SM5155 - Extended Reality Design (2026/27)
| Module specification | Module approved to run in 2026/27, but may be subject to modification | ||||||||||||
| Module title | Extended Reality Design | ||||||||||||
| Module level | Intermediate (05) | ||||||||||||
| Credit rating for module | 15 | ||||||||||||
| School | School of Computing and Digital Media | ||||||||||||
| Total study hours | 150 | ||||||||||||
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| Assessment components |
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| Running in 2026/27(Please note that module timeslots are subject to change) |
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Module summary
Extended reality design is a new and emerging field which will impact every aspect of the creative industry from music to fashion in the next decade. The emergence of extended reality has the potential to revolutionise the creator economy. New forms of content creation for extended reality will equip students with the subject specific skills in augmented and virtual reality, advanced media literacy and the tools required to understand and critically analyse the metaverse. Analysing the impact of extended reality in the students chosen specialism journalism, media, music, film and games, this module aims to embed future understanding of the metaverse, artificial intelligence and extended reality in the creative landscape. Students will be able to assess the transformative effects of XR technologies within their field of expertise, identifying opportunities and challenges for integration. This module not only provides a comprehensive overview of extended reality (XR), but also delves into the practical and theoretical implications of this converging technology on various creative industries. By exploring the latest advancements in XR students will gain insights into how these technologies are transforming the digital media production landscape, enabling previously unexplored levels of creativity and digital storytelling. The module covers a wide array of topics, including the fundamentals of XR technologies (virtual reality, augmented reality, and mixed reality). Students will engage in hands-on projects and case studies that illustrate the application of XR in digital media field. These practical exercises are designed to increase understanding of how immersive technologies can be deployed to create engaging narratives, enhance storytelling, and deliver new experiences.
This module aims to equip students with the skills necessary to navigate and shape the future of the metaverse—a collective virtual shared space, created by the convergence of virtually enhanced physical and digital reality. Students will explore the potential of the metaverse as a platform for innovation in communication, entertainment, and education, examining how it can foster new forms of social interaction and collaboration. By the end of this module, students will not only have a solid foundation in the technical aspects of XR, but they will also be prepared to critically analyse their impact on society and the creative industries. They will be equipped with the knowledge and skills to lead and innovate in their chosen specialisms, ready to tackle the challenges and opportunities presented by the rapidly evolving landscape of digital media and extended reality.
Prior learning requirements
NO
Syllabus
A brief outline of the indicative syllabus in keyword form identifying key subject areas to be addressed in discrete elements of the course
Extended Reality (XR) Theory
Augmented Reality
Virtual Reality
Metaverse
XR Design
XR interaction design
Augmented reality interfaces
Augmented reality marketing
Scene development in XR
Storytelling with XR
Mixed/ extended reality
Markerless Augmented reality
Around- Me Augmented reality
Scan- the- surface augmented reality
QR codes
3D Models & XR
Virtual Reality/ Augmented Reality Hotspots
180 Degree Views/ 360 Degree Panoramic Images
XR Platforms
XR Prototypes
XR Design
Dollhouse view\Field of View/ Point of View
Head mounted display
Head/ Face tracking
Balance of independent study and scheduled teaching activity
Teaching methods include formal lectures, seminar, creative workshops and tutorials. Students are expected to attend lectures and seminars: in the seminars they will at times work in small groups and be given practice in listening to each other’s contributions and offering constructive criticism, and in chairing and reporting discussion to the plenary seminar group. The module booklet will be available online, as will lecture outlines and some readings. Weblearn or its equivalent will also be used for communication with students individually and as a cohort. In addition to guided reading, students are expected to read and to use variety of sources (primary and secondary) and use seminars and tutorials to raise issues, questions and seek feedback.
A blended learning strategy will be employed to enhance the learning experience, facilitate communication between students and tutors and develop collaboration among students. The Virtual Learning Environment (VLE) will be used as a platform to support online activities including on-line discussions, evaluation of online resources, and access to electronic reading packs. The VLE will also be used to facilitate formative assessment and related feedback, as well as a tool to integrate useful online learning materials provided by research institutions, academic publications, professional organisations and other relevant sources.
Learning outcomes
On successful completion of this module, you will be able to:
- Critically evaluate a range of XR content.
- To investigate the relationship between theory and practice in XR
- Develop skills in XR storytelling.
- Produce an XR Digital Prototype on their chosen topic.
