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Media and Art Technology Programme

An interdisciplinary program which brings creative practitioners into engineering research to broaden its approach and results. Projects are regularly displayed to the public.

Media and Art Technology program
  • School/Institute/Department: School of Electronic Engineering and Computer Science, Media and Arts Technology
  • Subjects: Art, Engineering, Multi-disciplinary projects
  • Audience: Artists, Engineers, Cultural Institutions, General Public

The Media and Art Technology program at QMUL is a 4 year Ph.D. programme / one year Masters by Research that brings creative practitioners into engineering research in order to broaden its approach and results.

The work of MAT combines technical and creative skills to engage multiple disciplines in order to create collaborative research projects and public engagement activities that use digital design and creative art to apply and communicate research.

The course collaborates with a range of external creative partners to create links between higher education and the creative economy, sharing research, expertise and production with a range of high profile collaborators, as well as smaller local businesses and technology entrepreneurs.

Their strategic partners include: large companies (BBC, IBM, Orange, Sony and Procter & Gamble) health organisations (Royal Hospital of Neurodisability) and Tech City SMEs (Cinimod, Lean Mean Fighting Machine, Ustwo, Playgen, United Visual Artists, Hide&Seek, Troika), cultural institutions (Barbican, Science Museum and V&A), and governmental bodies (UKTI, TCIO, DSTL and London & Partners).

Many of these partners host students' Advanced Placement Project, provide data sets and technical resources, supervision and mentoring, and exposure to a wide range of markets and audiences.

Public Engagement Activities include:

Axis

A kinetic sculpture based on the irrational number Phi in mathematics, drawing connections between art and technology.

Displayed at the Digital Shoreditch Festival 2015

The Talking Quilt

New technologies were used to allow audiences to trigger playback of oral history interviews about an urban cityfarm through a collectively-made textiles quilt, bringing an ‘ordinary’ object to life.

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Lego Calendar

A wall mounted time planner made entirely of Lego. However, if you take a photo of it with a smartphone all of the events and timings will synchronise to an online, digital calendar.

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Good Gym

A project that uses game theory to bolster older people’s confidence in engaging with digital technologies through a meaningful integration into their lives.

Linked with running group Goodgym, who combine running with deeds such as visits to older people, the project links these two groups by developing digital interventions that the older ‘coaches’ can use to communicate with runners, provide encouragement and the runners can share their progress.

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The Distant Heart

The Distant Heart is a computational necklace, developed as a part of the research into rectifying the emotional void created when families, friends and loved ones move away from each other.

The necklace links to a dedicated twitter account through which one person can share their heartbeat, which the device will notify its wearer of when it detects a shared beat.

Displayed at the Digital Shoreditch Festival 2015

‘Status Suit’ by John Wild – Barbican and QMUL Duchamp digital commission

One of three commissions featuring the use of digital technology hosted by the Barbican to celebrate their ‘Dancing around Duchamp’ season. ‘Status Suit’ is a suit with an embedded LCD screen broadcasting the wearer’s status updates simultaneously on the jacket and to Twitter.
For more information on the Media and Art Technology program visit their website.

More information

For more information on the Media and Art Technology program visit their website.

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