BSc (Hons) Creative Computing

5.0
2 reviews
  • My University experience so far at Goldsmiths (London) has been absolutely amazing. Goldsmiths University ihas a great learning atmosphere. There is a wide variety of people and this creates a well rounded environment. What I like the most is that pinions are both challenged and accepted. Everyone within the University is welcoming and offers a lot of assistance if you need it. I would highly recommend the course I am taking and would like to continue learning at this centre in the near future. Thank you Goldsmiths!
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  • course programme
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Course

In London

Price on request

Description

  • Type

    Course

  • Location

    London

  • Duration

    3 Years

  • Start date

    Different dates available

This degree will prepare you to take an active role in the creation of computational systems in arts, music, film, digital media, and other areas of the software industry that require creative individuals.

Facilities

Location

Start date

London
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New Cross, SE14 6NW

Start date

Different dates availableEnrolment now open

About this course

We accept the following qualifications: A-level: BBBBTEC: DDMInternational Baccalaureate: 33 points overall with Three HL subjects at 655 Access: Pass with 45 Level 3 credits including 30 Distinctions and a number of merits/passes in subject-specific modulesScottish qualifications: BBBBC (Higher) or BBC (Advanced Higher)European Baccalaureate: 75%Irish Leaving Certificate: H2 H2 H2 H2 We also accept a wide range of international qualifications.

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Reviews

5.0
  • My University experience so far at Goldsmiths (London) has been absolutely amazing. Goldsmiths University ihas a great learning atmosphere. There is a wide variety of people and this creates a well rounded environment. What I like the most is that pinions are both challenged and accepted. Everyone within the University is welcoming and offers a lot of assistance if you need it. I would highly recommend the course I am taking and would like to continue learning at this centre in the near future. Thank you Goldsmiths!
    |
  • course programme
    |
100%
4.6
excellent

Course rating

Recommended

Centre rating

James Bolton

5.0
21/02/2017
What I would highlight: My University experience so far at Goldsmiths (London) has been absolutely amazing. Goldsmiths University ihas a great learning atmosphere. There is a wide variety of people and this creates a well rounded environment. What I like the most is that pinions are both challenged and accepted. Everyone within the University is welcoming and offers a lot of assistance if you need it. I would highly recommend the course I am taking and would like to continue learning at this centre in the near future. Thank you Goldsmiths!
What could be improved: Nothing.
Would you recommend this course?: Yes

Maeva Moinet

5.0
01/09/2016
What I would highlight: course programme
What could be improved: teaching stucture
Would you recommend this course?: Yes
*All reviews collected by Emagister & iAgora have been verified

Subjects

  • Programming
  • Technology
  • Project
  • Web
  • Image
  • Graphics
  • Sound
  • Design
  • Teaching
  • Signal processing
  • Multimedia
  • Internet
  • Javascript
  • Javascript training
  • Credit
  • Computing
  • IT
  • Systems
  • Industry
  • Media
  • Music
  • Computational

