ADDITIONAL ASSESSMENT DETAILS
1 x 3000 Word Essay focussing on the Current status of an aspect of Virtual Reality
100%
(Learning Outcomes 1-5)
INDICATIVE CONTENT
This module looks to understand the sociological, technological and psychological aspects of the emerging Virtual Reality landscape.
It aims to cover amongst other aspects:
• The range of technology, understanding the divisions and limitations this proposes
• Design issues for this breadth of technology
• The status of the player in immersive worlds
• Non game immersive experiences and uses of the technology
• Wearable technology and immersion of technology in the everyday
• The rise of Virtual Tourism
• Future developments with the technology and the consumer.
LEARNING STRATEGIES
2 hour Lecture/Discussions per week
TEXTS
Fuchs, P (2011). Virtual Reality: Concepts and Technologies. London: CRC.
Y. Ohta, H. Tamura (1999). Mixed Reality: Merging Real and Virtual Worlds. Berlin: Springer.
Nite, S (2014). Virtual Reality Insider: Guidebook for the VR Industry. : New Dimension Entertainment.
LEARNING OUTCOMES
1. UNDERSTAND THE LIMITS OF CURRENT KNOWLEDGE OF VR TECHNOLOGY, AND HOW THIS INFLUENCES ANALYSES AND INTERPRETATIONS OF CURRENT TECHNOLOGY USES.
[Learning]
2. ANALYSE AND EVALUATE THE INFLUENCE OF VARIOUS VIRTUAL REALITY TECHNOLOGY AND DEFINE THE DIFFERENCES APPROPRIATELY
[Analysis]
3. DEMONSTRATE A FUNDAMENTAL KNOWLEDGE AND UNDERSTANDING OF VIRTUAL REALITY USES AND HOW IT INFLUENCES GAME PLAYERS BEHAVIOURS
[Knowledge and Understanding]
4. APPLY UNDERLYING CONCEPTS AND PRINCIPLES OF USER EXPERIENCE AND PLAY THE CONTEXT OF IMMERSIVE VIRTUAL REALITY.
[Application]
5. EFFECTIVELY COMMUNICATE THE VARIETY AND COMPLEXITY OF VIRTUAL REALITY TECHNOLOGY AND ITS IMPLICATIONS TO THE USER.
[Communication]
Web Descriptor
This module looks to understand the sociological, technological and psychological aspects of the emerging Virtual Reality landscape. It aims to cover amongst other aspects, the range of technology, understanding the divisions and limitations this proposes, design issues for this breadth of technology, the status of the player in immersive worlds and future developments with the technology and the consumer.