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You are here Postgraduate Structure > Semester 2

Semester 2 - 30 credits

In semester 2, all modules are 5 credits. Choose 6 from the 7 elective modules offered. (6 * 5 ECTS = 30 ECTS)
  1. Electroacoustic Composition 2 (5 ECTS)
  2. Sonic Practice (5 ECTS)
  3. Visual Music 2 (5 ECTS)
  4. Programming Interactive Systems (5 ECTS)
  5. Audio Production Techniques (5 ECTS)
  6. Spatial Audio (5 ECTS)
  7. Introduction to XR: Applications and Technologies (5 ECTS)

Click title links of modules below for more information on each module description.


Electroacoustic Composition 2

Enda Bates

Module summary: In this second module. students are introduced to more complex topics relating to electroacoustic composition such as live electronics, augmented instruments, vocal processing and synthesis, spatial music, and the use of notation in electronic music. In this module, students are given more freedom to focus on their own particular musical interests and are encouraged to develop their own distinctive voice as a composer and performer. There are no restrictions in terms of the hardware or software that may be used, however, the use of live electronics is a particular focus in the first few weeks of the semester. Class discussions and student presentations are an important part of this module, and serve to develop each student’s ability to present, discuss, analyse and assess their own music, as well as the music of other composers.
Here's a video of some excerpts from our live electronics workshop from the electroacoustic composition 2 module. For this workshop, each student had to prepare and notate an etude for live electronics of some kind, which was then performed by one of their classmates. (5 credits)

Module Description: For detailed description of the module content view Electroacoustic Composition 2 module description


Sonic Practice

Ann Cleare

Module summary: ‘Sonic Practice’ is a module for those interested in sonic innovation and expression within a wide range of creative mediums. From live performance to participatory practices, installation art to sonic sculptures, naturalistic soundscapes of film and tv series, Creatives of recent times have been increasingly exploring sound as a cultural, environmental, political, and corporeal phenomenon. How can we develop a practice rooted in sound with this expansive lens?

Module Description: For detailed description of the module content view Sonic Practice module description


Visual Music 2

Maura McDonnell

Module summary: The visual music 2 module is an arts practice research module that facilitates both the creation of visual music art works for installation, concert or other related settings and an arts practice investigation research approach. The aesthetic visual music field will be examined, and students will be encouraged to explore the aesthetic field in more detail to inform their own knowledge and practice. The module fits well with a progression from the visual music 1 module, but students can start with this module if they have already got image, music and video editing skills and would like to have the opportunity to develop arts practice with a visual music approach. The software that will be used to create the assignment work is adobe after effects. However, students are encouraged to work with other software also and to extend their technical practice and to include other technologies and techniques. (5 credits)

Module Description: For detailed description of the module content view Visual Music 2 module description


Programming Interactive Systems

Hugh O'Dwyer

Module summary: Programming Digital Systems is a one-semester course taken by M.Phil. students. It covers intermediate to expert-level interactive multimedia programming topics, building on the Creative Coding module. Contemporary sensor devices such as Microsoft Kinect and Leap Motion are demonstrated with the use of the Processing coding language. Fundamental theories of digital systems and signal processing theory are introduced, but the focus is on practical application; the Arduino micro-controller platform is used for the rapid prototyping of ideas using physical computing components, sensors and simple electronic circuits. The course is intended to enable students to develop systems with rich interaction possibilities that realise their artistic intention through advanced programming techniques, electronic design and suitable signal processing. (5 credits)

Module Description: For detailed description of the module content view Programming Interactive Systems module description


Audio Production Techniques

Jimmy Eadie

Module summary: The aim of this module is to provide students a better understanding of the technological processes involved in audio production and other related creative disciplines. The curriculum will cover notable practitioners as well as key technological developments in audio production and sound design. A hands-on approach will be used to teach audio engineering and production techniques, as well as the construction of VST instruments and sample libraries for music production and sound design. Overall, the module is designed to motivate producers, composers, sound designers and sound artists to precisely define methods and approaches for specific applications and settings while also encouraging innovation and aesthetic originality in the area. (5 credits)

Module Description: For detailed description of the module content view Audio Production Techniques module description


Spatial Audio

Enda Bates

Module summary: This module is intended for those interested in using spatial audio techniques in a variety of different contexts, including but not limited to; spatial music composition, cinema surround sound, virtual reality and 360 media, multimedia performance and interactive installations, audio production and recording, surround sound for gaming and mobile devices, sonification, auditory interfaces, and psychoacoustics. Students will need some prior knowledge of the fundamentals of DAW-based audio production, such as that presented in the Electroacoustic Composition 1 module in the first semester of the MMT programme, for example. This course is intended to enable future audio engineers, composers, researchers and sound-designers to clearly determine the optimal spatialization schemes and techniques for a given application and environment, as well as motivating further innovation and artistic creativity in the field. Students are presented with a wide variety of spatial content, both in class and also in additional listening sessions/concerts of contemporary and historical works of spatial electroacoustic music. The history of spatial audio is discussed, in terms of mainstream cinema and film, popular music releases on DVD, and a wide variety of contemporary/ electroacoustic music and composers. Students are encouraged to critically assess the strengths and weaknesses of different techniques to enable their effective and creative use of spatial audio, in different contexts. (5 credits)

Module Description: For detailed description of the module content view Spatial Audio module description


Introduction To XR: Applications and Technologies

Fionnuala Conway

Module summary: Extended reality (XR) is an umbrella term used to describe the different technologies that create a virtual experience or merge the virtual and physical worlds to varying degrees. Commonly discussed under the ‘XR umbrella’ are terms such as virtual reality (VR), augmented reality (AR), and Mixed Reality (MR). This module introduces learners to applications in VR, AR and MR for interactive art and music experiences, gaming, health and training and encourages learners to develop projects with these areas in mind. Through the Unity software, the module introduces the aesthetic and technological skills required to create and produce interactive environments that can be experienced as Virtual Reality and Augmented Reality applications, with a focus on thinking creatively about experiences for the user. This practice-based module requires the learner to produce 2 applications: 1 interactive environment (can be a VR application) and 1 Augmented Reality experience. At the end of the module, learners should be proficient in the Unity software and associated VR hardware such as the Oculus Quest. (5 credits)

Module Description: For detailed description of the module content view Introduction To XR: Applications and Technologies module description