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At the heart of Augmented Reality (AR) technology is the seamless fusion of the real world with the computer generated world in real-time. Read more
At the heart of Augmented Reality (AR) technology is the seamless fusion of the real world with the computer generated world in real-time. Semantic representation in Virtual Reality (VR) is also attracting research attentions. Understanding semantically meaningful objects within VR and AR environments will enable advanced computational process of immersive rich user interactions in the environments through high-level scene descriptions. Semantic segmentation is the first step towards this goal. The task often involves solving very challenging problems that crosscuts computer vision and virtual reality.

This project will investigate the state of the art semantic labelling methodologies with the focus on using artificial neural networks to segment point datasets into semantically meaningful object classes. The project will explore a range of approaches to improve the segmentation accuracy and efficiency, evaluating the proposed methodological framework with an augmented reality prototype system within the context of realistic interactions between the real and the virtual objects. At each stage, AR and VR techniques such as Microsoft Hololens may be required to evaluate the efficacy of the approaches developed.

This project will make a substantial research contribution to a number of inter related fields of computer vision, robotics, digital games and HCI through both its exploration of semantic understanding and its automation process in VR and AR, as well as associated software interfaces. Immersion and realistic interactions that result from high-level semantic based representations will address many challenging issues in virtual reality and robotics, which are making contributions to multidisciplinary research communities, digital and manufactory industries. The results of this research investigation will help inform the adoption of high level computational models of immersive user interactions in a wide range of VR and AR applications.

How to apply: Applications are made via our website using the Apply Online button below. If you have an enquiry about this project please contact us via the Email NOW button below, however your application will only be processed once you have submitted an application form as opposed to emailing your CV to us. Application deadline: 24 July 2017.

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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 Sciences and beyond.

Degree information

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 guarenteed.

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.

Being in the heart of London we have strong links with industry. London is home to many technology communities - including the Graduate Developer Community - who provide mentors for students interested in finding developer roles when they graduate.

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Games are huge business nowadays and the technology behind today's games is being implemented. in other industries beyond entertainment. Read more
Games are huge business nowadays and the technology behind today's games is being implemented
in other industries beyond entertainment. Serious games are games with purposes beyond just
providing entertainment. Examples include, but are not limited to, edutainment, health games, and
games for policy and social change.

The serious games field has huge potential for growth, particularly in the realm of education. In fact, according
to Ambient Insight, the U.S. game‐based learning market reached $231.6 million in 2010, and the combined
five‐year compound annual growth rate (CAGR) for content, services, and tools is 12.3% and revenues will
reach $413.2 million by 2015.

The academic sector is now responding to the growing global demand for Masters programmes in
this area. Based on our expertise in 3D modeling and animation, motion capture technology,
research activities of key members of academic staff in serious games, and the market demand of
serious games, we developed the

MSc in Visualisation (Serious Games)

programme.
This award will be appealing to students from a wide range of disciplinary backgrounds ranging from
computer science, life sciences, to business studies, education, social science and media studies, the
course will allow them to develop industry appropriate skills for the 21st century knowledge
economy, developing a unique portfolio of work and hands on experience.

The programme is delivered via a series of taught lectures, tutorials, set and elective projects, and
self‐directed learning. Students will be expected to engage in a high level of self‐directed learning,
research and independent critical reflection, as well as participating in the taught elements of the
course of study.

Although just one intake per year in September, students can attend this programme on a part-time basis.
A number of Scottish Funding Council Fee Waivers are available for this programme.

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Computer games are expected to reach a global revenue of $111bn in 2015; yet over half of the UK’s video games employers reported a lack of suitably-skilled graduates in 2011. Read more
Computer games are expected to reach a global revenue of $111bn in 2015; yet over half of the UK’s video games employers reported a lack of suitably-skilled graduates in 2011. Both for entertainment and for more serious purposes such as virtual reality training, computer games, gamification and games intelligences are increasingly important in today’s world. This is your opportunity to turn your passion into a career.

At Essex we specialise in virtual worlds, machine learning, artificial intelligence and high-level games design and development. On our course, you develop both theoretical and practical knowledge of computer games. Our flexible approach allows you to fill gaps in your knowledge and brush up on a variety of languages, making sure you’re ready to bring your designs to life.

You explore topics including:
-Game design
-Game AI
-3D games development
-Mobile app programming
-Physics-based games

Our School is a community of scholars leading the way in technological research and development. Today’s computer scientists are creative people who are focused and committed, yet restless and experimental. We are home to many of the world’s top scientists, and our work is driven by creativity and imagination as well as technical excellence.

We are ranked Top 10 in the UK in the 2015 Academic Ranking of World Universities, with more than two-thirds of our research rated ‘world-leading’ or ‘internationally excellent (REF 2014).

Professional accreditation

This degree is accredited by the Institution of Engineering and Technology (IET).This accreditation is increasingly sought by employers, and provides the first stage towards eventual professional registration as a Chartered Engineer (CEng).

