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Masters Degrees (Wearable Technology)

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Make future breakthroughs within healthcare with the MSc Biomedical Engineering with Healthcare Technology Management course. This course is for inquisitive students who want to design, develop, apply or even manage the use of cutting-edge methods and devices that will revolutionise healthcare. Read more
Make future breakthroughs within healthcare with the MSc Biomedical Engineering with Healthcare Technology Management course.

Who is it for?

This course is for inquisitive students who want to design, develop, apply or even manage the use of cutting-edge methods and devices that will revolutionise healthcare. It is open to science and engineering graduates and those working within hospitals or related industry who want to work in healthcare organisations, in the medical devices industry, or in biomedical engineering research.

The course will suit recent graduates and/or clinical engineers with a technical background or those working in healthcare who want to move into a management position.

Objectives

With several medical conditions requiring extensive and continuous monitoring and early and accurate diagnosis becoming increasingly desirable, technology for biomedical applications is rapidly becoming one of the key ingredients of today and tomorrow’s medical care.

From miniaturised home diagnostic instruments to therapeutic devices and to large scale hospital imaging and monitoring systems, healthcare is becoming increasingly dependent on technology. This course meets the growing need for biomedical and clinical engineers across the world by focusing on the design of medical devices from conception to application.

One of the few accredited courses of its kind in London, the programme concentrates on the use of biomedical-driven engineering design and technology in healthcare settings so you can approach this multidisciplinary topic from the biological and medical perspective; the technological design and development perspective; and from the perspective of managing the organisation and maintenance of large scale equipment and IT systems in a hospital.

This MSc in Biomedical Engineering with Healthcare Technology Management course has been created in consultation and close collaboration with clinicians, biomedical engineering researchers and medical technology industrial partners. The programme fosters close links with the NHS and internationally-renowned hospitals including St. Bartholomew's (Barts) and the Royal London Hospital and Great Ormond street so that you can gain a comprehensive insight into the applied use and the management of medical technology and apply your knowledge in real-world clinical settings.

Placements

In the last few years there have been some limited opportunities for our top students to carry out their projects through placements within hospital-based healthcare technology groups or specialist London-based biomedical technology companies. Placement-based projects are also offered to selected students in City’s leading Research Centre for Biomedical Engineering (RCBE). As we continue our cutting-edge research and industrial and clinical collaborations, you will also have this opportunity.

Academic facilities

As a student on this course you will have the opportunity to work with cutting-edge test and measurement instrumentation – oscilloscopes, function generators, analysers – as well as specialist signal generators and analysers. The equipment is predominantly provided by the world-leading test and measurement equipment manufacturer Keysight, who have partnered with City to provide branding to our electronics laboratories. You also have access to brand new teaching labs and a dedicated postgraduate teaching lab. And as part of the University of London you can also become a member of Senate House Library for free with your student ID card.

Teaching and learning

You will be taught through face-to-face lectures in small groups, where there is a lot of interaction and feedback. Laboratory sessions run alongside the lectures, giving you the opportunity to develop your problem-solving and design skills. You also learn software skills in certain modules, which are taught inside computer labs. We also arrange hospital visits so you gain hands-on experience of different clinical environments.

We arrange tutorials for setting coursework, highlight important subject areas, conduct practical demonstrations, and offer support with revision. You are assessed by written examinations at the end of each term, and coursework assignments, which are set at various times throughout the term.

You also work towards an individual project, which is assessed in the form of a written thesis and an oral examination at the end of the summer. The project can be based on any area of biomedical engineering, telemedicine or technology management and will be supervised by an academic or clinical scientist with expertise in the subject area. Many projects are based in hospital clinical engineering departments, or if you are a part-time student, you can base the project on your own workplace. You will have regular contact with the supervisor to make sure the project progresses satisfactorily. Some of the programme’s current students are working on a project focusing on devices that use brain signals to move external objects such as a remote control car and a prosthetic arm.

Some of the previous projects students have worked on include:
-A cursor controller based on electrooculography (EOG)
-Modelling a closed-loop automated anaesthesia system
-Design of a movement artefact-resistant wearable heart rate/activity monitor
-Review of progress towards a fully autonomous artificial mechanical heart
-Design of smartphone-based healthcare diagnostic devices and sensors.

If you successfully complete eight modules and the dissertation you will be awarded 180 credits and a Masters level qualification. Alternatively, if you do not complete the dissertation but have successfully completed eight modules, you will be awarded 120 credits and a postgraduate diploma. Completing four modules (60 credits) will lead to a postgraduate certificate.

Modules

Along with the 60 credit dissertation eight core modules cover diverse subject areas including biomedical electronics and instrumentation, technology infrastructure management, as well as the latest advances in medical imaging and patient monitoring.

The course includes a special module which gives you an introduction to anatomy, physiology and pathology designed for non-clinical science graduates.

