Immersive Media Experiences
Duration
- One Semester or equivalent
Contact hours
- 24 hours face to face + blended
On-campus unit delivery combines face-to-face and digital learning.
2024 teaching periods
Hawthorn Higher Ed. Semester 2 |
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Dates: Results: Last self enrolment: Census: Last withdraw without fail: |
Aims and objectives
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 indepth research and analysis skills focussed on media innovation for entertainment industries.
1. Identify and apply media industry and production knowledge about new forms of immersive storytelling or modes of interaction within different industry sectors;
2. 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;
3. 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.
Unit Learning Outcomes (ULO)
Students who successfully complete this unit will be able to:
2. 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;
3. 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.
Unit information in detail
- Teaching methods, assessment and content.
Teaching methods
Hawthorn
Type | Hours per week | Number of Weeks | Total |
Live Online Lecture | 1 | 12 | 12 |
On Campus Class (Tutorial) | 2 | 12 | 24 |
Specified Activities Various | 3 | 12 | 36 |
Unspecified Activities Various | 6.5 | 12 | 78 |
TOTAL | 150 hours |
Assessment
Types | Individual/Group Role | Weighting | Unit Learning Outcomes (ULOs) |
Assignment | Individual | 30% | 2,3,4 |
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.
Reading materials
A list of reading materials and/or required texts will be made available in the Unit Outline.