Immersive Media Experience
24 hours face to face + blended
One Semester or equivalent
Hawthorn
Available to incoming Study Abroad and Exchange students
Overview
This unit allows students to develop an advanced understanding of a variety of immersive media technologies - virtual reality, augmented reality, mixed reality, and 3D cinema - and how they are being implemented to engage audiences in GLAM (gallery, libraries, archives and museums), as well as entertainment, tourism, retail, health, creative and related sectors. This unit will provide in-depth research and analysis skills focussed on media innovation for entertainment industries.
Requisites
Teaching periods
Location
Start and end dates
Last self-enrolment date
Census date
Last withdraw without fail date
Results released date
Semester 2
Location
Hawthorn
Start and end dates
29-July-2024
27-October-2024
27-October-2024
Last self-enrolment date
11-August-2024
Census date
31-August-2024
Last withdraw without fail date
13-September-2024
Results released date
03-December-2024
Semester 2
Location
Hawthorn
Start and end dates
04-August-2025
02-November-2025
02-November-2025
Last self-enrolment date
17-August-2025
Census date
31-August-2025
Last withdraw without fail date
19-September-2025
Results released date
09-December-2025
Learning outcomes
Students who successfully complete this unit will be able to:
- Identify and apply media industry and production knowledge about new forms of immersive storytelling or modes of interaction within different industry sectors
- Apply advanced research techniques to communicate the strategies, techniques and value of new kinds of immersive experiences being adopted by one of the following sectors: GLAM, entertainment, retail or tourism
- Collaborate with a team to research, conceptualise and produce a concept for an engaging immersive audience experience that meets the needs of an industry partner
Teaching methods
Hawthorn
Type | Hours per week | Number of weeks | Total (number of hours) |
---|---|---|---|
On-campus Class |
2.00 | 12 weeks | 24 |
Online Lecture (asynchronous) |
1.00 | 12 weeks | 12 |
Specified Activities Various |
5.00 | 12 weeks | 60 |
Unspecified Activities Independent Learning |
4.50 | 12 weeks | 54 |
TOTAL | 150 |
Assessment
Type | Task | Weighting | ULO's |
---|---|---|---|
Assignment | Individual | 30% | 1,2 |
Oral Presentation | Group | 30% | 2,3 |
Project | Group | 40% | 2,3 |
Content
- Researching history of immersive technologies
- Use of immersive technologies, such as virtual reality, augmented reality, mixed reality, widescreen cinema, 3D in media and entertainment industries
- Spectator/participant relationships between human and technology
- Research and application of immersive and interactive technologies in the GLAM (gallery, libraries, archives and museums), entertainment, tourism, retail, health, creative and related sectors.
- Conceptualising and creating immersive experiences, digital preservation and virtual heritage
- Graduate Attribute - Communication Skills: Verbal communication
- Graduate Attribute - Communication Skills: Communicating using different media
- Graduate Attribute - Teamwork Skills: Collaboration and negotiation
- Graduate Attribute - Teamwork Skills: Teamwork roles and processes
- Graduate Attribute - Digital Literacies: Information literacy
- Graduate Attribute - Digital Literacies: Technical literacy
Study resources
Reading materials
A list of reading materials and/or required textbooks will be available in the Unit Outline on Canvas.