Module Descriptors
CROSS REALITY
GDEV50058
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Bradley Davis
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • CROSS-REALITY REPORT - 2400 WORDS weighted at 40% - Learning outcome(s) assessed: 2,3,4
  • CROSS-REALITY EXPERIENCE - ARTEFACT weighted at 60% - Learning outcome(s) assessed: 1,2
Module Details
INDICATIVE CONTENT
Students will explore the theoretical and practical aspects of creating virtual reality experiences, reflecting upon design processes and outcomes. Topics will include:

What is cross-reality? (hardware & technologies, game genres, case studies, examples)
Principles of Designing for XR (Transitioning from a 2D screen-space to a 3D virtual environment)
Affordance and Controllers (Creating Intuitive Interaction in XR)
The Importance of Feedback (Maintaining immersion and presence (Audio, haptics, visual cues, user attention))
Navigation and Spatial Awareness in XR spaces (Tracking, occlusion, ergonomics, player and object positioning, interaction overlaps)
Designing for Scale in XR (Floor plans, ratios, human ergonomics)
User Interfaces and User Experience in XR devices
Health & safety considerations for XR devices
ADDITIONAL ASSESSMENT DETAILS
Assessment 1 – Cross-Reality Report 40% [Learning Outcomes 2, 3 and 4]

The creation of a reflective games design document consisting of:

The design of a cross-reality implementation considering the capabilities of the available hardware and the ergonomics of the human-in-the-loop.
A reflective discussion indicating whether the design or implementation of a spatial interaction or object changed during implementation and the reasons for this.

Assessment 2 – Cross-Reality Experience Portfolio 60% [Learning Outcomes 1 and 2]

A cross-reality experience utilising one or more cross-reality devices.
An implementation of spatial design for cross-reality in an appropriate engine/API.
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a coherent learning journey. Scheduled sessions will typically include lectures that introduce core concepts and workshops that allow students to apply techniques, engage in facilitated discussions, and undertake activities focused on theoretical and practical problem solving as well as iterative development. Independent study will involve, recommended reading, research tasks, and ongoing development of project work supported by the resources provided.
LEARNING OUTCOMES
1. Design, develop and implement a cross-reality environment using current software and hardware technology.

Application & Problem-solving

2. Select and/or devise appropriate techniques and solutions for a given cross-reality problem area.

Knowledge & Understanding

3. Communicate the design of a cross-reality experience through structured documentation.

Communication

4. Reflect on the design of a completed cross-reality application, considering the changes required due to hardware or software constraints or user experience feedback.

Reflection
RESOURCES
Virtual reality head-mounted display devices
Augmented reality capable devices (head-mounted or hand-held)
Appropriate game engine
Appropriate integrated development environment
Version control system
Windows PC
Microsoft Office
Digital Academy Forum
Digital Academy Upload
TEXTS
The VR Book: Human-Centered Design for Virtual Reality. (2015) Jerald, Jason. ACM Books (ISBN: 978-1-970001-12-9)

3D User Interfaces: Theory and Practice. 2nd edn. (2017) LaViola, Joseph J. et al. Addison Wesley (ISBN: 978-0-13-403432-4)

A Practical Introduction to Virtual Reality: From Concepts to Executables (2024) Rebenitsch, L. et al. Morgan Kaufmann (ISBN: 9780443140372)

Understanding Virtual Reality: Interface, Application, and Design. 2nd edn. (2018) Sherman, W. et al. Morgan Kaufmann (ISBN: 9780128010389)

UX for XR: User Experience Design and Strategies for Immersive Technologies. 1st ed. (2021) Hillmann, C. Berkeley, CA: Apress. (ISBN: 9781484270202)
WEB DESCRIPTOR
Cross-reality technology offers novel means of interaction with both the real and virtual worlds. Freed from the limitations of a two-dimensional screen, you will learn how to design and implement physical and spatial experiences while considering the risks involved with the use of cutting-edge technologies.

You will explore how designing for cross-reality devices differs from designing for traditional games, ensuring that you consider the human-in-the-loop and the effect of presence. From this design, you will create a playable demonstration of a game or application showcasing the implementation of the considerations you made.