Our expert staff

The University of Essex was the birthplace of the ‘virtual world’. Multi-User Dungeons (MUD) – multi-player, real-time virtual worlds – were created by our students, including Richard Bartle, who still teaches Computer Games here today. Richard was also included in Geek.com’s list of the most influential game developers of all time.

Our research staff also include Professor Victor Callaghan, who researches immersive reality, creative science and education technology; Dr Michael Gardner, who researches virtual reality systems and mixed-reality environments; and Dr Adrian Clark, who works on computer graphics and augmented reality.

More broadly, our research covers a range of topics, from materials science and semiconductor device physics, to the theory of computation and the philosophy of computer science, with most of our research groups based around laboratories offering world-class facilities.

Our impressive external research funding stands at over £4 million and we participate in a number of EU initiatives and undertake projects under contract to many outside bodies, including government and industrial organisations.

Specialist facilities

We are one of the largest and best resourced computer science and electronic engineering schools in the UK. Our work is supported by extensive networked computer facilities and software aids, together with a wide range of test and instrumentation equipment.
-Essex is one of three co-founding universities of the new Centre for Doctoral Training in Intelligent Games and Game Intelligence
-We have six laboratories that are exclusively for computer science and electronic engineering students. Three are open 24/7, and you have free access to the labs except when there is a scheduled practical class in progress
-All computers run either Windows 7 or are dual boot with Linux
-Software includes Java, C++, Perl, MySQL, Matlab, Microsoft Office, Visual Studio, and Project
-Students have access to CAD tools and simulators for chip design (Xilinx) and computer networks (OPNET)
-We also have specialist facilities for research into areas including non-invasive brain-computer interfaces, intelligent environments, robotics, optoelectronics, video, RF and MW, printed circuit milling, and semiconductors

Your future

Graduates of our School go on to work for giants in the field such as Intel and Panasonic, but the corporate route isn’t for everyone. Some of the most exciting and innovative work in the field is being developed by small start-up companies. Our optional business module focuses on developing your entrepreneurial spirit, teaching you how to apply your technical and creative skills to your own venture.

Our recent graduates have progressed to a variety of senior positions in industry and academia.

We also work with the university’s Employability and Careers Centre to help you find out about further work experience, internships, placements, and voluntary opportunities.

Example structure

-Game Design
-Game Artificial Intelligence
-Physics-Based Games
-Mobile & Social Application Programming
-MSc Project and Dissertation
-Professional Practice and Research Methodology
-Group Project (Incorporating a Game Jam)
-Programming in Python (optional)
-Intelligent Systems and Robotics (optional)
-Machine Learning and Data Mining (optional)
-Text Analytics (optional)
-Virtual Worlds (optional)
-High-Level Games Development (optional)
-Natural Language Engineering (optional)
-Creating and Growing a New Business Venture (optional)

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Our MA English Literature is an open and flexible programme designed to give you the possibility of exploring the full diversity of English literature. Read more
Our MA English Literature is an open and flexible programme designed to give you the possibility of exploring the full diversity of English literature.

We want you to join in the debates over the nature of literature, the future of English literature, and the past and new cultural experiences of writing and communication which are shaping our lives, with our team of active researchers and committed teachers.

We see research as a public activity, and the course offers ways in which to explore the research process as engagement in the cultural conversation.

Our modules offer the opportunity to research a diverse range of literary periods and forms – from the Early Modern to Contemporary fiction, engaging with genres including historical fiction, fantasy literature, modernism, e-writing, and film.

The MA also explores a wide range of critical and theoretical approaches, including historical and textual analysis, ethical reading, cognitive poetics, and critical theory.

Home Tuition Fees for 2017

1 Year full time: £6300.00

Part time - Module Fee £1050.00. Dissertation Fee £2100.00

Alumni discount 10% for students applying within five years of completion of an undergraduate course at Chichester.

Overseas Fees 2017 £10,920.00

Please take the time to look out for updates on our funding page: http://www.chi.ac.uk/study-us-0/fees-finance/funding-and-money-advice-0/funding-postgraduate-students

Our facilities
The Department of English and Creative Writing is a thriving and successful Department, with a staff of active researchers and committed teachers.

The Department hosts the Centre for Research in Folklore, Fairytales and Fantasy, the South Coast Eighteenth-Century and Romantic Research Group, which hold regular research events, alongside a full Departmental programme, including film showings, visiting speakers, and theatre talks.

Recent visiting speakers include Dame Gillian Beer, Professor Jacqueline Simpson, Dr Frances White, and Professor Jacqueline Labbe.

In collaboration with our colleagues in Creative Writing, we also have regular events with writers and poets Simon Brett, Matthew Sweeney, Mavis Cheek, Helen Dunmore, Michele Roberts, and Jo Shapcott.

The Department has close contact with local cultural institutions: the Chichester Festival Theatre, Pallant House Gallery, the Chichester Public Records Office, and other local institutions.

These offer you further research opportunities. Chichester and the local area has a strong literary history, attracting writers from the eighteenth-century radicals William Blake and Charlotte Smith, to H. G. Wells and Mervyn Peake.

