Module Details

The information contained in this module specification was correct at the time of publication but may be subject to change, either during the session because of unforeseen circumstances, or following review of the module at the end of the session. Queries about the module should be directed to the member of staff with responsibility for the module.
Title Sound and Digital Cultures
Code MUSI551
Coordinator Dr AE Skjerseth
Music
A.Skjerseth@liverpool.ac.uk
Year CATS Level Semester CATS Value
Session 2023-24 Level 7 FHEQ First Semester 15

Aims

• To discover how digital technologies and platforms have influenced the creation and dissemination of music for audiovisual media
• To evaluate the ethical or political effects of modern digital music production
• To understand how artists use digital technologies to empower new subcultures of consumers and artists
• To assess audience engagement with audio-visual digital culture.


Learning Outcomes

(LO1) Understand how digital technologies and platforms have influenced the creation and dissemination of music for audio-visual media.

(LO2) Evaluate the ethical or political effects and audience reception of modern digital music production.

(LO3) Understand how artists use digital technologies to empower new subcultures of consumers and artists.

(LO4) Create a digital music case study that analyses a contemporary audio-visual media object and its audience using methods such as media archaeology and virtual ethnography.

(S1) Critical thinking and problem solving - Evaluation.

(S2) Critical thinking and problem solving - Critical analysis.

(S3) Communication (oral, written, and visual) - Media analysis.

(S4) Communication (oral, written, and visual) - Presentation skills.


Syllabus

 

Topics covered in this module may include:
• Digital remixing of music and sound in screen media (e.g., mashups)
• Digital music streaming and apps: practices, consumption, ethics
• AI and music/sound/voice (e.g., deepfakes and other synthetic media; smart speakers)
• Music/sound and digital communication (e.g., the development of ringtones or use of digital sounds for alarms)
• Sound/music and social media (e.g., TikTok; livestreamed videos)
• Sound/music and new media (VR, AR, and other emerging technologies)

Resources will be made available to students through Canvas, UoL’s Learning Management System. Students will be expected to source supplementary resources to develop their skills outside of contact hours. Students will be expected to produce written work outside of the scheduled teaching hours.


Teaching and Learning Strategies

Lectures will be delivered in teaching rooms.
Workshops will vary depending on makeup of students in the class and their respective skills. One possible model is to have four workshops to discuss four different case studies in depth, as a model for student assessment work. Another model is to have a 1-Time Podcast and Video Essay Workshops will be delivered in the computer labs. Note: this is a four-week long module and contact hours reflect this format. The majority of teaching will be delivered face to face on campus. Online delivery will be used to complement the on-campus delivery and where technology affords a better learning experience.


Teaching Schedule

  Lectures Seminars Tutorials Lab Practicals Fieldwork Placement Other TOTAL
Study Hours 8

        2

10
Timetable (if known)              
Private Study 140
TOTAL HOURS 150

Assessment

EXAM Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
             
CONTINUOUS Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
Project proposal. Meeting to discuss topic for Digital Music Case Study         
Digital Music Case Study There is a resit opportunity. Standard UoL penalty applies for late submission.    100       

Recommended Texts

Reading lists are managed at readinglists.liverpool.ac.uk. Click here to access the reading lists for this module.