This module examines practical applications of VR and AR technologies to understand how best to use VR and AR applications in a real-world context. Students will examine case studies and practical examples of VR/AR applications to better understand how to leverage these powerful technologies across a number social, economic, and cultural domains. Students will understand the practical and theoretical aspects of VR/AR development, as they pertain to these areas. Students will understand how VR/AR can be used to drive product development, prototype systems and services, and how VR/AR can be used for training and management across a number of industries. Students will understand business models for the deployment of VR and AR applications. While the focus of the module will be on creative arts ( gaming and entertainment ), a feature of the module will be guest lectures from a number of other key vertical markets such as medical, education and training.
History of AR and VR
History of AR and VRExploring development of AR and VR systems and applicationsSystems and engines used in AR VR, workflow for AR/VR
Social, cultural, economic, and business applications of AR and VR:
Social implications of ubiquitous VR and AR systemsCultural VR and AR applications and systemsBusiness and industry applications of AR and VRExamining industry case studies of AR and VRAR and VR in education and training
Students will have a combination of lectures and workshops, working through practical, industry focused case-studies, demonstrating practical issues and solutions for a range of VR and AR applications.
A Virtual Learning Environment (VLE) will be employed to distribute all teaching materials and to support student interaction with other students and academic staff.
| Module Content & Assessment | |
|---|---|
| Assessment Breakdown | % |
| Other Assessment(s) | 100 |