Learning Resource Centre

The Learning Resource is the hub of the learning environment. It has two upper floors of library resources, one for silent study and one for quiet study, both of which have recently been refurbished.

On the ground floor, you’ll find the Support and Information Zone, Media Centre, Otter Gallery, Costa Coffee and a variety of IT resources.

The Bishop Otter LRC also offers:

130 open access PC workstations
45 Apple iMacs
Ample printing facilities
Netbooks available on loan
Professional editing suites
Media loans counter
Wi-Fi and plug points throughout
Where this can take you
Our MA is designed to transform you into an active and confident researcher in the broad field of English Literature.

The course is a gateway to PhD research, providing an opportunity to focus your research, develop your independence in a supportive environment, and refine your research skills.

The MA is also for anyone who wants to develop their skills, subject knowledge, and confidence in research and the presentation of research.

It is particularly relevant for careers in research-related fields, from librarianship to arts management, for teachers in English Literature and related subjects, and for careers requiring high-level abilities in writing, presentation, and critical analysis.

Indicative modules
Literature in the Present Moment

What is literature and how do we think literature today? The concept of ‘literature’ is crucial and elusive, expanding under the impact of digitalisation and new forms of creative and critical writing. In this course students will explore new techniques in archival research, issues in intellectual history, theoretical developments, and the transformations of the very concept of ‘literature’, past and present.

Theatres of Pain and Pleasure, 1400-1700

Focusing on the Renaissance stage this course explores the theatre as a site of bodies engaged with forms of pain and pleasure: crime, sexuality, war and religion. Ranging across Shakespeare, Jacobean Tragedy, and Restoration Comedy, you will explore the space of the city and a rich diversity of sites, local and national, of theatrical representation.

Visions of the Real: Literature, Myth, and Science, 1800-Present

Fiction has always has a tense relationship with reality. Is fiction more real than reality, as literary characters come to ‘life’, or is fiction a betrayal of reality? In this course you will engage with the blurred lines between literature, science and myth. From the moment of the Enlightenment and Romanticism, in tension between the ‘clear’ vision of reality and the power of myth, the course traces out the crisis of realism, from fantasy literature to modernism to the avant-garde.

Activating Research

How do you become a researcher? Exploring the research process as one that involves integrating a range of ‘voices’, from primary texts, archives, peers, critical and theoretical work, and audience, this course gives you the capacity to engage with this diversity. While research is often presented as an intensely private and personal activity, this course will help you develop your research project as a public process, giving you the tools to find your own critical voice and the confidence to engage with peers, the academic community, and the public.

Teaching and Assessment
You will be assessed over four modules, three with an assessment of an essay of 5,000 words.

The module on ‘activating research’ will be assessed by a presentation (25%) and a written submission (3000 words).

The Dissertation will be a 15,000 assessment.

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Today’s audiences can watch documentaries and factual programming at cinemas and art galleries, on television and iPhones, or via YouTube and Vimeo. Read more
Today’s audiences can watch documentaries and factual programming at cinemas and art galleries, on television and iPhones, or via YouTube and Vimeo. Technological innovation and the digital revolution have changed the way we think and talk about factual content. This MA course focuses on the creative, technical and industry skills you need to develop documentaries and factual programming across the contemporary media landscape. We will teach you how to film reality from a variety of perspectives, understanding and sometimes challenging traditional interpretations of the documentary and its delivery. The course will equip you with the necessary skills, conceptual approach, and mindset for a career in the creative media industries.

Hands-on practical experience. Gain training and production experience in producing, directing, camera operation, sound and editing.

Real-life experience. Produce a documentary/factual project for an external industry client and work alongside the award-winning production facility, Met Film Production known for its critically acclaimed documentaries: Sour Grapes and the 2016 Grierson Trust winner – How To Change the World.

Learn how to film reality. Through practical work explore the creative, conceptual and ethical approaches to filming reality and documenting the experiences of real people.

Industry awareness. Build your understanding of the contemporary industry landscape for documentaries and factual programming, including commissioning, financing, distribution and exhibition, festivals, and the emerging world of interactive and transmedia digital content.

Professional feedback. Pitch your projects to industry professionals and receive ‘real world’ feedback and guidance to further develop your projects.

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For Details see below. The deadline for Applicants who graduated outside of Europe allready expired. This international oriented 2-year master’s degree programme is based on the following pillars. Read more

Application for EU graduates until 30 September 2016

For Details see below. The deadline for Applicants who graduated outside of Europe allready expired.

About the Program

This international oriented 2-year master’s degree programme is based on the following pillars:
▪ The study of a range of topics within the field of human-computer interaction: usability, user-centred design and user interface testing and research, and innovative interface technologies such as virtual reality, mobile systems, adaptive systems, mixed reality, ubiquitous computing and graphic interfaces.
▪ Acquisition of key skills and competences through a project-based study approach.