The most innovative areas of biomedical and clinical engineering are covered and the content draws from our research expertise in biomedical sensors, bio-optics, medical imaging, signal processing and modelling. You will learn from academic lecturers as well as clinical scientists drawn from our collaborating institutions and departments, which include:
-Charing Cross Hospital, London
-The Royal London Hospital
-St Bartholomew's Hospital, London
-Basildon Hospital
-Department of Radiography, School of Community and Health Sciences, City, University of London

Modules
-Anatomy, Physiology and Pathology (15 credits)
-Physiological Measurement (15 credits)
-Biomedical Instrumentation (15 credits)
-Medical Electronics (15 credits)
-Cardiovascular Diagnostics and Therapy (15 credits)
-Medical Imaging Modalities (15 credits)
-Clinical Engineering Practice (15 credits)
-Healthcare Technology Management (15 credits)

Career prospects

This exciting MSc programme offers a well-rounded background and specialised knowledge for those seeking a professional career as biomedical engineers in medical technology companies or research groups but is also uniquely placed for offering skills to clinical engineers in the NHS and international healthcare organisations.

Alumnus Alex Serdaris is now working as field clinical engineer for E&E Medical and alumna Despoina Sklia is working as a technical support specialist at Royal Brompton & Harefield NHS Foundation Trust. Other Alumni are carrying out research in City’s Research Centre for Biomedical Engineering (RCBE).

Applicants may wish to apply for vacancies in the NHS, private sector or international healthcare organisations. Students are encouraged to become members of the Institute of Physics and Engineering in Medicine (IPEM) where they will be put in touch with the Clinical Engineering community and any opportunities that arise around the UK during their studies. Application to the Clinical Scientist training programme is encouraged and fully supported.

The Careers, Student Development & Outreach team provides a professional, high quality careers and information service for students and recent graduates of City, University of London, in collaboration with employers and other institutional academic and service departments. The course also prepares graduates who plan to work in biomedical engineering research and work within an academic setting.

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Would you like to improve your career prospects, start your own business or develop further specialist design skills?. Read more
Would you like to improve your career prospects, start your own business or develop further specialist design skills?

Offering the perfect blend of theory and practice in the context of business and society, the MA Design course will enable you to focus on your own specialist area of design practice, in disciplines such as 3D design, fashion communication, fashion design, fashion marketing, graphic design, communication design, service design, interaction design, industrial design, interior design, 3D design and transportation design.

Developed specifically for those with a design background or relevant qualification, you will undertake a series of taught modules to develop your knowledge and practical skills, before competing a final project or thesis around your chosen specialism.

In addition to the taught aspect of this course, you will also have the opportunity to undertake a series of collaborative projects with industry and, where possible, field trips to collaborative companies or exhibitions to further enhance your learning experience.

Learn From The Best

Our academic team is made up of research-active experts with extensive knowledge of the design industry. This knowledge is integrated into all aspects of their teaching to ensure that all content within this course is relevant to the workplace and current and emerging trends.

All staff within this department have a strong commitment to developing your skills and knowledge by developing your critical thinking and your ability to apply your skills to complex real-world problems.

They will be there to support you through every step of your course, ensuring you leave with confidence and full understanding of all aspects of this dynamic industry.

In addition to our teaching staff, you will also have access to specialist communities of practice that will provide the foundation for your learning journey through research networks and cross-organisational collaboration. These communities will focus on strategic innovation, performance products and service design.

Teaching And Assessment

This MA Design course incorporates practice-based learning that is informed by contemporary and contextual influences and founded on your own personal aims and professional direction.

The first two semesters of this course will focus on developing your core skills through the completion of four modules: design thinking, design practice, direction and experimentation.

Teaching is delivered via a mix of lectures, seminars and tutorials, which are assessed by coursework and design projects. You will also undertake collaborative projects and, where possible, field trips to allow you to put your skills into practise in a real-world context.

Upon completion of the taught modules, you will undertake a final project or thesis to demonstrate all of the skills you have acquired on this course. This will be undertaken under the supervision of your dedicated tutor who will provide advice and guidance at all stages.

Module Overview
DE7001 - Design Thinking (Core, 30 Credits)
DE7002 - Design Process (Core, 30 Credits)
DE7003 - Project / Thesis (Core, 60 Credits)
DE7004 - Design Practice 1: Professional Direction (Core, 30 Credits)
DE7005 - Design Practice 2 : Experimentation (Core, 30 Credits)
EF0126 - E.S.A.P. in FADSS Level 7 (Optional, 0 Credits)

Learning Environment

This course is delivered at the Northumbria School of Design, which is located at City Campus East – a dedicated learning space that is located within Newcastle city centre.

Throughout the duration of your course you will have access to state-of-the-art facilities such as our University library – which is ranked in the top three in the UK – and well equipped working space, The Hub, which is open 24 hours a day, seven days a week.

Your learning experience will be enhanced though the use of technology and learning materials such as module guides, assessment information, lecture presentation slides and reading lists will be available via our innovative e-learning platform, Blackboard. You can also access student support and other key University systems through your personal account.

