Module Overview

Immersive Technologies for Business

Immersive technologies ( Augmented, Virtual and Mixed Reality )  are set to have a significant disruptive influence on both commercial and private life in the next decade. We are beginning to see the emergence of a significant research agenda and new journals and academic conference in this area. 

 

This module is the first of its kind in Ireland and examines practical applications of Immersive technologies to understand how best to use them in a real-world context. Students will examine case studies and practical examples of immersive technology applications to better understand how to leverage these powerful technologies across a number of business vertical markets. Students will understand the practical and theoretical aspects of Immersive Technology development, as they pertain to these areas. Students will understand how immersive technologies can be used to drive product development, prototype systems and services, and how immersive technologies can be used for training and management across a number of industries. Students will be introduced to design led innovation principles. A feature of the module will be guest lectures from a number of other key vertical markets such as medical, education and training. 

Module Code

TECH1512

ECTS Credits

5

*Curricular information is subject to change

The module will incorporate lectures and workshops examining a range of issues and aspects of AR and VR. It will involve industry guest lecturers and case studies to demonstrate contemporary commercial and industrial  approaches and methodologies 

 

History and overview AR/VR: 

  • History of AR and VR 

  • Business environment of AR and VR ( market analysis, customer trends, technology developments)  

  • Exploring development of AR and VR systems and applications 

  • Systems and engines used in AR VR, workflow for AR/VR ( key tools Unity 3D, ARkit, ARCore, Sumerian etc)  

  • From factors in AR and VR ( wearables, mobile, mono and stereo industrial wearables) 

  • Understanding ROI for immersive technologies 

  • Specific Enterprise challenges of immersive technologies 

 

Design Led Innovation Principles 

 

Barriers to AR and VR adoption; safety, security and human factors 

 

Understanding the human factors; UX/UI in immersive contexts, ergonomics 

 

Business Model Appraisal 

[Text Wrapping Break]Business and industry applications of AR and VR 

  • Examining industry case studies of AR and VR 

  • AR and VR in education and training 

  • AR and VR in tourism 

  • AR and VR in marketing + advertising 

  • AR and  VR in enterprise/industry/engineering 

  • AR and VR in retail and services 

Students will have a combination of lectures, guest lectures, case-studies 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. Delivery format: Given the rapid nature of change in this technology, and evolving range of possible business applications, it is proposed that this course can be delivered a number of flexible ways.  While it can be delivered in in traditional weekly sessions ( 1 or 2 hours * 10 ) it will also lend itself to delivery in block format typically over  three full-day sessions.  

 

Module Content & Assessment
Assessment Breakdown %
Other Assessment(s)100