Course programme

What you'll study Overview This degree is designed to prepare you for a career as a technology-led creative in the media industries. It will nurture your development not just as a technical expert, but also as a creative thinker, allowing you to learn and explore through a combination of technology and imagination. It will prepare you for a career in computation for media, games and related areas by giving you both the technical understanding and the creative freedom to develop your ideas. You'll study core elements of computing, including programming for audio and visual media, using a variety of programming languages. Modules will offer you the opportunity for in-depth studies of audiovisual computation techniques and include elements of cognition and perception, history, and appreciation of contemporary media. You'll also complete practical projects with a view to developing a portfolio. Year 1 (credit level 4) Module title Credits. Introduction to Programming part 1 Introduction to Programming part 1 15 credits This course will introduce you to the fundamentals of programming and object orientation, including the following basic ideas of programming, including: variables, memory and assignment statements, control through conditional statements, loops, functions and procedures, objects and classes, instance variables and methods, arrays, user interaction interaction between objects, inheritance, and polymorphism. 15 credits. Numerical Maths Numerical Maths 15 credits This module introduces fundamental numerical tools to support computational and algorithmic inquiry, and to enable effective computational experimentation. You will: explain the need for different number systems. understand what a prime number is and perform arithmetic modulo prime bases. appropriately use combinations of trigonometric or special functions. represent abstract locations in vector coordinate systems, and derive and apply transformation matrices. 15 credits. Year One Creative Projects Year One Creative Projects 15 credits You’ll be introduced to creative practice, and work to develop practical software projects in creative computing using your creative and coding skills. Each project is uniquely specified to give you the fullest possible creative choice, and projects will be mentored by module leaders to ensure that they are at the appropriate level, and to provide you with specific programming and practical suggestions where required. All student projects must feature the creative use of digital media technologies through applied programming. In addition to allowing you to develop your skills in your chosen area of interest, this module will encourage you to make coherent judgments regarding the application of your computing skills as they develop and reinforce your technical knowledge through creative projects. 15 credits. Designing Digital Interactions Designing Digital Interactions 15 credits This module is an introduction to the basic concepts essential in the design and implementation of client-side web-based applications; it will cover a basic introduction to the Web, followed by more detailed lectures and labs on current best practice such as HTML5, CSS3 and Javascript. 15 credits. Graphics Graphics 15 credits In this module, you'll cover the technical fundamentals of computing techniques used in digital media with a particular focus on graphics. Amongst the things you'll study are manipulating images for creative contexts, image processing, application of 2D and 3D geometry for animation and interaction, creating simple physics simulations. You'll practice this knowledge through a series of practical and creative exercises that you'll undertake throughout the module. You'll carry these out using appropriate programming environment with graphics capabilities. 15 credits. Web Development Web Development 15 credits This module is an introduction to the basic concepts essential in the design and implementation of client-side web-based applications; it will cover a basic introduction to the Web, followed by more detailed lectures and labs on current best practice such as HTML5, CSS3 and Javascript. 15 credits. Generative Drawing Generative Drawing 15 credits This module will allow you to develop an intuitive understanding of the expressive power of computation and reinforce important mathematical and programming concepts through engaging and creative work. You will be introduced to a variety of generative techniques through analysing the work of other artists and studying code examples. Possible techniques you will use include phase modulation, uses of the sine function, additive synthesis, stochasticism, perlin noise, and extensive variation through parametrisation. 15 credits. Sound and Signal Sound and Signal 15 credits In this module you will learn the technical fundamentals of computing techniques used in digital media with a particular focus on sound and music computing. The topics you will cover include applying and manipulating digital audio media for interactive contexts, sound synthesis theory and fundamentals, basic signal analysis techniques, and rudimentary digital signal processing in an audio buffer. You'll practice this knowledge through a series of practical and creative exercises, undertaken throughout the module, and will undertake this using appropriate procedural environment with supported audio libraries. 15 credits. Year 2 (credit level 5) Module title Credits. Principles and Applications of Programming Principles and Applications of Programming 30 credits This module covers: Program development on a primary (Java) and secondary platform (Android). Fundamental data structures and algorithms. Computational complexity, run-time efficiency. OO design and implementation. General features of programming languages eg type, abstract data types, the memory model, virtual machines, scope. Libraries. Specific language features: primitive and reference types, class and instance variables, overloading, string manipulation, input and output streams, serialisation, internet connectivity, error handling, generics, threads, memory management. Advanced software techniques: concurrency, internet programming, GUI and event driven programming. Android application development. 30 credits. Data, Networks and the Web Data, Networks and the Web 30 credits In this module, you will focus on the technology underpinning modern web, internet and client-server applications. This includes relational database systems, mainly from a development perspective, emphasising issues related to data modelling and database implementation in SQL. 30 credits. Creative Projects Creative Projects 30 credits This module provides you with the opportunity to develop your own creative projects through a variety of means, by focussing on a particular approach, task, concept and platform. It will also take you through the entire production process, from user centred design, to proposal development and implementation. This will re-enforce abilities in project management, planning, critical awareness and design that you need to develop in order to create better software and creative projects... You will be working individually and/or in groups to conceive, develop and produce finished practical software projects in creative computing, making the fullest possible use of your creative and programming skills. Each project is uniquely specified to allow you the fullest possible creative choice. Projects are mentored by the module leader to ensure that they are at the appropriate level, and to provide you with specific programming and practical suggestions where required. All student projects must feature the creative use of digital media technologies through applied programming... In addition to allowing you to develop your skills in a chosen area of interest, this unit encourages you to make coherent judgments regarding the application of your computing skills as you develop and reinforce your technical knowledge through creative projects. 