Experiencing Immersive Media: AR, VR and Mixed Reality
Overview
Experiencing Immersive Media introduces students to core concepts and debates around cutting-edge and immersive media technologies, including Virtual, Augmented and Mixed Reality, and Motion and Volumetric Capture. Students experience these technologies first-hand, and also consider the role of algorithms and artificial intelligence in contemporary media art, creative industries, and entertainment. This unit supports students to reflect on the potential of immersive media to reframe and re-appropriate places and experiences that hold cultural significance for local, marginalised, and postcolonial communities. Students will also be equipped with knowledge and critical tools to understand the role of emerging and immersive technologies in both entertainment and creative/GLAM industries (Galleries, Libraries, Archives and Museums). Students will develop their own immersive experience strategy aligned with industry expectations and using state-of-the-art software.
Requisites
26-May-2024
Learning outcomes
Students who successfully complete this unit will be able to:
- Describe the historical and contemporary development of immersive technologies from technocultural and industry perspectives
- Identify characteristics of immersive technologies from hands on interaction and experience, and articulate how they relate to audiovisual media, architecture, and interactive entertainment
- Critically reflect on the emancipatory potential of immersive technologies for marginalised individuals and communities, as well as for activism
- Discuss the role that algorithms and Artificial Intelligence play in the configuration of current and future immersive media experiences and aesthetics
- Research, conceptualise and plan strategies for immersive media projects in the entertainment and GLAM industries
Teaching methods
Hawthorn
Type | Hours per week | Number of weeks | Total (number of hours) |
---|---|---|---|
Online Lecture | 1.00 | 12 weeks | 12 |
On-campus Class | 2.00 | 12 weeks | 24 |
On-campus Practical | 2.00 | 12 weeks | 24 |
Unspecified Activities Various | 7.50 | 12 weeks | 90 |
TOTAL | 150 |
Assessment
Type | Task | Weighting | ULO's |
---|---|---|---|
Analysis | Individual | 20% | 1,2,3 |
Design Research and Strategy | Group | 40% | 1,2,4,5 |
Final Knowledge Essay | Individual | 40% | 1,2,3,4,5 |
Content
- A brief history of immersive technologies, including digital heritage and emulation
- Defining the virtual, the real and the actual
- The mediation of space and place through immersive technologies
- Embodiment and disembodiment through immersive technologies
- Methods for studying immersive media
- The cultural logics of Artificial Intelligence
- The future of immersive entertainment
- Algorithmic media cultures and aesthetics
- Virtual and augmented reality in museum and gallery settings
- The political economy of virtual reality, augmented reality and artificial intelligence
Study resources
Reading materials
A list of reading materials and/or required textbooks will be available in the Unit Outline on Canvas.