In the English-language Human-Computer Interaction M.Sc. programme, students focus on theoretical and practical issues in current computer science research in the fields of user-centered design, interactive system development and evaluation. In addition, this technically-oriented HCI master offers the opportunity to participate in interdisciplinary projects and attend courses from Architecture and Urbanism, Art and Design, Media Studies and Media Management.

In general, our programme aims at people with a bachelor’s degree or minor in computer science. The medium of instruction for all mandatory courses is English. The program has received accreditation by Acquin until 30.09.2020 in April 2015.

More Information under https://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/human-computer-interaction-msc/

Program Structure

The programme comprises 120 ECTS, distributed into the following components:
▪ Four compulsory modules (Advanced HCI, Information Processing and Presentation, Virtual/Augmented Reality and Mobile HCI), each comprising 9 ECTS.
▪ Elective module (24 ECTS in total).
▪ Two research projects (15 ECTS each).
▪ The Master’s thesis module (30 ECTS).

In accordance with the Weimar Bauhaus model, research-oriented projects contribute towards a large proportion of the master’s programme. The elective modules allows students to incorporate courses from other degree programmes such as Media Studies, Media Management, Architecture and Urbanism, and Art and Design alongside the general Computer Science and Media course catalogue. Graded language courses up to 6 ECTS may also be included, or an additional HCI related project. The fourth and final semester is dedicated to the master’s thesis.

Further information on the curriculum : https://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/curriculum-master-hci/

Career Perspectives

The HCI Master was developed based upon our experiences with the long-standing Computer Science & Media Master program. CS&M graduates have all readily found employment in industry and academia, in R&D departments at large companies (e.g. Volkswagen, BMW), research institutes (e.g. Fraunhofer), as well as at universities, with many continuing into a PhD.

Usability is becoming more and more important for computer systems as computers are embedded in many aspects of everyday life. The ability to design complex systems and interfaces with regard to usability and appropriateness for the usage context increases in importance. HCI graduates can work both in software development, in particular in conception and development of novel interface technologies, and in the area of usability and user research, which both grow in demand on the job market. Our unique project-based study approach provides graduates with a skill set that qualifies them both for research and industry careers.

Studying in Weimar

The Bauhaus, the most influential design school in the 20th century, was founded in 1919 in our main building. A tie to this history was established in the renaming as Bauhaus-Universität Weimar in 1996. We are an international university in the unique, cultural city of Weimar. We are a vibrant institution, not a museum. Experimentation and excellence prevail throughout the 4 faculties where transdisciplinary projects and co-operations in research and education are conducted.

Weimar is a medium-sized city with UNESCO World Cultural Heritage sites. It is known for its connection to literature, the arts and music and also has a music university. The affordable living costs in this area of Germany and the rich cultural program of Weimar make it a very attractive location for students.

Application Process

Applicants who graduated outside of Europe apply online at: http://www.uni-assist.de.
Applicants who graduated in Europe and do not require a visa apply online at: Online-Application.

For details see http://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/application-master-hci/

Many typical questions about the program, application process and requirements are answered in our FAQ http://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/faq-application-hci/

Requirements

Higher Education Entrance Qualification:

Students need a school leaving certificate for studies completed at secondary education level. The formal entrance qualifications for international students are checked by uni-assist (see application process).

Academic Background in Computer Science (CS):

You need some academic background in CS, such as a bachelor's degree in CS, business informatics, HCI or related areas with a focus on CS and HCI. Students with a minor in computer science (at least 60 European Credit Points) may apply, here, decisions are on a case-by-case-base.

Only diplomas of international accredited universities will be accepted. Non-academic, practical experience in computer science alone does not suffice to qualify you.

Sufficient Marks from previous studies:

If the converted credit-weighted average grade of your Bachelor's degree is between 1.0 and 2.0 in the German system, your chances of acceptance are very good. Uni-assist does the conversion into the German system.

Language Requirements:

See http://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/application-master-hci/

The medium of instruction is English, some electives can be taken in German. B2 level (CEFR) of English proficiency is needed. We require a standardised language certificate (unless your bachelor degree was done in a native-English speaking country). We accept three types of language proficiency certificates:

TOEFL (80 internet-based, 550 paper-based at minimum)
IELTS (6.0 minimum)
ESOL Cambridge First Certificate in English

To be admitted, international students have to provide proof of German proficiency at level A1 (CEFR). This is required for registration to the program. You can apply before having the A1 certificate, but might need to show you are registered for the exam for your visum.


Motivational Letter and CV:

We highly recommend a detailed CV and motivation letter. Please do not send lengthy standard letters. Make clear you know our curriculum and point out why you chose our programme, and describe your specific interest in HCI i and why you want to specialize in this area.

Further information

Please check our FAQ
http://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/faq-application-hci/


link to Video by an international Master student (from the sibling program) talking about her experiences: https://vimeo.com/77485926

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* subject to validation. Debate about God and the ultimate nature of reality is as vibrant now as it has ever been. Historical and cultural change has called into question the nature and truth of belief in God. Read more
* subject to validation

Debate about God and the ultimate nature of reality is as vibrant now as it has ever been. Historical and cultural change has called into question the nature and truth of belief in God. It has also opened the ‘West’ to different voices and traditions, which understand reality in distinctive ways.

