SM6080 - Design of Virtual Reality (2025/26)
Module specification | Module approved to run in 2025/26 | ||||||||||||
Module title | Design of Virtual Reality | ||||||||||||
Module level | Honours (06) | ||||||||||||
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 2025/26(Please note that module timeslots are subject to change) |
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Module summary
Virtual reality is a new and emerging field which will impact every aspect of the creative industry from music to fashion. The emergence of Virtual Reality in the digital media production process has the potential to revolutionise the creator economy. New forms of content creation will equip students with the subject specific skills in advanced media literacy and the tools required to understand and critically analyse the metaverse. This module aims to embed future understanding of interaction design, artificial intelligence and virtual reality in the creative landscape. Students will be able to assess the transformative effects of VR technologies within their field of expertise, identifying opportunities and challenges. This module delves into the practical and theoretical implications of this convergence on various creative industries.
By exploring the latest advancements in VR, students will gain insights into how these technologies are transforming the digital media production landscape, enabling previously unexplored levels of creativity and personalisation. The module empowers students to not only produce cutting-edge content but also critically evaluate the ethical and societal implications of these technologies. This module is designed to increase understanding of how VR 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. 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 the virtual world.
Syllabus
A brief outline of the indicative syllabus in keyword form identifying key subject areas to be addressed in discrete elements of the course
1. Virtual Reality
2. Extended Reality (XR)
3. Virtual Reality Hotspots
4. 180 Degree Views
5. 360 Degree Panoramic Images
6. Metaverse
7. VR Platforms
8. VR Prototypes
9. 3D Generative Art
10. 3D Generative Video
11. XR Design
12. VR Design Process
13. VR Storytelling
14. Ambisonics
15. Degrees of Freedom
16. Dollhouse view
17. Field of View/ Point of View
18. Head mounted display
19. Head tracking
20. Haptics
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:
1. Analyse the impact of extended reality in the student's chosen specialism. (LO1)
2. Critically evaluate a range of VR content. (LO2)
3. Develop skills in VR storytelling. (LO3)
4. Produce an VR Digital prototype in their chosen specialism. (LO4)
5. To investigate the relationship between theory and practice in VR. (LO5)