Overview
In our world of rapidly developing technologies, the workforce of the future needs a hybrid range of contemporary skills necessary for digital technology innovation.
On this course you will learn to utilise and combine technologies in creative ways, gain higher-level digital, technical and interpersonal skills, analytical and problem-solving skills, and become a critical thinker and creative developer.
The course is suitable for students from a varied backgrounds, attracting recent graduates wishing to increase their employability within the creative technology and digital cultural industries, mature students who wish to expand their interdisciplinary portfolio, and company-sponsored professionals working in creative technology industries.
Whether your specialism lies in technology but you are interested in exploring the creative dimensions, or you are an artist or designer working with technologies or programming skills, this course will give you the grounding in contemporary creative technologies.
Our multi-disciplinary approach to teaching, learning and research brings together eScience, digital arts and design and humanities to cross traditional disciplines and boundaries, encouraging innovation and developing new modes of collaboration.
Students on this course can choose to explore modules including 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.
Key features
- Develop your own area of specialism at the convergence of technology and creative practice, working across and beyond disciplines and boundaries.
- Be encouraged to develop innovative and experimental practice in a supportive collaborative environment.
- Work on live research projects within the Institute of Creative Technologies, including the Creative AI Research Group and Digital Arts Performance Practice – emerging research (DAPPer).
- Access resources and expertise from both the Faculty of Computing, Engineering and Media and the Faculty of Arts, Design and Humanities, including labs, studios and workshop spaces.
- Equip yourself with a range of expertise from across disciplines to face challenges presented by the rapidly evolving technological environment and the needs of contemporary creative technologies’ employers.
Reasons to study Creative Technologies at De Montfort University:
- Develop your own area of specialism at the convergence of technology and creative practice, working across and beyond disciplines and boundaries.
- Be encouraged to develop innovative and experimental practice in a supportive collaborative environment.
- Opportunity to work on live research projects within the Institute of Technology, including the Creative AI Research Group, Imaging and Displays Research Group, Immersive Realities Research Group and DAPPer (Digital Arts Performance Practice – emerging research).
- Access to resources and expertise from both the Faculty of Computing, Engineering and Media and the Faculty of Arts, Design and Humanities, including labs, studios and workshop spaces.
- As a graduate from the Creative Technologies MA/MSc you will be uniquely equipped for our future world, having developed a range of expertise from across discipline areas, making you well-placed to face the challenges presented by the rapidly evolving technological environment and the needs of contemporary creative technologies’ employers. Graduates have gone on to work for companies including Sky, Jaguar LandRover, Abbey Road, BBC and ITV, as well as pursuing freelance careers or continuing onto PhD study.
Structure and assessment
Course modules
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.
Facilities and features
Institute of Creative Technologies
The Institute of Creative Technologies is a university-wide research institute that concerns itself with the practice, theory and history of creative technologies. All its projects are either interdisciplinary (applying the methods from one discipline to another), multidisciplinary (teams from various disciplines combining to investigate a research question) or transdisciplinary (across and beyond all disciplines).
The programme offers student access to facilities across the University, including the IOCT Laboratory (a large flexible space with a vast array of technologies, as well as a social area), Artificial Intelligence Laboratories, Motion Capture Studio, Usability Laboratory, Immersive Realities Lab and Holography Lab. The Institute also regularly exhibits work and run seminars and other events in Leicester’s Phoenix Square, a digital media centre.
Learning zones
Our Learning Zones and the The Greenhouse also provide space for group or individual work and study.
There are 1,600 study places across all library locations, more than 700 computer stations, laptops to borrow, free wi-fi and desktop power outlets.
You can also book rooms with plasma screens, laptops and DVD facilities for group work and presentations, secure an individual study room with adjustable lighting or make use of our assistive technology.
Library services
The main Kimberlin Library is open 24 hours a day, 365 days a year (other than in exceptional circumstances) and offers a huge range of online resources, all of which can be remotely accessed from anywhere you choose.
The library is run by dedicated staff who offer additional support to students, including help with academic writing, research strategies, literature searching and reference management and assistive technology, and mathematical skills for non-maths students. There is also a Just Ask service for help and advice, available via email or telephone.
Opportunities and careers
#DMUglobal
This is our innovative international experience programme which aims to enrich your studies and expand your cultural horizons – helping you to become a global graduate, equipped to meet the needs of employers across the world.
Through #DMUglobal, we offer a wide range of opportunities including on-campus and UK activities, overseas study, internships, faculty-led field trips and volunteering, as well as Erasmus+ and international exchanges.
Graduate Careers
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.
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