Research-Rich Learning

The MA Design course is taught by our team of research-active academics who incorporate their individual areas of specialism into the course’s contextual modules to ensure they reflect the realities of the design industry and today’s modern working environment.

The development of your own research skills is at the core of the MA Design course and you will develop research-informed methods of understanding the complexity inherent in real-world situations. These methods will enable you to make better decisions, advance the field of your practice and add new knowledge that will help you perfect your skills in your own particular discipline.

Supported by subject specialists and industry networks, you will also have the opportunity to join an expert-led community of practice in strategic design and innovation, performance product design or service design, as well as engaging with traditional disciplines such as fashion and industrial design.

Give Your Career An Edge

This course will allow you to enhance your practical skills and knowledge in a specialist area of design.

You will work on live industry projects that will enhance your CV and personal development through collaboration with those currently working within this dynamic industry. Some of the recent examples of industry projects include work on oral healthcare with Procter and Gamble, wearable technology projects with the CPI National Centre for Printable Electronics, person-centred healthcare services with the Academic Health Science Network and the development of innovative kitchenware with Lakeland.

You will also develop your business and employability skills, in addition to achieving a master’s level qualification in this discipline.

Your Future

Once you have completed the MA Design course you will possess the skills and ability to make an impact in the design industry, whether you are just starting out in your career or looking to enhance your professional development.

This course will prepare you for broad range of jobs within design companies, private organisations and the public sector, in addition to specialist jobs within your chosen specialism.

Completion may enhance promotion prospects in some professions, in addition to providing enhanced opportunities for management level roles.

This course will also provide you with the knowledge and experience to be able to set up your very own design company, in addition to providing a strong foundation for progression to PhD studies.

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Wearable Futures is a cross-disciplinary umbrella programme for designers who are interested in the cluster of technologies and experiences that have the human body and its covering as their centre of focus. Read more
Wearable Futures is a cross-disciplinary umbrella programme for designers who are interested in the cluster of technologies and experiences that have the human body and its covering as their centre of focus.

The course offers a holistic environment based on the integration of creative computing, digital craftsmanship and material cultures, while also incorporating the technologies and advances in hardware that are impacting on manufacturing techniques and associated applications. Wearable futures has come about as part of Ravensbourne’s current commitment to become creative leader in the field of wearable applications and body-centric design. Ravensbourne's digital research culture is contributing significantly in this context.

The main conceptual framework for the course will be provided by theories of digital craftsmanship, body-centric technologies and phenomenological readings and speculative philosophy. These will form an important research foundation for building Ravensbourne’s critical reach and will assist in helping you to sift and prioritise the current trends and thought relating to fashion and discussion around the body within data informed spaces. An interdisciplinary field of study will include interaction and experience design (UX), “making” and open source culture, design innovation and applied philosophy. You will be introduced to philosophical trends and these will tie in with your practice and help you to develop a critical view incorporating design fiction and other emerging theories. You will engage with research methods such as participatory, user study and user-centered design.

"One of the exciting things about the design industries today is that boundaries of former categories such as fashion, product or experience design have been broken down" - Alexa Pollman, Subject leader, MA Wearable Futures.

The course is a platform for investigation, dissemination and analysis around contemporary theory and practice in the wearable industries. The course’s core role will be to foster your understanding of this market and to identify latent demand within the commercial sphere and to highlight future applications and directions. The aim will be to help you to influence the decision makers so that wearable solutions will be accepted and meet the cultural and ethical expectations when designing for the human body and the garment-industry. You are expected to consider the cultural and social role inherent to fashion as a part of wearable futures.

Wearable futures students will focus their investigations on the key flashpoints of the body as an interface for what is a symbiotic, physical and digital exchange. As part of the design methodology of the course, you will be asked to develop future scenarios and narratives in order to help you and your clientele to understand the concomitant social, environmental or cultural challenges of designing for a matter as delicate as the human body.

"At the moment we’re still very much in the “task” piece of wearable computing, not in the symbolic “how do we make sense of it” piece. I think in the wearable space we are still bringing all the old metaphors of computation with us and still interpreting them in a somewhat literal way—that they are a smaller smartphone, or a little computer. It will become much more interesting when we let go of that and work out the promise that wearable computing will make to us." Genevieve Bell, Anthropologist at Intel

Get to know the subject leader: Alexa Pollman

- Tell us about yourself

For me, garments are social reactors and I like to challenge the current notion of ‘wear’. I have experienced the industry from different angles: my original profession was in fashion design, but I have also worked as a creative consultant and spent my fair share of time in showrooms, for both – big and small brands.

I completed the Design Interactions Programme at the Royal College of Art, and collaborating with various disciplines has enriched my perspective as a designer.

Luckily, I have been awarded different grants that have allowed me to pursue my own work - Peut-Porter is my design consultancy agency and platform which researches and provides forecasts on wear and fashion. Currently, I am Designer in Residence at the Design Museum London and will have new work on show from September 2015.

