Module Details
Module Code: |
COMP C9048 |
Full Title:
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Extended Reality Theory
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Valid From:: |
Semester 2 - 2021/22 ( January 2022 ) |
Language of Instruction: | English |
Module Owner:: |
Martin Mchugh
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Departments: |
Visual and Human-Centred Computing
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Module Description: |
The aim of this module is to introduce and equip learners with a grounding in the theoretical and principle knowledge within the fast-moving and emerging area of Augmented and Virtual Reality. This module also introduces learners to the wider psychological consequences of the new domain on industry and society. Finally, the module will review the constructing and deconstructing of content and narrative within augmented and virtual worlds.
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Module Learning Outcome |
On successful completion of this module the learner will be able to: |
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Module Learning Outcome Description |
MLO1 |
Critique AR/VR-related terminology. |
MLO2 |
Determine ways in which AR/VR can be implemented in industry and society. |
MLO3 |
Evaluate recent AR/VR projects. |
MLO4 |
Interpret AR/VR projects to deconstruct their content, context, and meaning. |
Pre-requisite learning |
Module Recommendations
This is prior learning (or a practical skill) that is strongly recommended before enrolment in this module. You may enrol in this module if you have not acquired the recommended learning but you will have considerable difficulty in passing (i.e. achieving the learning outcomes of) the module. While the prior learning is expressed as named DkIT module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).
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No recommendations listed |
Module Indicative Content |
Introduction to the Terms, Context, and History
Definitions and discussions on the following: Augmented Reality; Virtual Reality; Mixed Reality; Hyper Reality; Extended Reality. Furthermore, the Basics, Context, Principles, and History of AR/VR will be examined.
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AR/VR in Society / Industry
Use of AR/VR across society and industry are examined including case studies in Education; Medicine; Business; Sport; Landscape; Architecture; Entertainment. The Opportunities and Challenges are detailed while the associated Hardware and Software with the technologies are examined.
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Psychology of AR/VR
Various aspects of the psychology of utilising AR/VR technologies are explored including but not limited to: Ethics, Morals; Authenticity; Accessibility; Privacy; Behavioural; Perception; Telepresence; Immersion
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Content Creation and Narrative
The construction and deconstruction of scenes and what is contained therein will be discussed and analysed. Topics covered include: Image Composition; Mise-En-Scene, Field of Vision; Editing, Shots; Narrative; Characterisation
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Module Assessment
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Assessment Breakdown | % |
Course Work | 100.00% |
Module Special Regulation |
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AssessmentsPart-time
DKIT reserves the right to alter the nature and timings of assessment
Module Workload
Workload: Full-time |
Workload Type |
Contact Type |
Workload Description |
Frequency |
Average Weekly Learner Workload |
Hours |
Online (Contact) |
Contact |
Practical application and implementation of theoretical content |
Every Week |
2.00 |
2 |
Directed Reading |
Non Contact |
Recommended readings and viewings will be administered |
Every Week |
4.00 |
4 |
Independent Study |
Non Contact |
No Description |
Every Week |
3.00 |
3 |
Total Weekly Learner Workload |
9.00 |
Total Weekly Contact Hours |
2.00 |
Workload: Part-time |
Workload Type |
Contact Type |
Workload Description |
Frequency |
Average Weekly Learner Workload |
Hours |
Online (Contact) |
Contact |
Practical application and implementation of theoretical content |
Every Week |
2.00 |
2 |
Directed Reading |
Non Contact |
Recommended readings and viewings will be administered |
Every Week |
4.00 |
4 |
Independent Study |
Non Contact |
No Description |
Every Week |
3.00 |
3 |
Total Weekly Learner Workload |
9.00 |
Total Weekly Contact Hours |
2.00 |
Module Resources
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Recommended Book Resources |
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Jerald, Jason. (2015), The VR Book: Human-Centered Design for Virtual Reality (ACM Books), Book 8. 36, Morgan & Claypool Publishers, p.550, [ISBN: 978-197000112].
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Aukstakalnis, Steve. (2016), Practical Augmented Reality: A Guide to the Technologies, Applications and Human Factors for AR and VR (Usability), 1st. 23, Addison-Wesley Professional, p.448, [ISBN: 978-013409423].
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Bucher, John. (2017), Storytelling for Virtual Reality: Methods and Principles for Crafting Immersive Narratives, 1st. 8, Focal Press, p.346, [ISBN: 978-113862966].
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Lanier, Jaron. (2016), Dawn of the New Everything: A Journey Through Virtual Reality, 1st. Bodley Head, p.368, [ISBN: 978-184792352].
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Morey, Sean. (2016), Augmented Reality: Innovative Perspectives across Art, Industry, and Academia, 1st. 10, Parlor Press, p.368, [ISBN: 978-160235556].
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Peddie, John. (2017), Augmented Reality: Where We Will All Live, 1st. 10, Springer, p.360, [ISBN: 978-331954501].
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Schmalstieg, Dieter. (2016), Augmented Reality: Principles and Practice (Game Design/Usability), 1st. 14, Addison-Wesley Professional, p.528, [ISBN: 978-032188357].
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Bordwell, D. & Thompson, K.. (2016), Film Art: An Introduction, 11th. 12, McGraw-Hill Higher Education, p.544, [ISBN: 978-125925331].
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Campbell, Joseph. (2012), The Hero with A Thousand Faces, 3rd. 4, New World Library, p.432, [ISBN: 978-157731593].
| Supplementary Book Resources |
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Fictum, Casey. (2016), VR UX: Learn VR UX, Storytelling & Design, 1st. CreateSpace Independent Publishing Platform, p.124, [ISBN: 978-153327302].
| This module does not have any article/paper resources |
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Other Resources |
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Website, Layar. (2018), Layar: Part of the Blippar Group,
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Website, Augment. (2018), Augment: Resources,
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Website, Virtual Reality for Education. (2018), Virtual Reality for Education: Resources,
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Website, Class VR. (2018), Curriculum-aligned Virtual Reality
Content & Resources,
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