Creative Technologies Master
De Montfort University
Key Information
Campus location
Leicester, United Kingdom
Languages
English
Study format
On-Campus
Duration
12 months
Pace
Full time
Tuition fees
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Application deadline
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Scholarships
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Introduction
Creative Technologies Master
The Creative Technologies MA/MSc is an innovative and transformational programme that crosses traditional subject disciplines and enables students to work at the convergence of technology and creative practice.
Students may be technologists with creative dimensions, artists working with technologies, designers with programming skills or a combination of other traditional disciplines - this course will give them the vision to learn and be in tune with contemporary creative technologies.
You will receive an exciting and innovative multi-disciplinary approach to teaching, learning and research, bringing together eScience, digital arts and design and humanities in a way that will cross traditional disciplines and boundaries, encouraging innovation and developing new modes of collaboration.
Subject areas open to students include Artificial Intelligence, Computational Intelligence, Creative Coding, Digital Arts, Digital Cultures, Future Cities, Holography, Internet of Things, Interactions Design, Systems Design, Transmedia Practice and Virtual, Augmented and Mixed Realities.Students are able to select modules from a range of areas and combine them into an independent project.
In our world of rapidly developing technologies, graduates require skills that enable them to utilise and combine technologies in creative ways. The future workforce must be equipped with a range of contemporary hybrid skills necessary for digital technology innovation, including higher-level digital, technical and interpersonal skills, analytical and problem-solving skills, as well as skills in critical thinking and creative development.
The course is suitable for students from a variety of discipline backgrounds and sectors; graduates wishing to pursue postgraduate study with a view to increasing their employability within the creative technology and digital cultural industries, mature students with existing postgraduate degrees who wish to expand their interdisciplinary portfolio and company-sponsored professionals working in creative technology industries.
Admissions
Scholarships and Funding
Curriculum
Semester 1
The curriculum is continually updated toreflect development in emerging technologies and so some modules may be subject to change.
Compulsory Module:
- Research Methods for Creative Practice
Optional Modules
- Artificial Intelligence (AI)Programming
- Computer Systems and Networks
- Coding for Artists
- Digital Cultures
- Digital Technologies for Arts Practice
Internet of Things
Semester 2
Compulsory Module:
- Research in Practice
Optional Modules:
- Advances in Modern Lens Based Media
- Applied Computational Intelligence
- Human Factors in Systems Design
- Immersive Technologies
- Modern Programming Techniques
- Transmedia Practice
Program Tuition Fee
Career Opportunities
Graduates of this course are well equipped to enter a wide range of contemporary careers, including computational intelligence, virtual environments, holographic imagery, web content development, the entertainment and games industries, and careers in teaching and creative technology development. By crossing traditional discipline boundaries and developing new modes of collaboration and cooperation, our graduates are well placed to face the challenges presented by the rapidly evolving technological environment.
Graduates from the programme have secured employment in a range of different sectors and companies, including Jaguar Land Rover, the BBC, ITV, Pure Radio, Pinewood, the Los Angeles Herald and Apple. Some graduates choose to set up their own businesses in the creative technologies sector, in areas such as web design, audio programming, photography and video editing, film-making, new media and music composition and production. A number of our graduates have also secured doctoral scholarships around the world to further their specialist interests in areas such as augmented reality, mimetic digital games, digital art, mixed-reality technologies for second language learning, Web Collider and amplified reality.
Program delivery
Teaching will be delivered through lectures, seminars, practical classes, workshops and tutorials. Where appropriate, visiting speakers will be invited. Some modules include e-learning through blogs, Wikis and online discussion.