MFA in Computational Arts

Course

In London

Price on request

Description

  • Type

    Course

  • Location

    London

  • Duration

    2 Years

  • Start date

    Different dates available

Study a degree which develops your arts practice through the expressive world of creative computation. The Masters provides you with the historical foundations, frameworks and critical skills to produce a series of projects for public exhibition.

Facilities

Location

Start date

London
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New Cross, SE14 6NW

Start date

Different dates availableEnrolment now open

About this course

You should have (or expect to be awarded) an undergraduate degree of at least upper second class standard in a relevant/related subject. You might also be considered for some programmes if you aren’t a graduate or your degree is in an unrelated field, but have relevant experience and can show that you have the ability to work at postgraduate level. Do I need to know how to program in order to join this course? Having a creative/art background is what we require and not necessarily a technical one. We want to work with people that have some arts practice

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Subjects

  • Exhibition
  • Staff
  • Computing
  • IT
  • Signal processing
  • Animation
  • Algorithms
  • Design
  • Mechanics
  • Sound
  • 3d training
  • Graphics
  • Art
  • 3D
  • Image
  • Project
  • Technology
  • Engineering
  • Programming
  • Music
  • Aesthetics
  • Play
  • Computational

Course programme

What you'll study Year 1 Year 1 shares the same core learning as our MA in Computational Arts programme: The follwing are core modules: Core modules Module title Credits. Computational Arts-based Research and Theory Computational Arts-based Research and Theory 30 credits This module brings attention to the relations of computational arts practices. How do artists working with computation undertake research projects? How might computational art develop new theories of computation? What might computational art approaches (scraping, visualising, mapping, sonifying, mining etc.) bring to theoretical practices? In this module, we consider theory at the intersection of computation and art; and we critique and generate material-discourses of computational art theory. Together we will explore the socio-material implications of computational arts practices, through examples and experiments, to generate alternative theories of computation. 30 credits. Workshops in Creative Coding 1 Workshops in Creative Coding 1 15 credits The course will introduce you to a range of techniques and practices for creating interactive audiovisual software using generative techniques. This will include computational and process-based thinking, perspectives on audio and visual perception, algorithms for creating graphics and sound, advanced topics in computational media and project development. Every week a theme from art is introduced and then replicated and examined using code. Objectives Provide the student with a fundamental understanding of code and modern computer literacy.. Introduce and apply programming concepts and techniques using openFrameworks/C++.. Approach programming from an artistic perspective.. Allow for the emergence of open dialogue regarding the content being instructed.. Invoke the student's interests to apply what they have learned outside of class.. On successful completion you will be able to : Program interactive installations. Develop algorithms for generating images and sound. Reason about the aesthetics of computer art pieces. Sample Syllabus : Introduction to art, tech, free software. Introduction to openFrameworks. Animation and intro to generative art. Repeat, repeat, repeat: loops and arrays. Number generators. Images & video. Algorithmic thiking. Sound with maximilian. Revision and guest artist. ----- project work -----. 15 credits. Workshops in Creative Coding 2 Workshops in Creative Coding 2 15 credits This module builds on Workshops in Creative Coding 1 by assuming that students have mastered the basics of C++ in introduces them to topics in computational arts such as: computer vision, machine learning / AI, networking, genetic algorithms, 3D graphics, emergence of complexity and more. Sample Syllabus: Emergence and object oriented programming. Computer vision A (part 1). Computer vision B (part 2). Networked art with OSC messages. Machine learning / AI. Sound with maximilian (part 2). Projection mapping. Genetic algorithms and other advanced generative techniques. 3D graphics. ----- project work -----. Other topics include: Data visualization. Physics engines. Mobile. Shaders / GLSL. Augmented reality. DMX. Delaunay / voronoi. Art with typography. Swarm intelligence. Using 3rd party APIs. 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. Final Project in Computational Arts Final Project in Computational Arts 60 credits Students produce an independent research-led practice project in an area of their choosing. They will apply the skills learnt on their MA to a single, coherent body or work. Students will work independently on an area of their choosing under the guidance of a supervisor chosen from the academic staff of the department. Their final peiece goes on display in the degree show exhibition in early September. 