This postgraduate certificate offers a unique opportunity to study the philosophical implications of this dynamic field at an advanced level. Students engage with highly contemporary European philosophy, plus a wide range of non-European philosophical traditions.

The modules are taught by experienced lecturers who are also leading scholars in the field. Their expertise ranges across cutting edge philosophical speculation about the absolute, feminist thought, Indian and Chinese traditions, and the fascinating connections between mysticism and philosophy.

The certificate offers a distinctively contemporary and global approach to philosophy of religion. Graduates in a related discipline will find this an exciting and challenging development of their study. Those who teach or otherwise work with religious ideas and communities will find it deepens and refreshes their knowledge and critical understanding.

Curriculum

The certificate is taught over one year in intensive blocks on Saturdays, and consists of four 15 credit modules.

1. Beyond Western Philosophy of Religion. Explores the challenges and opportunities created for philosophy of religion when we abandon the ‘Eurocentric’ perspective and take seriously the global interface of religious, cultural and political forms.

2. Feminist Philosophy of Religion. Considers how philosophy of religion can be reconfigured in light of feminist philosophical reflections on the concept of the divine, religious beliefs, languages and spiritual practices.

3. Thinking the Absolute: Modern and Contemporary Perspectives. Opens the door to engage with contemporary philosophy as it speculates on the limits of what can be thought and tries to break through those limits to touch upon a reality which is not tied to a human perspective.

4. Mysticism and Philosophy: Eastern and Western Perspectives. Explores the academically neglected 20th century flourishing of original and popular religious philosophies with their roots in eastern and western forms of mysticism. Key thinkers include Chardin, Huxley, Krishnamurti, Maharshi, Buber and Meher Baba.

Teaching & Research

The Theology, Philosophy and Religious Studies department is the leading research department at Liverpool Hope, with all staff publishing and researching at an international level. We have a strong tradition of supporting both taught Masters students and postgraduate researchers. Postgraduate seminars, which offer opportunities for students to present work, occur on a regular basis. There are frequent advanced research seminars and guest lectures.

The Association for Continental Philosophy of Religion is based at Liverpool Hope, and runs international conferences, seminars and reading groups, as well as sponsoring a series of publications. Departmental staff take leading roles in relevant academic societies, such as the Mystical Theology Network, the Kierkegaard Society of the UK and the Eckhart Society.

One of the key strengths of the department is its interdisciplinary nature, and its ability to draw on research expertise from across theological and religious studies perspectives.

Employability

The course offers you the opportunity to develop skills in analysing and presenting complex arguments, engaging with independent research and an in-depth critical understanding of religious philosophies. The tutorial team takes seriously how these contribute to your personal development, and provide an enhanced set of capabilities when seeking employment or further training in graduate careers such as civil service, teaching or social work. The course also offers the opportunity for career enhancement to those already involved in teaching religion, religious ministry or other occupations which involve dealing with cultural and religious complexity. In addition, the certificate provides a foundation for further Masters level work and for PhD research.

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The future of information and communication technology (ICT) is driven by mobile and networked embedded systems. Read more

About Mobile and Embedded Systems

The future of information and communication technology (ICT) is driven by mobile and networked embedded systems: tomorrow’s digital cities, Industry 4.0, cyber-physical systems (CPS) and the Internet of Things (IoT) will all depend on embedded sensing of real-world phenomena, in-situ computation as well as automated information exchange and data distribution using machine-to-machine (M2M) com­munications between local and distributed control systems and machinery.

The ‘smart grid’ is one example of an application for future embedded systems, as it uses real-time sensing of the available renewable energy to determine where energy is to be routed across the power grid and controls intelligent machinery to increase production during peak times; this requires that internet-connected smart meters are installed in industrial plants and private homes alike to facilitate real-time sensing and control of technical systems.

Another exciting area of application for embedded systems is mobile and wearable technology, which allows users to access and manipulate information ‘on the go’ as the system provides relevant and timely information — indeed, this is one of the main purposes of mobile information technology such as smartphones and tablet computers. Additional meaning for this Human-Computer Interaction (HCI) is generated by the context of the device, the user, the location and many more factors, all of which are sensed and computed by a plenitude of embedded sensors and collocated or connected systems.

Wearable devices such as fitness trackers and smart watches collect bio-physiological and health-related data to facilitate novel applications, including smart contact lenses and feedback systems for the learning of physical activities. At the same time, increasing cross-device interoperability means that users of head-mounted augmented reality and virtual reality displays can, for instance, use their entire smartphone screen as a keyboard and have the typed text displayed on augmented reality glasses.