- What's your opinion on the current state of wearable futures?

We currently find a variety of opinions on wearables and truthfully spoken, I see a lot of problems occurring with their application. This is why it is important to train specialists who can engage with the topic in a much broader sense than is currently being done by the industry. Our wearable futures students will be asked to be highly innovative but at the same time engage with the cultural and social impacts of body-centric design. We need them to bridge the gap between artisans and material or textile specialists and the tech world.

The fashion system successfully uses technology in many experience-based ways and this seems like a very natural process to me as the narrative, experience-based aspect seems inherent to fashion. Wearable futures will not only produce gadgets and devices, it will help to define our relationship to technology when it enters our personal spheres, it will look at the moral and ethical side of data-capturing as well as its technological possibilities and ask students to research and design future aspects and needs of wear.

- Is this course right for me?

This course will focus on body-centric design – a topic which is currently being explored in a massive range of disciplines. We will ask for an extremely flexible mind, someone who is eager to work with various media and collaborate with science, engineers and artists to create their own definition of wearables.

Studying an MA should allow a student to find his or her very own position, strength and reason to design. Whether their work will have a technological, experiential , future or fashion focus will in the end be very much up to what they have decided to explore in the process. We want students to become ambassadors who understand not only the technological aspects and applications of wear but the medium that they will most closely be working with – the human body.

- Why are you so passionate about this course subject?

I think the course has potential to become a wake-up call – what are we doing to ourselves and our bodies? How much more obsessed with data capturing and monitoring will we become? We can’t ignore the trends and tendencies but we need to discuss and open up the field, get some creative minds together and talk about the cultural meaning of ‘wear’ and how that can work intriguingly when paired with technology.

For me, one of the big pluses of Ravensbourne is the fact that it doesn’t have a ‘traditional’ fashion orientation but instead is very interested in the digital and technological aspects of education. I especially feel that our MA courses have a lot to offer in terms of a general interdisciplinary approach, more so because they take in a small amount of people. Designers need one another to work and explore their role and as the MA’s share the same space, we will surely see a lot of cross overs with the other courses. Also, we have had quite some interest from big industries and I think we will see some exciting collaborations happening here in the future.

Course structure

1. Technology Issues – will ask you to engage and experiment with technologies used in the body-centric design sector. The three provided project briefs will explore such fields as data-capturing, 3D Printing and alternative production methods or sensory technology. You will work with fellow students and develop quick mock-ups to understand the mediums at hand and create wear with a focus on experiences.

2. Business and Innovation – will help you understand the business and innovative practices used in the creative industries. Could your idea become a successful product and how can you find a niche to place yourself in? Wearable Technology is one of the quickest growing markets of the industry and your contribution to the field could have manifold impacts.

3. Concept & Prototyping – will allow you to develop your personal design method and introduce you to an holistic design-strategy. You will be asked to present your concepts employing various media and design speculative, narrative and plausible futures in order to challenge and understand the needs, hopes and dreams related to wearables.

4. The Research Process – will help you to investigate and strengthen your concepts and ideas by teaching you the skills and methods needed to ground you personal project in an academic context.

5. The Major Project – represents the culmination of the design work and the research you conducted in your studies. In this unit, you will forge a specialist project and work self-managed and practice-based, seek advise from specialists outside the college and present your personal take on the future of wearables.

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

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

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

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

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

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

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

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

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

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

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

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

Course content

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

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

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

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

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

Modules

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

Associated careers

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

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This studio based program develops your arts practice through the expressive world of creative computation. It provides you with the historical foundations, frameworks and critical skills to produce a series of projects for public exhibition. Read more
This studio based program develops your arts practice through the expressive world of creative computation. It provides you with the historical foundations, frameworks and critical skills to produce a series of projects for public exhibition. It is delivered by Computing with contributions from the Centre for Cultural Studies- http://www.gold.ac.uk/pg/mfa-computational-arts/

What is computational art?

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.

Follow the links in the student profiles section for work produced by our graduates

What will I learn?

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.

You will learn the fundamentals of programming and how to apply this knowledge expressively. You will work with popular open source programming environments such as Processing, OpenFrameworks, P5.js and Arduino, and will learn how to program in languages such as Java, Javascript and C++.

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 in the Centre for Cultural Studies 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.

Contact the department

If you have specific questions about the degree, contact Theo Papatheodorou.

Modules & Structure

Year 1 shares the same core learning as our MA in Computational Arts programme:

Programming for Artists 1- 15 credits
Programming for Artists 2- 15 credits
Workshops in Creative Coding 1- 15 credits
Final Project in Computational Arts- 60 credits
Physical Computing
Interactive Media Critical Theory- 15 or 30 credits
Physical Computing: Arduino and Related Technologies- 30 credits

In Year 2 you will study the following:

Studio Practice- 120 credits
Computational Arts Critical Studies- 60 credits

Assessment

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.

Skills & Careers

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.

Funding

Please visit http://www.gold.ac.uk/pg/fees-funding/ for details.