60 credits. You may then pick modules of your own choice from the indicative list of optional modules below: Module title Credits. Programming for Artists and Designers Programming for Artists and Designers 15 credits TBC 15 credits. Computational Form and Process Computational Form and Process 15 credits TBC 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. Physical Computing: Using Microcontrollers with Fabrication Techniques Physical Computing: Using Microcontrollers with Fabrication Techniques 30 credits TBC 30 credits. Data and Machine Learning for Artistic Practice Data and Machine Learning for Artistic Practice 15 credits This module will expose students to state-of-the-art techniques, tools, and open questions related to creative uses of data, signal processing, and machine learning. The emphasis will be on developing hands-on skills using these techniques in creative projects, and on exploring the creative potential of these techniques... Specifically, students will learn about topics including: Representations and feature engineering for sensor data, audio data, image and video data, social media data, etc.. Signal processing techniques for working effectively with this data (e.g., perceptual audio and video features, smoothing filters,. onset detection). Communication protocols for working with real-time data (e.g., OpenSoundControl, Web Sockets, serial). Applications of classification to creative and interactive contexts: e.g., human pose recognition, activity recognition, semantic. audio analysis. Applications of regression to creative and interactive contexts: e.g., creating continuous gestural controllers and multimodal. mappings (such as music visualisations, gesturally-controlled instruments). Applications of temporal modeling to creative and interactive contexts: e.g., gesture recognition, temporal analysis of music or. video. Current topics in signal processing and machine learning in music, art, and other creative industries (e.g., Google's "Deep. Dream," chat bots, image style transfer). Tools for working with data, signal processing, and machine learning in creative projects, including tools for real-time data. analysis. Reasoning about fundamental questions in machine learning and data mining, including e.g., how can an algorithm learn from. data? What feature representations should we use for a given problem? How do we know whether one algorithm is better than. another?. 15 credits. Approaches to Play: Mechanics Dynamic, Aesthetics Approaches to Play: Mechanics Dynamic, Aesthetics 30 credits This module gives an understanding of how game design mechanics, dynamics and aesthetics function within playable experiences. By exploring how play fits into the larger field of possible gameful designs, students will gain conceptual fluency of concepts emerging in this evolving discipline. Using a playcentric approach to design, students will get hands-on experience creating and iterating experiences with players. Using basic microcontrollers which emulate keyboard controls, students will fabricate basic interfaces for interactivity. This module explores tactics for interweaving mechanics into interactions, aesthetics into design choices and dynamics into successful HCI strategies. 30 credits. 3D Virtual Environments and Animation 3D Virtual Environments and Animation 15 credits This module is designed to offer advanced material for students who want to specialise in the area of applications in 3D environments and animation. It is geared towards research-led teaching, which would expose students to the most state-of-the-art 3D VR applications. 15 credits. Special Topics in Programming for Performance and Installation Special Topics in Programming for Performance and Installation 15 credits TBC 15 credits. Please note that the availability of optional modules depends on student demand and staff availability. In year 2 you will study the following: Year 2 modules Module title Credits. Computational Arts Critical Studies Computational Arts Critical Studies 60 credits In this course students form small groups and they discuss with the lecturers topics both from a critical/political perspective as well as technology. The lecturers and guest visitors are experiences technical practitioners who also help students as they work through their final project. 60 credits. Studio Practice - Computational Arts Studio Practice - Computational Arts 120 credits Then the major part of the second year will be taken up with producing a project that will be part of the MFA final show. Again, the assessment criteria will include how well you exhibit your learning of at least one of the outcomes. This is where the MFA students produce their finest work which goes on display in the September degree show exhibition. 120 credits. In year two, you will also be encouraged to audit other classes offered by the department that fit your research interests and further develop your technical skills. Subject to agreement from the respective tutor, you can also audit other classes across Goldsmiths as well as classes across most Universities that form the University of London. Subject to availability you will also have access to all the technical facilities in the department in order to further develop your practice. 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. 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.

MFA in Computational Arts

Price on request