Semester 1
The curriculum is continually updated to reflect development in emerging technologies and so some modules may be subject to change.
Compulsory Module:
Research Methods for Creative Practice
This module provides a grounding in research methods for creative technologies projects, offering students methodologies and techniques to support and develop their learning throughout their course of study. The module will cover research methods across art and design, humanities and technology. Students will be given techniques in methods of collaborative and cooperative working as well as systems of the development of creative ideas and research.
Optional Modules:
Artificial Intelligence (AI) Programming
This module presents a logical programming approach. AI programming is a key skill and a necessary tool for problem solving in industry.
Computer Systems and Networks
This module explains the technical infrastructure upon which modern computer systems and networks are run. It provides a sufficient level of understanding of hardware, operating systems, systems software, network protocols and topologies to enable you to appreciate the use of computer systems and networks in commerce and industry, to be able to construct a technical specification for a computer system, and to select an appropriate system
Coding for Artists
This module introduces programming concepts and open source tools for artists to build interactive systems, providing students with the knowledge and understanding to create their own interactive systems. It will introduce students to the background context of the tools as well as equipping them with the knowledge, understanding and expertise to use the tools creatively. The module will focus on programming for artistic work, introducing basic programming concepts and related software (for example Processing and Python) and hardware (for example Arduino and Raspberry Pi) as well as Pure Data and Max.Key aims will be to enable students to develop and supplement their specialist knowledge in relation to the programming for artistic work.
Digital Cultures
An introduction to key ideas in critical and cultural theory that affect creative technologies and the creative industries.
Digital Technologies for Arts Practice
These modules provide a practical understanding of a range of different digital technologies through workshops and lectures delivered by established practitioners in the field and will be assessed through a negotiated group project, where students work collaboratively to produce a piece of digital creative work.
Internet of Things
This module provides students with the necessary knowledge and understanding of IoT technologies and their application to the provision of smart services, as well as a wider understanding of how data analytics and visualisation are performed through cloud computing services
Semester 2
Compulsory Module:
Research in Practice
This module will give students a practical understanding of the different methods of dissemination, presentation and communication of practice/research/projects in creative technologies as well as practical experience in presenting their research to a range of audiences. It will cover types of research outputs and dissemination, research presentation formats, ways to present and market research to different audience types, communication and presentation techniques, and project planning, culminating in an assessed showcase event for both public and private audiences.
Optional Modules:
Advances in Modern Lens Based Media
The purpose of this module is to introduce you to Modern Optics and the use of holographic/lenticular technology as a creative tool. Related technology will include three-dimensional photography. Specifically, it will examine advances in light sensitive materials and related print technology and design/application testing. You will also get the opportunity to put theory into practice through working in a group on a lenticular creative project.
Applied Computational Intelligence
This module considers knowledge-based systems; the historical, philosophical and future implications of AI; then focuses on current research and applications in the area.
Human Factors in Systems Design
This module introduces and explores the human factors that need to be considered when designing interactive systems. You will develop skills that will enable you to design effective and usable interactive systems. You will also learn how to evaluate the usability and appropriateness of competing designs
Immersive Technologies
This module explores creative practices using immersive technologies. Immersive technology refers to technology that attempts to emulate a physical world through the means of a digital or simulated environment, thereby creating a sense of immersion. Immersive technologies are being developed to stimulate one or more of the five senses to create perceptually-real sensations. This can include visual (360˚ projection, holography, head-mounted display, motion capture), auditory (binaural, 3D sound, immersive audio) and tactile enhancement (haptics, wearables), and generally involves interaction technology (e.g. gesture recognition, HCI/ gaming controllers, speech recognition) and software environments including generative, gaming, intelligent and virtual. This module will introduce students to the background context of these technologies as well as equipping them with the knowledge, understanding and expertise to use them creatively. This will provide the basis from which students will undertake individual practice-based research, which will be developed and underpinned by strategies and methodologies explored in the module.
Modern Programming Techniques
This module provides students with knowledge of modern programming techniques which blend object and functional designs. You will gain practical skills writing programs that utilise combined object and functional patterns of computation
Transmedia Practice
Transmedia is commonly defined as a narrative or project that combines multiple media forms across multiple platforms, such as different types of social media platforms, interactive websites or media outlets, often with a degree of audience participation, interaction or collaboration. The Transmedia Practice module will equip students with the creative knowledge and understanding to create immersive story-worlds across media platforms, emphasising interactive narrative and collaborative creativity. Through the module the students will; develop their critical understanding of a number of theoretical concepts in narrative and new media, and to apply these in analysing, creating and reflecting on transmedia projects; develop their awareness of current professional practice in creating transmedia products, and develop a transmedia project in their chosen medium that is aimed at a specific market.
Summer:
Major Project
This module provides the opportunity to develop and demonstrate skills acquired from the taught course in the creation, development and realisation of a negotiated creative or research project. This module allows students to bring together all aspects of the course ranging from research methodologies to discipline-specific modules. The type of award will be determined by the area of specialism reflected in the student’s choice of focus. The negotiated project will be designated MA or MSc and this will determine the nature of the final award.
Note: All modules are indicative and based on the current academic session. Course information is correct at the time of publication and is subject to review. Exact modules may, therefore, vary for your intake in order to keep content current. If there are changes to your course we will, where reasonable, take steps to inform you as appropriate.