Ravensbourne Prospectus 2018-19 Ravensbourne-Prospectus-2018-19 | Page 110

Visual Effects MA Wearable Futures MA This Creative Skillset accredited course produces qualified professionals who are well prepared to enter the VFX industry at creative or managerial level. Futures The need for both film and video content means that there is a growing need not just for VFX artists but also VFX producers, post-production coordinators and project managers that have a deep understanding of the whole workflow and creation of visual effects and post-production. The Course This course will teach you the whole process in the creation of VFX. This includes pre-production meetings, VFX acquisition, scheduling, budgeting and shoot supervision. These units also place VFX in the wider context of post-production and give an overview of the post-production workflow from brief to delivery, including tra nscoding, editing and deliverables. We give students access to all the necessary equipment, including cameras, the use of green screen studios with complete lighting rigs and the relevant software. Students will have the opportunity to visit a major post-production facility through our many industry partnerships. Entrants are likely to have previously studied arts, media, public relations, marketing, editing, post-production, motion graphics or 3D animation at undergraduate level. Duration: 1 year full-time, 2 years part-time 110 Unit 1: Technology Issues In the Technology Issues unit you will have the opportunity to prototype ideas and engage with industry standard processes, techniques and technology relevant to visual effects. Unit 2: Research Process The Research Process and Technology units will enable you to deepen your conceptual thinking and technical application through the development of your individual practice. Unit 3: Business and Innovation The business context of new technologies has transformed the relationships between traditional film, video and digital formats. Unit 4: Concept and Prototyping The Concept and Prototyping unit will develop your main concepts with reference to theoretical and business contexts. Unit 5: Major project This represents the culmination of students’ investigation and the final stage of the research strategy. This is a substantial piece of self-managed work that is underpinned by advanced practice-based methodologies and processes. Entry requirements: Page 142 How to apply: Page 146 This course is for designers who are interested in technologies that have the human body and its covering as their focus. Futures Wearable Futures graduates have the knowledge and skills needed to be innovative within different facets of the new and emerging wearable tech industry. The Course The main conceptual framework for the course will be provided by theories of digital craftsmanship, body-centric technologies and phenomenological readings and speculative philosophy. These will assist in helping you to prioritise the current trends and thought relating to fashion, and discussion around the body within data-informed spaces. An interdisciplinary field of study will include interaction and UX design and open source culture, design innovation and applied philosophy. You will be introduced to philosophical trends and these will tie in with your practice and help you to develop a critical view. You will engage with research methods such as participatory, user-study and user-centred design. We will help you to influence the decision makers so that wearable solutions will be accepted and meet the cultural and ethical expectations when designing for the human body and the garment-industry. Term starts: September 2018 Duration: 1 year full-time, 2 years part-time You will consider the cultural and social role inherent to fashion as a part of wearable futures. Students will focus their investigations on the key flashpoints of the body as an interface for what is a symbiotic, physical and digital exchange. Unit 1: Technology Issues You will have the opportunity to prototype ideas and engage with processes, techniques and technology relevant to visual effects. Unit 2: Business and Innovation The business context of new technologies has transformed the relationships between traditional film, video and digital formats. Unit 3: Research Process The Research Process and Technology units will enable you to deepen your conceptual thinking and technical application through the development of your individual practice. Unit 4: Concept and Prototyping Here, you will develop your main concepts with reference to theoretical and business contexts. Unit 5: Major Project This represents the culmination of students’ investigation and the final stage of the research strategy. This is a substantial piece of self-managed work that is underpinned by advanced practice-based methodologies and processes. Entry requirements: Page 142 How to apply: Page 146 Term starts: September 2018 111