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This degree develops your arts practice through the expressive world of creative computation. It provides you with the historical foundations, frameworks and critical skills to produce a series of projects for public exhibition. Read more
This degree develops your arts practice through the expressive world of creative computation. It provides you with the historical foundations, frameworks and critical skills to produce a series of projects for public exhibition. It is delivered by Computing with contributions from the Centre for Cultural Studies- http://www.gold.ac.uk/pg/ma-computational-arts/

What is computational art?

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.

Follow the links in the student profiles section for work produced by our graduates.

What will I learn?

This degree develops your arts practice through the expressive world of creative computation. Over a year (full-time) or two 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.

You will learn the fundamentals of programming and how to apply this knowledge expressively. You will work with popular open source programming environments such as Processing, OpenFrameworks, P5.js and Arduino, and will learn how to program in languages such as Java, Javascript and C++.

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 in the Centre for Cultural Studies 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.

Contact the department

If you have specific questions about the degree, contact Theo Papatheodorou.

Modules

Programming for Artists 1- 15 credits
Programming for Artists 2- 15 credits
Workshops in Creative Coding 1- 15 credits
Final Project in Computational Arts- 60 credits
Physical Computing- N/A

Funding

Please visit http://www.gold.ac.uk/pg/fees-funding/ for details.

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There is a great need for suitably qualified engineers to fulfill the existing and future needs of the global smart economy. This course addresses that need by providing an exciting range of topical modules and a state-of-the-art engineering facility. Read more

Overview

There is a great need for suitably qualified engineers to fulfill the existing and future needs of the global smart economy. This course addresses that need by providing an exciting range of topical modules and a state-of-the-art engineering facility. The programme also offers the student a chance to develop their research skills in a full-time three month project.

In the world of increasingly connected things and people, electronic engineers develop the technology that is the interface between the digital and the physical worlds. With the increasing pervasiveness of electronics enhanced things, and the need for ever-present wire-free communication, there is an increasing demand for engineers with experience in wireless communications systems and embedded computing systems.

The internet of things will lead to billions of wirelessly connected devices that will fundamentally change our approach to wireless systems and networks. To address this, there is a need for well qualified graduates who can design solutions based on solid understanding of the wireless environment and electronic hardware.
Similarly, as we continue to embed intelligence in everything from home appliances to cars and wearable sensors to robotic systems, there is growing need for engineers who understand the unique problems of real time application deadlines, resource constrained computing environments, and embedded intelligence.
The ME Electronic Engineering has been designed to provide two specialized module sets that introduce advanced techniques and topical content: one focusing on wireless communications and the other on embedded systems. These are supported by core modules which provide techniques that are widely applied and reusable across a range of engineering applications.
The programme has been designed to have a large project element to allow students to demonstrate their expertise in their chosen specialism. In addition students will be invited to present their work in an open day to invited local industry leaders. A small number of placements may be available for students graduating in 2016 (to be confirmed).

Course Structure

Note: As module availability may change year on year, applicants should check the Department web site for the most up to date list of modules available for 2016-2017, see web address below:

https://www.maynoothuniversity.ie/electronic-engineering/current-students

Career Options

Graduates will have enhanced qualifications and up to date knowledge of modern cutting-edge techniques and technology suitable for a range of electronic and ICT positions in the smart economy.

Graduates of this course are well qualified to work in wireless communications and embedded systems space. Both of these areas are seeing business growth and, despite the demand, both areas are experiencing a shortage of suitably skilled engineers. Therefore this programme will significantly enhance your job prospects in these fields.
The region around Maynooth and the Greater Dublin Region is host to one of the greatest concentrations of ICT companies – ranging from large multinational companies such as Intel, IBM and Google to a very active and strong ecosystem of specialist and start-up companies. Maynooth University is at the heart of this industry and this programme will provide opportunities for students to engage with the community.
As a result of the advanced techniques introduced and the substantial project, this programme also provides a suitable foundation for students who may be considering undertaking further research in the area of the internet of Things, embedded systems and wireless communication.
International students from outside the European Economic Area may also avail of the Third Level Graduate Scheme which allows graduates to remain in Ireland for up to 12 months after graduation to seek employment and if successful to apply for a Work Permit or Green Card Permit.

How To Apply

Online application only http://www.pac.ie/maynoothuniversity

PAC Code
MHJ50 Full-time


The following information should be forwarded to PAC, 1 Courthouse Square, Galway or uploaded to your online application form:

Certified copies of all official transcripts of results for all non-Maynooth University qualifications listed MUST accompany the application. Failure to do so will delay your application being processed. non-Maynooth University students are asked to provide two academic references and a copy of birth certificate or valid passport.

Applicants may be required to attend for interview as part of the admissions process.

Applicants who do not hold a degree in Electronic, Electrical, Computer, or Telecommunications Engineering should include a complete syllabus describing the content of their primary degree.

