Module Catalogues

Immersion and Virtual Worlds

Module Title Immersion and Virtual Worlds
Module Level Level 2
Module Credits 5.00
Academic Year 2021/22
Semester SEM2

Aims and Fit of Module

This module will aim to explore the latest technologies and provide opportunities for students to develop their creative content into x reality. To develop creative thinking and problem solving skills through the development of a VR experience that requires students to demonstrate ambition and originality. To explore the immersive nature of VR experiences and the way audiences interact within a VR environment. To encourage students to continually evaluate their own work, synthesising ideas and creating alternative solutions to problems. In that this is an optional module, to well utilise the university resource, the module delivery is subject to meeting a minimum number of students (10).

Learning outcomes

A. Design and present a pitch for a VR experience where innovations in technology, audience and purpose are explored creatively.
B. Produce a VR project relating it to practical implementation, enterprise, research and/or a wider social benefit.
C. Review their own work and that of others, synthesising appropriate theories, contexts and practices to support and justify their own work.

Method of teaching and learning

The teaching philosophy of the module follows very much the philosophy of Syntegrative Education. This has meant that the teaching delivery pattern, which follows more intensive block teaching, allows more meaningful contribution from industry partners. This philosophy is carried through also in terms of assessment, with reduction on the use of exams and increase in coursework, especially problem-based assessments that are project focused. The delivery pattern provides space in the semester for students to concentrate on completing the assessments. A series of lectures focusing on implementation of VR in the film and television industry and its practical uses followed with seminars discussing the new opportunities of the subject area. Weekly practical demonstrations in labs and studios with reference to VR technologies and their practical uses. Students will present a project pitch, design solution and project evaluation to their cohort. In that this is an optional module, to well utilise the university resource, the module delivery is subject to meeting a minimum number of students (10).