ADDITIONAL ASSESSMENT DETAILS
Assessment 1: Creative Project
This assessment will be based on an individually arranged outcome or set of outcomes that address specific needs related to your main area of creative focus (your course subject). As such, you will choose which tools, techniques and approaches from those presented to utilise for your developmental ends.
This will be a process of exploration, testing and iteration with critical reflection and feedback informing your decision-making. Your activities will align with ‘Practice-based’ research norms – with practical experimentation leading to the discovery of ideal solutions.
The final project outcome may take a range of forms, agreed in advance with academic staff, and may include (but is not limited to) creative artefacts, hybrid media works, virtual or interactive outputs, exhibitions, or documented experimental processes. The assessment focuses on how effectively you apply emerging technologies to extend the reach, relevance, and adaptability of your creative practice.
Assessment 2: Reflection
You will deliver a presentation that critically reflects on your project development and decision-making process. This should include evaluation of the technologies explored, the rationale for your chosen approach, and how the project demonstrates transferable skills and professional agility within a changing creative and technological landscape.
The presentation should clearly articulate how experimentation, feedback, and reflection informed your outcomes, and how the work positions your practice for future professional contexts. The format may be live or recorded and should be accessible, clearly structured, and appropriate for communicating ideas to a professional or non-specialist audience.
Formative Assessment:
A formative assessment period will take place mid-module to check progress and provide feed-forward support for each student.
INDICATIVE CONTENT
Professional agility and the transferability of your skills is and will increasingly become a critical flexibility you will need to offer as a creative navigating a rapidly changing and evolving employment landscape.
To this end your ability to recognise the potential in, and embrace, the novel technological tools on offer will significantly extend your professional reach to find audiences where they are active and via the technologies by which they engage, but also to innovate and grow new audiences for your work.
In this module you will explore and apply hybrid and emerging technologies within media creation following an ethos of future thinking, transferability of their skills, and expansion upon existing creative practice.
You will be introduced to emerging and hybrid technologies and tools (e.g., Real-time technologies and pipelines, Extended reality (VR, AR, XR), 3D scanning, performance/motion capture, Human-Centred AI) to investigate and further develop the potential of you existing practice to discover new outcomes, platforms, and alternative audiences.
Professional agility and the transferability of your skills is and will increasingly become a critical flexibility you will need to offer as a creative navigating a rapidly changing and evolving employment landscape.
Examples of applications within various contexts:
* Comic > Student can explore creating a VR exhibition of their artworks
* Illustration > Student can explore 3D scanning for their characters as an alternative 3D visual representation or explore VR illustration tools (e.g., Quill)
* Animation > Student can explore all above to develop hybrid narratives and/or animated pieces (2D/3D/Stop Motion)
* Audio and music production > Student can explore the visualisation and augmentation of their work
LEARNING OUTCOMES
1. Demonstrate knowledge of the underlying concepts and principles of practices that harness emerging, hybrid and extended technologies for content creation
Programme Learning Outcome: Knowledge and understanding
2. Deconstruct key principles and interpret fundamental concepts that inform the development and utilisation of emerging, hybrid and extended production technologies
Programme Learning Outcome: Research skills
3. Apply appropriate skills to solve technical and creative challenges that harness emerging, hybrid and extended production technologies
Programme Learning Outcome: Application and problem-solving
4. Identify strengths and weaknesses within your practice and critically reflect on the processes and techniques used in its creation
Programme Learning Outcome: Reflection
LEARNING STRATEGIES
This module is practically driven and taught though a combination of sessions will include lectures, workshop activities, T.I.’s (Technical Instruction), discussions, groupwork, and strategic 1-2-1 support. From the outset you will engage in a dialogue that will help you determine your aims and objectives though ongoing critical engagement and assessment of new tools, technologies and techniques. This module is also a space with the potential to engage in collaboration. You will be encouraged to be receptive to co-operative working and peer-based knowledge exchange, and to consider the benefits mutually supportive working - such as the team working found in professional scenarios and production pipelines.
RESOURCES
Student Life https://www.youtube.com/@uniofstaffsstudentlife/videos
University Careers https://staffs.careercentre.me/Members
University Library https://libguides.staffs.ac.uk/library
Blackboard Virtual Learning Environment will support this module where relevant
Specialist Spaces
Smart Zone
CAD Labs
Print Bureau
Media store
TEXTS
Anantrasirichai, N. and Bull, D. (2022) ‘Artificial intelligence in the creative industries: a review’, Artificial Intelligence Review, 55, pp. 589–656. Available at: https://doi.org/10.1007/s10462-021-10039-7 (Accessed: 14 January 2026).
Epic Games (n.d.). Learning - Unreal Engine | Epic Developer Community. Available at: https://dev.epicgames.com/community/unreal-engine/learning (Accessed: 14 January 2026).
Epic Games (n.d.). Introduction to RealityCapture and Photogrammetry | Epic Developer Community (Learning Path). Available at: https://dev.epicgames.com/community/learning/paths/n1/realityscan-introduction-to-realitycapture-and-photogrammetry (Accessed: 14 January 2026).
Bugeja, A., Bonanno, M. and Garg, L. (2022) ‘3D scanning in the art & design industry’, Materials Today: Proceedings, 63, pp. 718–725. Available at: https://www.sciencedirect.com/science/article/pii/S2214785322033508 (Accessed: 14 January 2026).
Hurst, W., Spyrou, O., Tekinerdogan, B. and Krampe, C. (2023) ‘Digital Art and the Metaverse: Benefits and Challenges’, Future Internet, 15(6), 188. Available at: https://doi.org/10.3390/fi15060188 (Accessed: 14 January 2026)
Vohra, M. (2025) Introduction to Extended Reality (XR) Technologies. 1st ed. Newark: John Wiley & Sons, Incorporated.
WEB DESCRIPTOR
Harness leading edge technologies to expand the scope, impact, reach and potential of your creative work. Professional agility and the transferability of your skills will be the critical flexibility you will need to offer as a creative navigating a rapidly changing and evolving employment and technological landscape. This module will help you build the knowledge and skills you need to thrive in this space.