Find information on Scholarships here https://www.maynoothuniversity.ie/study-maynooth/postgraduate-studies/fees-funding-scholarships

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Our Computer Science MPhil and PhD programme gives you an opportunity to make a unique contribution to computer science research. Read more
Our Computer Science MPhil and PhD programme gives you an opportunity to make a unique contribution to computer science research. Your research will be supported by an experienced computer scientist within a research group and with the support of a team of advisers.

Research supervision is available under our six research areas, reflecting our strengths, capabilities and critical mass.

Advanced Model-Based Engineering and Reasoning (AMBER)

The AMBER group aims to equip systems and software engineering practitioners with effective methods and tools for developing the most demanding computer systems. We do this by means of models with well-founded semantics. Such model-based engineering can help to detect optimal, or defective, designs long before commitment is made to implementations on real hardware.

Digital Interaction Group (DIG)

The Digital Interaction Group (DIG) is the leading academic research centre for human-computer interaction (HCI) and ubiquitous computing (Ubicomp) research outside of the USA. The group conducts research across a wide range of fundamental topics in HCI and Ubicomp, including:
-Interaction design methods, eg experience-centred and participatory design methods
-Interaction techniques and technologies
-Mobile and social computing
-Wearable computing
-Media computing
-Context-aware interaction
-Computational behaviour analysis

Applied research is conducted in partnership with the DIG’s many collaborators in domains including technology-enhanced learning, digital health, creative industries and sustainability. The group also hosts Newcastle University's cross-disciplinary EPSRC Centre for Doctoral Training in Digital Civics, which focusses on the use of digital technologies for innovation and delivery of community driven services. Each year the Centre awards 11 fully-funded four-year doctoral training studentships to Home/EU students.

Interdisciplinary Computing and Complex BioSystems (ICOS)

ICOS carries out research at the interface of computing science and complex biological systems. We seek to create the next generation of algorithms that provide innovative solutions to problems arising in natural or synthetic systems. We do this by leveraging our interdisciplinary expertise in machine intelligence, complex systems and computational biology and pursue collaborative activities with relevant stakeholders.

Scalable Computing

The Scalable Systems Group creates the enabling technology we need to deliver tomorrow's large-scale services. This includes work on:
-Scalable cloud computing
-Big data analytics
-Distributed algorithms
-Stochastic modelling
-Performance analysis
-Data provenance
-Concurrency
-Real-time simulation
-Video game technologies
-Green computing

Secure and Resilient Systems

The Secure and Resilient Systems group investigates fundamental concepts, development techniques, models, architectures and mechanisms that directly contribute to creating dependable and secure information systems, networks and infrastructures. We aim to target real-world challenges to the dependability and security of the next generation information systems, cyber-physical systems and critical infrastructures.

Teaching Innovation Group

The Teaching Innovation Group focusses on encouraging, fostering and pursuing innovation in teaching computing science. Through this group, your research will focus on pedagogy and you will apply your research to maximising the impact of innovative teaching practices, programmes and curricula in the School. Examples of innovation work within the group include:
-Teacher training and the national Computing at School initiative
-Outreach activities including visits to schools and hosting visits by schools
-Participation in national fora for teaching innovation
-Market research for new degree programmes
-Review of existing degree programmes
-Developing employability skills
-Maintaining links with industry
-Establishing teaching requirements for the move to Science Central

Research Excellence

Our research excellence in the School of Computing Science has been widely recognised through awards of large research grants. Recent examples include:
-Engineering and Physical Sciences Research Council (EPSRC), Centre for Doctoral Training in Cloud Computing for Big Data Doctoral Training Centre
-Engineering and Physical Sciences Research Council (EPSRC), Centre for Doctoral Training in Digital Civics
-Wellcome Trust and Engineering and Physical Sciences Research Council (EPSRC) Research Grant: a £10m project to look at novel treatment for epilepsy, confirming our track record in Systems Neuroscience and Neuroinformatics.

Accreditation

The School of Computing Science at Newcastle University is an accredited and a recognised Partner in the Network of Teaching Excellence in Computer Science.

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Technology is becoming closely interwoven into everyday life. How we create and design these interactions is crucial to their success and the positive impact they have on our lives. Read more
Technology is becoming closely interwoven into everyday life. How we create and design these interactions is crucial to their success and the positive impact they have on our lives. This understanding forms the core of the IDEA program’s design philosophy: technology that is designed to delight its users.

We aim to infuse the latest technological innovation with a human-centred design thinking to solve complex problems. The IDEA program promotes a creative and critical approach, within the framework of research-driven interaction design and user experience methodologies. The result is an understanding of how to design interactive products, services and systems that will have lasting cultural and commercial importance.

In a foundation first semester, you will develop the essential industry knowledge and skills for working as an interaction or user experience designer, at ease with web and mobile applications. Once you have these core skills in human-centred design thinking, web/mobile interface design and software programming, you are trained to analyse and evaluate their application in a range of design contexts. This evaluative approach is what enables IDEA students to create meaningful interactive experiences that will become ubiquitous parts of our everyday life.

