Semester 2 - 30 credits
- Psychoacoustics 2
- Research Methods & Innovation
- Electroacoustic Composition 2
- Contemporary Composition Theory & Practice 2
- Visual Music 2
- Programming Interactive Systems
- Audio Production Techniques
- Spatial Audio
- Introduction to XR Technologies
- Motion Picture Engineering
On successful completion of this module, students should be able to discuss issues relating to auditory perception and music cognition. The aim of this course is to address the further phenomena of auditory perception, auditory scene analysis, and embodied music cognition. Topics addressed include conceptual integration, cross modal integration, spatial hearing, recording formats and spatial perception, room acoustics, gestalt theory, auditory scene analysis, and embodied cognition. (5 credits)
On successful completion of this module, students should be able to undertake an organized research project and present their results appropriately. They should also have an awareness of project funding strategies and organization. The aim of this course is to provide students with some insight as to what is involved in research studies, and how to effectively communicate research findings. Effective operation as project organizers will also be addressed. Topics addressed include scheduling research activities, writing research proposals, making effective presentations, and thesis writing. Project funding and economic organization. (5 credits)
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)
This module is intended for those wishing to concentrate on composition for traditional instruments, and their potential combination with electronics. The module examines in detail advanced techniques in instrumental composition, and composition that combines traditional and newer media. Emphasis is placed on critically analysing harmonic, timbral, rhythmic and notational techniques current today, so as to enable the student to write critically informed original music of a high standard. In order to take this elective module, some amount of formal music training is required. (5 credits)
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)
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)
The aim of this course is to introduce students to essential technical processes involved in audio production and its related areas of practice such as, ensemble recording, sound design for radio, film, theatre, live sound production and location recording. The objective of the module is to apply theoretical knowledge in practical contexts so as to expand the ability and analytical skills of the student. The syllabus will deal with creative strategies of production while also training students to listen critically to programme material. (5 credits)
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)
This module introduces XR (eXtended realities) applications and technologies through the Unity software, VR hardware and other established locative media softwares. A focus of the module is to develop the aesthetic and technological skills required for the production of Virtual reality, Augmented Reality and Mixed Reality, from content-creation to the planning user experience and the production of interactive environments. The module will provide an overview of applications of XR in areas such as gaming, health and training and encourage learners to develop with these areas in mind. At the end of the module, learners should be proficient in the Unity software and associated VR hardware such as the Oculus Quest.
Television has revolutionised communications in the 20th century and Digital Video as a medium has completely changed that landscape. Research and development in this area has inspired new industries in digital media creation, online video streaming and video media sharing. Industrial Light and Magic, The Foundry, YouTube, Netflix, Vimeo, Skype, Sky Digital are just a few of the well known large companies that now successfully operate in this space. This module prepares the student for a career in digital video engineering by concentrating on the advanced technologies that enable online video streaming and video analysis for cinema post-production. This means both work in statistical video processing and video coding. Statistical Signal Processing facilitates the formulation of advanced frameworks to solve common tasks in video processing such as segmentation and motion estimation. The module will also revisit topics in video compression first encountered in 4C8 and will investigate modern compression standards such as H.264, VP8 and VP9 with guest lectures from industry experts in YouTube and Google. The module also aims to develop practical skills in research, plugin development and testing that are common practice in companies developing tools for digital media. Students will be required to independently investigate leading research papers in the field and develop video processing plugins for Nuke (www.thefoundry.co.uk), a leading video-processing platform in the Cinema Post-Production industry.
A strong Engineering background is required to take this module. (10 credits)