Programme content

The programme is divided into three module groups with core and elective modules. These are:

1. Human-Computer Interaction
2. Systems Engineering
3. Data Processing, Signals and Systems

Features

- Excellent rankings for computer science, e.g. in U-Multirank and the CHE rankings
- A strongly research-oriented two-year programme with a modern, broad range of subjects
- Allows flexible interest-based selection of modules from the groups ‘Human-Computer Interaction’, ‘Systems Engineering’ and ‘Data Processing, Signals and Systems’
- A fully English-taught programme
- An outstanding staff-student ratio
- Participation in cutting-edge research projects
- Excellent research and teaching infrastructure
- An extensive network of partnerships with academic institutions and businesses worldwide
- A great student experience in Passau, the ‘City of Three Rivers’

Language requirements

Unless English is your native language or the language of your secondary or undergraduate education, you should provide an English language certificate at level B2 CEFR, e.g. TOEFL with a minimum score of 567 PBT, 87 iBT or ITP 543 (silver); IELTS starting from 5.5; or an equivalent language certificate.

To facilitate daily life in Germany, it would be beneficial for you to have German language skills at level A1 CEFR (beginner’s level). If you do not have any German skills when starting out on the programme, you will complete a compulsory beginner’s German course during your first year of study.

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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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This course is ideal if you wish to pursue media, communications and cultural inquiry in order to develop a media-based career. Read more

Summary

This course is ideal if you wish to pursue media, communications and cultural inquiry in order to develop a media-based career.

On this course you will cover all aspects of media, communications and cultural studies, from exploring cultural theories and concepts such as Marxism, post-Marxism, feminism, psychoanalysis, post-colonialism and globalisation, to the developments and debates around media and cultural industries such as TV, film, print media and the internet. You will analysis the politics of identity in the context of media and cultural representations, especially in the changing media and web landscape.

You’ll be taught by staff who have strong research profiles with publications in the area of cultural studies theory, culture and politics, tabloid culture, reality television, psychoanalysis, television history and industry, the globalisation of media and culture, contemporary trends in the television industry, as well as travel writing.

You will become a member of the Centre for Research in Film and Audiovisual Cultures (CRFAC), giving you access to a diverse programme of research seminars, symposia and special events organised in collaboration with institutions such as the British Film Institute. Your studies are complemented by visiting lectures given by media and cultural industry professionals such as film makers and scholars from other institutions.

Roehampton's location in London is ideal for media and culture students as you can take advantage of your location by immersing yourself in the wealth of creative cultural institutions and media companies that the capital has to offer, unrivalled by any other city in the UK.

Content

On the course, you will gain an in depth understanding of the role of the media in everyday life, and of its relation to culture and formations of identity and subjectivity.

You will be introduced to, and evaluate, a number of influential and important communication theories and concepts associated with the public sphere, globalisation, promotional culture, media organisations and new media, as well as discourse analysis.

You will engage with the politics of identity in the context of media and cultural representations and explore debates around social difference through a consideration of various defining conditions including gender, class, ethnicity, history, nationality, sexuality, taste and consumer choices.

You will also explore the representation of social reality and the social self in both mass and new media. By focusing on a range of non-fiction formats including reality television, ‘unscripted’ video, user-generated content and the development of the social web, you will address established and newer scholarly debates concerning ‘truth telling’, confession, surveillance and the production of knowledge about the self and its place in the world.

You’ll end the year by undertaking a dissertation or research project which will give you the opportunity to deepen your research skills and knowledge about a topic of particular interest to you.

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Understanding all aspects of Human-Robot interaction. the programming that coordinates a robot’s actions with human action as well the human appreciation and trust in the robot. Read more
Understanding all aspects of Human-Robot interaction: the programming that coordinates a robot’s actions with human action as well the human appreciation and trust in the robot.
At present, there are many sensors and actuators in every device – so they may become embedded in a physical reality. For robots that move around in a specific setting there is a pressing need for the development of proper methods of control and joint-action. The embedded, embodied nature of human cognition is an inspiration for this, and vice versa. Computational modelling of such tasks can give insight into the nature of human mental processing. In the Master’s specialisation in Robot Cognition you’ll learn all about the sensors, actuators and the computational modelling that connects them.
Making sense of sensor data – developing artificial perception – is no trivial task. The perception, recognition and even appreciation of sound stimuli for speech and music (i.e. auditory scene analysis) require modelling and representation at many levels and the same holds for visual object recognition and computer vision. In this area, vocal and facial expression recognition (recognition of emotion from voices and faces) is a rapidly growing application area. In the area of action and motor planning, sensorimotor integration and action, there are strong links with research at the world-renowned Donders Centre for Cognition.
At Radboud University we also look beyond the technical side of creating robots that can move, talk and interpret emotions as humans do. We believe that a robot needs to do more than simply function to its best ability. A robot that humans distrust will fail even if it is well programmed. Culture also plays a role in this; people in Japan are more open to the possibilities of robots than in, for example, the Netherlands. We will teach you how to evaluate humans’ attitudes towards a robot in order to use that information to create robots that will be accepted and trusted and therefore perform even better.

See the website http://www.ru.nl/masters/ai/robot

Why study Robot Cognition at Radboud University?

- We offer a great mix of technical and social aspects of robot cognition.

- This programme focuses on programming robot behaviours and evaluating them rather than building the robots themselves. We teach you to programme robots that will be used in close contact with human beings, for example in healthcare and education, rather than in industry.