In the second semester, you will engage in design studio projects to extend these skills, both conceptually and technically. We offer a studio-based teaching environment in which you work individually or in teams to creatively solve design challenges. You will learn to design across multiple platforms and scales - from natural, tangible and wearable user interfaces to interactive architecture, creative robotics and urban informatics. Your ideas may even become the basis of prototype products, patents or start-up services.

You can adapt this program to suit your interests and passions by taking electives from other faculties. You will also build a compelling design portfolio showcasing not only your design skills but also your understanding of how best to convey the user experience of new products and services.

The course culminates in a capstone research project, industry internship or graduation design project. The Faculty draws on industry and alumni contacts to enable opportunities to build your professional network. These factors combine to position you as a well-connected creative industry specialist with expertise across the strategic, creative and technical domains.

The course is timetabled to suit your busy schedule. Subjects are run either in the evening or in intensive mode (a block series of Fridays and Saturdays). You can also study part-time. The course has embedded qualifications, enabling you to graduate after the foundation first semester with a Graduate Certificate, or continue on to Graduate Diploma or Masters level.

To ask a question about this course, visit http://sydney.edu.au/internationaloffice/

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Your programme of study. Read more

Your programme of study

Have you ever wanted to invent something mechanical, prevent environmental damage to a building from floods, fire, explosions, landslides and other natural disasters, understand risks and reliability across buildings, renewables, and other areas? Do you want to improve quality of life across environmental remediation, farming, smart grid, green technology, food production, housing, transportation, safety, security, healthcare and water? Do you find it fascinating to try to make things work from what you have available? There will be plenty of major challenges to get involved with in the coming years crossing over into Nano technologies, advanced materials, electronic printing, grapheme technologies, wearable's, 3d printing, renewables and recycling and biotechnologies. Technology now means that you can design and engineer from anywhere in the world, including your home. Advanced Mechanical Engineering looks at computational mechanics, response to materials and reliability engineering. The Victorians set up some of the most advanced mechanical engineering of our times and in many ways they were the biggest mechanical engineering innovators ever.

This programme specialises in mechanical engineering so you are becoming proficient in designing anything that has background moving parts to allow it to work such as engines, motor driven devices and the effects of nature on mechanical objects and their ability to perform. You also look at how material composition can alter performance issues and provide new innovative methods to solve challenges in every day life and natural and other risks to machinery in all situations.  Your employment options are very varied, you may want to work within consumer goods to design and improve everyday objects like white goods, or you may like to be involved in very large scale hydro electric and power driving machinery in energy , manufacturing or large scale developments, or you may decide to get involved in innovation and enterprise yourself.

Courses listed for the programme

SEMESTER 1

Compulsory Courses

Computational Fluid Dynamics

Numerical Simulation of Waves

Advanced Composite Materials

Optional Courses

Fire and Explosion Engineering

Structural Dynamics

SEMESTER 2

Compulsory Courses

Finite Element Methods

Mathematical Optimisation

Engineering Risk and Reliability Analysis

Optional Courses

Project Management

Risers Systems Hydrodynamics

Renewable Energy 3 (Wind, Marine and Hydro

SEMESTER 3

Project

Find out more detail by visiting the programme web page;

https://www.abdn.ac.uk/study/postgraduate-taught/degree-programmes/1037/advanced-mechanical-engineering/

Why study at Aberdeen?

  • Your skills and knowledge can have huge application potential within newly disruptive industries affecting life and work
  • You can improve employability in Aerospace, Marine, Defences, Transport Systems and Vehicles
  • Some of the knowledge you build directly relates to industries in Aberdeen such as the energy industry.
  • Mechanical Engineering cuts into high growth Industry 4.0 and IOT related areas across many areas disrupted by climate, population growth, and quality of life
  • We ensure close links with industries to attend industry events, visits and teaching by professionals from the industry
  • Graduates are very successful and many work in senior industry roles

Where you study

  • University of Aberdeen
  • 12 Months Full Time
  • September start

International Student Fees 2017/2018

Find out about fees:

https://www.abdn.ac.uk/study/international/tuition-fees-and-living-costs-287.php

*Please be advised that some programmes have different tuition fees from those listed above and that some programmes also have additional costs.

