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Sound and music computing

SMC education programme

Programme

Overview

The Master of Science (MSc) in Engineering (Sound and Music Computing) is a 2-year, research-based, full-time study programme, set to 120 ECTS credits. Its mission is to train the next generation of professionals to push forward the sound and music technologies of the new information society. By combining practical and theoretical approaches in topics such as computational modeling, audio engineering, perception, cognition, and interactive systems, the programme gives the scientific and technological background needed to start a research or professional career. This program trains students on the technologies for the analysis, description, synthesis, transformation and production of sound and music, and on the technologies and processes that support sound and music creation.

Organization

The programme is structured in modules and organized as a problem-based study. A module is a programme element or a group of programme elements, which aims to give students a set of professional skills within a fixed time frame specified in ECTS credits, and concluding with one or more examinations within specific exam periods. Examinations are defined in the curriculum. Each semester has an overall theme, which is reflected in the scope of the (mandatory) course modules and semester projects.

Content

1st SEMESTER, THEME: FOUNDATIONS OF SOUND AND MUSIC COMPUTING
PROJECT / COURSE ECTS CREDITS ASSESSMENT
Foundations of Sound and Music Computing 15 7 point scale
Sound Processing 5 7 point scale
Machine Learning in Media Technology 5 7 point scale
Music Perception and Cognition 5 7 point scale
 
2nd SEMESTER, THEME: MUSIC INFORMATION RESEARCH / SONIC INTERACTION RESEARCH
PROJECT / COURSE ECTS CREDITS ASSESSMENT
Choose one of the following project themes:
Music Information Research 15 7 point scale
Sonic Interaction Research 15 7 point scale
Mandatory courses:
Real-time Interaction and Performance 5 7 point scale
Sound and Music Signal Analysis 5 7 point scale
Choose one of the following electives:
Algorithms, Data Structures and Software Engineering for Media Technology 5 Pass / Fail
Modelling Physical Systems 5 Pass / Fail
Embodied Interaction 5 Pass / Fail
Human Sound Perception and Audio Engineering 5 Pass / Fail
 
3rd SEMESTER, THEME: SOUND AND MUSIC INNOVATION
PROJECT / COURSE ECTS CREDITS ASSESSMENT
Choose one of the following projects:
Project Oriented Work In A Company 30 Pass / Fail
Sound and Music Innovation 15 7 point scale
If Sound and Music Innovation is chosen the following courses are mandatory:
Research in Sound and Music Computing 5 7 point scale
Multimodal Perception and Cognition 5 Pass / Fail
Prototyping and Fabrication Techniques 5 Pass / Fail
 
4th SEMESTER, THEME: MASTER'S THESIS
PROJECT / COURSE ECTS CREDITS ASSESSMENT
Master's thesis 30 7 point scale
TOTAL 120  

Outcome

Among other things, the successful graduate of this Master’s programme:

  • has in-depth knowledge and understanding of issues within the areas of sound and music technology and design;
  • can understand and, on a scientific basis, reflect on the technical, organizational and market drivers in sound and music technology, as well as the interplay between technology, market and user issues.
  • can analyze sound and music computing’s knowledge, theory, methodologies and practice, and identify scientific issues.
  • can synthesize scientific methods, tools and general skills within the field of sound and music computing.
  • can evaluate and select among relevant scientific theories, methods, tools and general skills and, on a scientific basis, advance new analyzes and solutions within the subject areas.
  • can synthesize research-based knowledge and discuss professional and scientific problems with both peers and non-specialists.
  • can synthesize knowledge in scientific writing: articles, reports, documentation, etc.
  • can analyze and select among relevant theories, technologies and methods for development of sound and music technology solutions and services analyze different technologies for optimal selection.
  • can analyze the research potential or the market, ethical and regulatory framework for application of the technologies.
  • can apply acquired knowledge in research, innovation and entrepreneurship that can be used to explore and exploit the great potential of new media technologies with an engineering approach.
  • can synthesize acquired knowledge creatively and in innovative ways to identify and propose new opportunities and develop services/solutions, which can empower the users and assist them in solving their current and future tasks on a daily basis.
  • can synthesize project work and problem based learning in a global/multicultural environment.
  • can apply knowledge to independently initiate and implement discipline-specific and interdisciplinary cooperation and assume professional responsibility.
  • can synthesize knowledge and independently take responsibility for own professional development and specialization.
  • can apply acquired knowledge in mediating collaborations and exchange between development- and business-related functions in organizations.