Semester three of the MMDA continues the ‘anti-disciplinary’ aspects of the programme, with students realising a major piece of work. Theoretical cultural frameworks are also readdressed. Semester three also acts as the exit point for a postgraduate diploma. Semester two consists of two modules:
This module offers students an opportunity to create and reflect on work which builds on learning from the applied media practice, applied physical computing and blended practice modules to realise the piece of work envisaged in the Blended Practice scoping document. Using the theory, practice, and methodologies
gleaned in the blended practice elements, students will be encouraged to experiment at the intersections of media, art, design and technology in a practical, hands-on environment. The Project work is largely a self-learning process and students are expected to use the knowledge they have gained during their attendance at lectures, and laboratory sessions. The supervisor is expected to provide support and advice for the student during the allocated time. The main role of the supervisor is to “guide” the work and students are strongly advised to use project meetings in an effective manner by outlining problems, presenting results and preparing questions.
Advanced Media Practice: Developing further on work completed in the Applied Media Practice, skills-based workshops
Advanced Physical Computing: Workshops that build on previous semester’s work will involve development of necessary hardware/firmware or software and if necessary circuit design and development. Incremental unit testing and final testing. Development and use of a testing plan, bill of materials generation and component ordering (if necessary), implementation of the designed prototype, understanding of operation, testing , collection and discussion of results
Project Organisation: Project management, production methodolgies, development and testing. Reflection on project purpose, scope and objectives. Project Planning: Project organisation, work breakdown structure, costing, implementation and review. Online Support material and upload facilities on Moodle comprising : – Student Advisory Note – Project Procedure – Responsibilities and Roles – Marking Guidelines – Student Diary Pro (Electronic Diary)
Review and Critique: Supervisor and Peer review and critique. Interim Presentations mainly consisting of a description of what has been completed so
far and what will be completed next. Final Presentation at end of Semester or when agreed with supervisor, consisting of a detailed project description, Q&A session and demonstration.
Critical and Cultural Contexts 2
This module provides further opportunities for learners to engage in dialogue with debates at the forefront of critical perspectives on our digital environments. Themes in this module develop on those introduced in the first semester, broadening and deepening participants’ understanding of the complexity of the shifts
occurring in terms of our bodies, our culture, our politics and the possibilities for alternative narratives and narrative forms.
‘Does technology drive history?’: Technological determinism and cultural materialism; key perspectives on the relationship between technology and society; the technological sublime and techno-utopianism in contemporary culture
‘Lively Machines’: Machine Learning and Algorithmic Intelligence; Machine Vision and ‘sightless perception’; frictionless automation and its
Future Storytelling: Emerging narrative platforms and storytelling techniques such as Big Data, procedural, locative/AR and VR.
The Smart City: Efficiency, transparency and citizen engagement in the future city; key themes and perspectives; alternative narratives of ‘the
playable city’; rethinking urban spaces.
Critical Posthumanism: Drawing the boundaries in the Posthuman era; emerging philosophical theories of flat ontologies, OOO/Speculative Realism;
Ecological Philosophy in literature and film.
Theory is Practice: The lecturer supervised learning element of this module will consist of seminar style classes where students will be led to and/or through various contemporary examples of creative practice which engage with the ideas covered in the lecture. Examples here include the work of Eyebeam, Graffiti Research Lab, The Free Art and Technology Lab, Recyclism, the Dublin Art and Technology Association as well as contemporary exhibitions, screenings and events. Narratives and games such as Sunspring, No Man’s Sky, Spore, and Elite Dangerous.