology to meet business and user needs.
There are opportunities to continue with your studies to MPhil or PhD.