Scholarships

View all funding options on our funding database via the programme page

https://www.abdn.ac.uk/study/postgraduate-taught/finance-funding-1599.php

https://www.abdn.ac.uk/funding/

Living in Aberdeen

Find out more about:

  • Your Accommodation
  • Campus Facilities
  • Aberdeen City
  • Student Support
  • Clubs and Societies

Find out more about living in Aberdeen: - abdn.ac.uk/study/student-life

Other engineering disciplines you may be interested in:

Global Subsea Engineering

https://www.abdn.ac.uk/study/postgraduate-taught/degree-programmes/1070/global-subsea-engineering/

Subsea Engineering

https://www.abdn.ac.uk/study/postgraduate-taught/degree-programmes/1082/subsea-engineering/

Oil and Gas Engineering

https://www.abdn.ac.uk/study/postgraduate-taught/degree-programmes/1074/oil-and-gas-engineering/

Oil and Gas Structural Engineering

https://www.abdn.ac.uk/study/postgraduate-taught/degree-programmes/217/oil-and-gas-structural-engineering/

Petroleum Engineering

https://www.abdn.ac.uk/study/postgraduate-taught/degree-programmes/222/petroleum-engineering/

Renewable Energy Engineering

https://www.abdn.ac.uk/study/postgraduate-taught/degree-programmes/1077/renewable-energy-engineering/

Reservoir Engineering

https://www.abdn.ac.uk/study/postgraduate-taught/degree-programmes/283/reservoir-engineering/

Safety and Reliability Engineering

https://www.abdn.ac.uk/study/postgraduate-taught/degree-programmes/1078/safety-and-reliability-engineering/



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The Specializing Master provides skills for the design of active and interactive sportswear products, for lifestyle in terms of innovative materials and technology performance, for wearables accessories able to integrate fashion aesthetics with new contents and functions of the wearable technologies. Read more
The Specializing Master provides skills for the design of active and interactive sportswear products, for lifestyle in terms of innovative materials and technology performance, for wearables accessories able to integrate fashion aesthetics with new contents and functions of the wearable technologies. The goal is to train designers able to work in sportswear but also in those areas where are required skills capable of combining technical materials, new technologies and performance. Fashion Tech designer has a crucial role in Fashion, Sportswear and Lifestyle areas given his ability to connect the different worlds of fashion, sports, electronics and information technology.

Lessons will start on February 2018.

For information: http://polidesign.net/en/fashiontech

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The master provides the methodological tools and the design skills to become accessory designer, with professional application ranging from fashion to jewelry and sportswear. Read more
The master provides the methodological tools and the design skills to become accessory designer, with professional application ranging from fashion to jewelry and sportswear.

Students who complete the master will be able to design accessories for both the quality craftsmanship that in the high technology, so they can fit into companies from fashion, handbag, shoes, eyewear, jewelry, watches, leather goods, knitwear, hats, wearable hitech.
At the end of the Master, participants will receive the Master Degree in 1st level Master in Accessory Design.

Costs
9.000 €

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At the University of Calgary, we formed the Computational Media Design Program to enable students to conduct research at the intersection of art, music, dance, drama, design and computer science. Read more
At the University of Calgary, we formed the Computational Media Design Program to enable students to conduct research at the intersection of art, music, dance, drama, design and computer science.

The Computational Media Design (CMD) graduate program is composed of the Faculty of Science: Department of Computer Science, the Faculty of Environmental Design and the Faculty of Arts: School of Creative and Performing Arts, Department of English and Department of Art. Students can earn graduate degrees, both Master of Science and PhD. The research-based graduate degrees explore the relationships between and among art, design, science and technology.

In the expanding world of multimedia and design, there is an increasing need for graduates who can conduct and direct complex projects that combine computing expertise with the creative energies of artists and designers. Numerous opportunities exist for our graduates in companies whose primary business is game design and development, film, TV, web design, simulation, networking, interactive media, and mobile and wearable computing to name just a few. Interest in our graduates also comes from the creative fields of dance, music, theatre and the visual arts.

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The Digital Design MA is concerned with the creation of any digital or computer related content or products. This includes digital media, digital products, digital interiors, digital exhibitions and installations, digital graphics, digital fashion and even digital branding and marketing. Read more
The Digital Design MA is concerned with the creation of any digital or computer related content or products. This includes digital media, digital products, digital interiors, digital exhibitions and installations, digital graphics, digital fashion and even digital branding and marketing. You can specialise in the following:

• Digital media design, including multimedia design, web design, 2D and 3D computer animation, visual and special effects for TV and film, mobile app design for tablets and smart phones, computer and video games, virtual and augmented reality and 2D and 3D visualisation

• Digital product design, including the design of any computer-based or screen-based product such as smartphones, smart TV’s, tablet devices, smart watches, games consoles, smart household appliances, information systems and 3D digital printing

• Digital interior design, including digital display and projection design, intelligent interiors, digital lighting design and digital furniture design

• Digital exhibition, museum and installation design, including digital heritage resources, digital archeology, interactive kiosk and installation design, virtual museums and exhibitions

• Digital graphic design, including the design of e-books, e-learning, interface design, interaction design and digital signage

• Digital fashion design, including the design of wearable computing, smart clothing design and digital fabrics

• Digital branding and marketing design, including digital corporate identity design, logo design, social media marketing, digital channel advertising and promotion

You will have access to industry standard software and hardware such as Adobe Creative Suite and Autodesk MAYA while working in a dynamic environment with ongoing multimedia research and commercial projects. There are also opportunities to work on digital design projects set by external companies and other organisations. You will develop the skills and ideas to go on to employment as a digital designer or to set up your own business as a freelancer after graduation.

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