30 credits. Perception and Multimedia Computing Perception and Multimedia Computing 30 credits This module aims both to build on the skills and competences developed in the technical modules in the Creative Computing Programme at Level 4, as well as the critical and creative awareness fostered in the Introduction to Creative Practice module. Providing knowledge and skills to be used in exploratory fashion in the Creative Projects, this module will also allow you to develop your own creative practice in general. It will provide you with a detailed appreciation of human visual and audio perception, allowing you to explain the limitations of your own sensory gamut, and to be able to exploit similarities and differences between observers perceptual systems. You will learn the fundamentals of signal processing and systems, including a programming language suited to the signal processing domain, and how they are applied in typical multimedia applications; andwill then be shown how to combine these signal processing techniques with an understanding of perception to produce multimedia information retrieval systems.. Topics include: Visual perception: cones, rods and the eye; optical illusions; colour vision; colour spaces and. profiles; motion perception and Gestalt psychology.. Animation: approaches to animation; perception in video and film; making animations; visualisation.. Sound, hearing and music: sound and the ear; frequency, pitch and harmony; melody; rhythm;. digital audio formats and compression.. Signals: the nature of signals; special signals; audio signals and sampling; frequency, amplitudend phase; the Fourier representation.. Systems: linearity and time-invariance; impulse responses and convolution; spectral analysis;. convolution by spectrum multiplication.. Audio and image filtering: EQ; filter design; subtractive synthesis; echo and reverberation; resampling; image representation; two-dimensional convolution and image effects.. Multimedia information retrieval: retrieval, fingerprinting. 30 credits. Optional placement year Our degrees include an optional industrial placement year between the second and final year of study. You will be responsible for securing a placement, but we can support you through this process. Although we encourage you to take the opportunity of a placement year, you can also complete your degree in a straight three years. Final year (credit level 6) Study at Level 6 consists of option modules to the value of 60 credits. In addition to a final year project worth 60 credits, you can choose options from an annually approved list including: Module title Credits. Game AI Programming Game AI Programming 15 credits 15 credits. Pervasive Gaming and Immersive Theatre Pervasive Gaming and Immersive Theatre 15 credits Pervasive gaming and immersive theatre are two related fields that have enjoyed significant interest and growth over recent years. This module provides students with an opportunity to create embodied experiences, ranging from pervasive games, to escape rooms and theatrical installations. As well as consolidating skills learnt in other modules, students are taught a range of technical and soft skills necessary for producing large interdisciplinary projects. 15 credits. Interaction Design Interaction Design 15 credits This module provides you with advanced skills in designing interactive systems and an in-depth understanding of emerging practico-theoretical developments in interaction design. The module is delivered as a series of workshops, lectures and seminars where you're introduced to a range of key technical skills for making interactive platforms, and develop an understanding of the role of prototyping though the embedding of technical work in the pursuit of a series of design briefs. You'll be able to then use these technologies in your projects, and develop an understanding of the roles of software and hardware development. 15 credits. Advanced Audio-visual Processing Advanced Audio-visual Processing 15 credits This course extends the principles of creative engineering for use in arts, games, and more general interaction scenarios so that students can develop their own projects through the use of computational approaches to audiovisual processing. The lessons will be taught using Javascript or C++. It is recommended that students have some experience with using Processing and some background in digital audio and/or digital image manipulation before taking this course. We will spend the first few sessions exploring Digital Audio Signal Processing. This will cover synthesis, sequencing, filtering, sample loading and playback, panning and rudimentary analysis. Following this we’ll be looking at audiovisual interaction using video and 3D graphics. 15 credits. Machine Learning Machine Learning 15 credits This course provides a broad introduction to machine learning and statistical pattern recognition. The very general topics will include supervised learning (generative/discriminative learning, parametric/non-parametric learning), unsupervised learning (clustering, dimensionality reduction), and learning theory (bias/variance tradeoffs). The course will also discuss recent applications of machine learning (e.g., in computer vision, or other applications relevant to the research orientation of the department of computing). Tutor: Dr Mihalis Nicolaou 15 credits. Physical Computing Physical Computing 15 credits Physical Computing is of increasing interest to artists, musicians, choreographers and other creative practitioners for the creation of novel artworks and also for forms of computational interaction between these objects and people. There are many other applications of Physical Computing, for example in museums, ubiquitous and embedded computing, robotics, engineering control systems and Human Computer Interaction. A physical environment may be sonic, tangible, tactile, visually dynamic, olfactory or any combination of these. In this module, you will learn how the environment, which is essentially continuous, can be monitored by analogue electrical and mechanical sensors. Computers, however, are digital machines programmed by software. One element which you will focus on, therefore, is the interface between the digital and the analogue. This study will encompass basic physics, electronics, programming and software engineering. The practical objective of this module is the development of the skills you will need for designing and building interactive physical devices. 15 credits. Teaching style This programme is taught through a mixture of lectures, tutorials, workshops and laboratory sessions. You’ll also be expected to undertake a significant amount of independent study. This includes carrying out required and additional reading, preparing topics for discussion, and producing essays or project work. The following information gives an indication of the typical proportions of learning and teaching for each year of this programme*: Year 1 - 31% scheduled learning, 69% independent learning. Year 2 - 24% scheduled learning, 76% independent learning. Year 3 - 14% scheduled learning, 86% independent learning. How you’ll be assessed You’ll be assessed by a variety of methods, depending on your module choices. These include coursework, examinations, group work and projects. If you opt for an industrial placement year, your placement tutor will assess your work. If you complete the placement year successfully, you earn the endorsement 'with work experience' on your degree certificate. The following information gives an indication of how you can typically expect to be assessed on each year of this programme*: Year 1 - 70% coursework, 30% written exam. Year 2 - 50% coursework, 50% written exam. Year 3 - 84% coursework, 16% written exam. *Please note that these are averages are based on enrolments for 2016/17. Each student’s time in teaching, learning and assessment activities will differ based on individual module choices. Credits and levels of learning An undergraduate honours degree is made up of 360 credits – 120 at Level 4, 120 at Level 5 and 120 at Level 6. If you are a full-time student, you will usually take Level 4 modules in the first year, Level 5 in the second, and Level 6 modules in your final year. A standard module is worth 30 credits. Some programmes also contain 15-credit half modules or can be made up of higher-value parts, such as a dissertation or a Major Project. Download the programme specification , for the 2018-19 intake. If you would like an earlier version of the programme specification, please contact the Quality Office. Please note that due to staff research commitments not all of these modules may be available every year.

BSc (Hons) Creative Computing

Price on request