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Creative Technologies (Structured PhD)
Course Overview
Researchers on the PhD in Creative Technologies work to investigate emerging trends in the overlap between creativity and technology, both in professional practice and academic research. Students on the programme participate in workshops and doctoral training designed to enhance their research capacity in the field, including a core module entitled “Research Methods in Creative Technologies.” Proposals are particularly welcome for projects that combine critical enquiry or social science methods with technological and artistic practice to pursue original research questions in this field.
Proposal are welcome in any relevant areas of PhD research, especially (but not exclusively) in the areas outlined below:
- Virtual/augmented reality and live performance
- Creative arts, technology, and health/well-being
- Creative arts, technology, and social inclusion
- Extended reality and placemaking
- Using creative arts and technology in primary and/or post-primary education.
- Technology and the production/performance/reception of music
- Sustainability and technology in the creative industries, including virtual production processes
- Hacking, digital making and the circular economy
- Augmented creativity and writing
- The philosophy of technology and creativity
- Affect and immersive art
- The ethics of AI art
Programmes Available
Structured PhD, 4 years full-time
Structured PhD, 6 years part-time
Associated Research Centre
The Centre for Creative Technologies supports research and teaching activities that explore, analyse, and develop new links between creative practice and technology, including in such areas as Extended Reality, Artificial Intelligence, and Augmented Creativity. These activities draw on existing strengths across the College of Arts in the creative arts, especially in such areas as Digital Media, Film, Music, Theatre Studies, and Writing. The Centre situates creative practice within an interdisciplinary approach to intersecting cultural, technological and societal questions. It seeks to build partnerships across academic institutions, industry and society to develop socially engaged research projects that explore the intersection of creativity and technology.
Learning Outcomes
Entry Requirements
A primary degree and/or MA/MSc in any of the following areas: Creative Arts / Arts Practice; Digital Humanities; Computer Science; Engineering; Education; Literary Studies; Modern Languages (with an emphasis on comparative cultural studies and/or translation); Philosophy; Social Sciences; or a related area.
Who’s Suited to This Course
Current research projects
Current funded research opportunity
Work Placement
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Find a Supervisor / PhD Project
If you are still looking for a potential supervisor or PhD project or would like to identify the key research interests of our academic staff and researchers, you can use our online portal to help in that search
Research Areas
Digital Media, Creative Technologies, Virtual/augmented reality and live performance, Creative arts, technology, and health/social inclusion, Extended reality and placemaking, creative arts and technology in education, Technology and the production/performance/reception of music, Sustainability and technology in the creative industries, virtual production, Hacking, digital making and the circular economy, Augmented creativity and writing, The philosophy of technology and creativity, Affect and immersive art, The ethics of AI art.
Researcher Profiles
Course Fees
Fees: EU
Fees: Non EU
Extra Information
EU Part time: Year 1 €4,250 p.a. (€4,390 including levy) 2024/25
All students, irrespective of funding, must pay the student levy of €140.
Contact Us
Dr Conn Holohan
T: +353 91 49 5686
E: conn.holohan@universityofgalway.ie
www.universityofgalway.ie/our-research/people/english-and-creative-arts/connholohan/
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