- Our cognitive focus leads to a highly interdisciplinary AI programme where students gain skills and knowledge from a number of different areas such as mathematics, computer science, psychology and neuroscience combined with a core foundation of artificial intelligence.

- This specialisation offers plenty of room to create a programme that meets your own academic and professional interests.

- Together with the world-renowned Donders Institute, the Max Planck Institute and various other leading research centres in Nijmegen, we train our students to become excellent researchers in AI.

- To help you decide on a research topic there is a semi-annual Thesis Fair where academics and companies present possible project ideas. Often there are more project proposals than students to accept them, giving you ample choice. We are also open to any of you own ideas for research.

- Our AI students are a close-knit group; they have their own room in which they often get together to interact, debate and develop their ideas. Every student also receives personal guidance and supervision from a member of our expert staff.

Our research in this field

The programme is closely related to the research carried out in the internationally renowned Donders Institute for Brain, Cognition and Behaviour. This institute has several unique facilities for brain imaging using EEG, fMRI and MEG. You could also cooperate with the Behavioural Science Institute and work in its Virtual Reality Laboratory, which can be used to study social interaction between humans and avatars.

An example of a possible thesis subject:
- Engaging human-robot interactions in healthcare for children and/or the elderly
Social robots are often deployed with 'special' user groups such as children and elderly people. Developing and evaluating robot behaviours for these user groups is a challenge as a proper understanding of their cognitive and social abilities is needed. Depending on the task, children for example need to be engaged and encouraged in a different way than adults do. What are effective robot behaviours and strategies to engage children and/or elderly people? How can these robot behaviours be evaluated in a proper way?

Career prospects

Our Artificial Intelligence graduates have excellent job prospects and are often offered a job before they have actually graduated. Many of our graduates go on to do a PhD either at a major research institute or university with an AI department. Other graduates work for companies interested in cognitive design and research. Examples of companies looking for AI experts with this specialisation: Philips, Siemens, Honda, Mercedes, Google. Some students have even gone on to start their own companies.

Job positions

Examples of jobs that a graduate of the specialisation in Robot Cognition could get:
- PhD Researcher on Cognitive-Affective Modelling for Social Robots
- PhD Researcher on Automatic analysis of human group behaviour in the presence of robots
- PhD Researcher on Automatic analysis of affective quality of conversations in human-robot interaction
- Advisor and innovation manager in the healthcare industry
- Social robotics and affective computing for robots expressing emotions
- Developer of control algorithms for using optic flow in drones
- Advisor for start-up company on developing new uses for tactile displays
- Team member in design of emotion recognition and training for autistic children

Internship

Half of your second year consists of an internship, giving you plenty of hands-on experience. We encourage students to do this internship abroad, although this is not mandatory. We do have connections with companies abroad, for example in China, Finland and the United States.

See the website http://www.ru.nl/masters/ai/robot

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The Studio is a part of three studio project series and it is the International Placemaking Studio, preceded by the Nordic Studio - Urban Public Places and Advanced Urban Space Studio. Read more
The Studio is a part of three studio project series and it is the International Placemaking Studio, preceded by the Nordic Studio - Urban Public Places and Advanced Urban Space Studio. The aim for all three studios is to foresee urban planning and design issues and problems that will be coming into the public focus in the near future. After completing this international studio the students will be able to fully grasp and understand the dynamic conditions acting on modern cities, specifically issues of regional urbanization, urbanistic genericism and informal globalization. Creating consciousness through concrete examples that place the social reality of a site at the forefront of political discussion will be a nunaced element that the students will acquire during the course of their work with the project. Students will be able to adopt a placemaking approach that is a humanistic process defined by reality. The studio adopts concrete strategies for physical appropriation and production through the students work which will envision a platform for public performance to serve as a catalyst for social reform. Finally the studio offers students a completely different approach to intervention in the public realm, one of kinetic accupuncture method based on inclusivity and transformative placemaking strategies - making a public space into a living place. [STUDIO WILL FEATURE AND INTERNATIONAL STUDY TRIP WITHIN THE PROJECT]

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Do you want to address the big challenges which face our world today - climate change, quality of life and the new economic reality? Gain the knowledge and skills needed to be at the leading edge of the building discipline and work towards the best products and processes in the industry by studying this course. Read more
Do you want to address the big challenges which face our world today - climate change, quality of life and the new economic reality? Gain the knowledge and skills needed to be at the leading edge of the building discipline and work towards the best products and processes in the industry by studying this course. On graduating you will be in a unique position to work on integrated design project teams, in building energy/facility management or continue towards postgraduate research.

Key features

-Join a course that aims to set new international standards in building performance. Move beyond the concepts of green buildings or sustainability - these are embedded in this programme, but we go the extra mile, giving you a more holistic view.
-Combine a solid grounding in core aspects of this subject area such as energy efficiency with a wider context that includes the economic, socio-cultural and historic dimensions.
-Help tackle some of the key challenges that face the building industry, such as the new economic reality, quality of life, climate change, and population growth.
-Gain expertise in the key enabling technologies of building performance simulation, building information modelling, and energy management.
-Get inspired through research-informed teaching. All staff contributing to this programme are part of a research group that runs projects funded by the Engineering and Physical Sciences Research Council (EPSRC), European Union, InnovateUK, Leverhulme Trust and others.
-Interact with various stakeholders in the building domain, including design and engineering companies, contractors, property developers, facility managers, and governmental organisations.
-Expand your network through special interest groups that focus both on industry as well as research.
-Become part of a vibrant multidisciplinary school. Part of this programme allows you to explore modules of our Masters in Architecture (MArch) programme.

Course details

The programme aims to provide you with an opportunity to develop your knowledge in quantifying building performance, and the application of the performance concept throughout the building life cycle. The regular duration is one year, full-time.

On successful completion of the programme you will have developed knowledge and understanding of building systems. You will be able to assess performance from different perspectives, such as environmental, socio-economic and cultural point of view. You will have the skills to use building performance simulation tools, carry out monitoring, and analyse complex data. You will have the skills to deal with the different stakeholders in building performance.

Core modules
-HPB701 Introduction to High Performance Buildings
-HPB702 Emerging Construction Technology
-HPB703 Smart and Intelligent Buildings
-HPB705 Performance Finance and Investment
-HPB706 Performative Architecture
-HPB707 High Performance Buildings Research Project
-HPB704 Advanced Building Performance Simulation

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Cloud computing is a technical and social reality today, it represents a dramatic shift in the design of systems capable of providing vast amounts of computing services and storage space. Read more
Cloud computing is a technical and social reality today, it represents a dramatic shift in the design of systems capable of providing vast amounts of computing services and storage space. It is also a business reality today as an increasing number of organisations are adopting this paradigm since it increases efficiency, helps improve cash flow and offers many more services and benefits. The rapid shift in IT towards cloud computing is creating a worldwide skills gap. Our MSc course in Cloud technologies and its applications will be taught with respect to their design, architecture and implementation, as well as the use of tools which are used to model the behaviour of cloud based systems.

The MSc in Computer Networks with Cloud Technologies aims to produce postgraduates with an advanced understanding of Cloud based systems and their planning, implementation and maintenance. The course aims to prepare a student with specialist knowledge and skillset in key areas such as cloud architecture, modelling tools, virtualisation, distributed systems, cloud services and management. Students will be able to develop technical solutions and strategies for cloud systems’ management and operations. They will also be able to develop the ability to critically evaluate and analyse the associated architectures, management protocols and associated policies for cloud based systems. The course aims to provide experience in the design and implementation of distributed systems and to build applications in the cloud using platforms and toolkits such as Google App Engine, VMware Cloud Foundry, Microsoft Windows Azure, CloudSim, CloudBees, GigaSpaces.

Course structure

Each MSc course consists of three learning modules (40 credits each) plus an individual project (60 credits). Each learning module consists of a short course of lectures and initial hands-on experience. This is followed by a period of independent study supported by a series of tutorials. During this time you complete an Independent Learning Package (ILP). The ILP is matched to the learning outcomes of the module. It can be either a large project or a series of small tasks depending on the needs of each module. Credits for each module are awarded following the submission of a completed ILP and its successful defence in a viva voce examination. This form of assessment develops your communication and personal skills and is highly relevant to the workplace. Overall, each learning module comprises approximately 400 hours of study.

The project counts for one third of the course and involves undertaking a substantial research or product development project. For part-time students, this can be linked to their employment. It is undertaken in two phases. In the first part, the project subject area is researched and a workplan developed. The second part involves the main research and development activity. In all, the project requires approximately 600 hours of work.

Further flexibility is provided within the structure of the courses in that you can study related topic areas by taking modules from other courses as options (pre-requisite knowledge and skills permitting).

Prior to starting your course, you are sent a Course Information and Preparation Pack which provides information to give you a flying start.

MSc Computer Networks Suite of Courses

The MSc in Computer Networks has three distinct pathways:
-Security
-Communications
-Cloud Technologies

The course structure is quite flexible, affording industry-based students an opportunity to attend and accumulate module credits over an extended period of time. It also simultaneously serves the full-time student cohort which generally progresses through the MSc pathway in a single calendar year.

The MSc programmes are short course based and feature assessment through sequentially submitted result portfolios for the work packages, ie the ILPs. These are assigned immediately upon each short course module where the students are able to concentrate their study efforts just on the most recently-taught subject material. This greatly promotes efficient focused learning. The individual oral examination administered for each ILP furnishes valuable experience in oral defence, and frees students from written examination burdens.

The technical tasks undertaken in ILPs, along with the required major project, thoroughly exercise the concepts covered in the course modules and give scope for originality and industry-relevant study. Team-working activities encouraged within modules, along with the all-oral individual examination regimen employed in this Networks MSc Suite, have proven solidly beneficial in refining the communication and employability-enhancing skills that are strongly valued by industry.

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