Immersive Media Experiences
Duration
- One Semester or equivalent
Contact hours
- 36 hours
On-campus unit delivery combines face-to-face and digital learning.
2023 teaching periods
Hawthorn Higher Ed. Semester 2 |
||
---|---|---|
Dates: Results: Last self enrolment: Census: Last withdraw without fail: |
Aims and objectives
Students who successfully complete this unit will be able to:
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 information in detail
- Teaching methods, assessment, general skills outcomes and content.
Teaching methods
This Unit will involve up to 150 hours of work including:
Type (On-campus) | Hours per week | Number of Weeks | Total |
Face to Face Contact Lecture Tutorial |
1 2 |
8 8 |
8 16 |
Online Contact | N/A | ||
Specified Learning Activities Blended learning materials, readings, group work |
3 |
12 |
36 |
Unspecified Learning Activities Readings, Group Work, Independent study |
Recommended |
90 | |
TOTAL | 150 hours/12.5cp |
Assessment
Types | Individual or Group task | Weighting | Assesses attainment of these ULOs |
Research Assignment | Individual | 30% | 1, 2 |
Group Industry Project | Group | 40% | 2, 3 |
Oral Presentation | Group | 30% | 2, 3 |
General skills outcomes
During this unit, students will receive feedback on the following key generic skills:
• Analysis Skills
• Problem Solving Skills
• Communication Skills
• Teamwork skills
• Ability to tackle unfamiliar problems
• Ability to work independently
Content
• 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
Study resources
- References.
References
Cham, 2018.
Grau, O., ed. Virtual Art: From Illusion to Immersion, MIT Press: Massachusetts, 2003.
Grimshaw, M.ed. The Oxford handbook of Virtuality, Oxford University Press: Oxford, 2014.
Huhtamo, E. Illusions in Motion: Media Archaeology of the Moving Panorama and Related Spectacles, MIT
Press: Massachusetts, 2013.
Münster, S. ed. 3D Research Challenges in Cultural Heritage II, Springer: Dresden, 2016.
Richmond, S.C. Cinema’s Bodily Illusions: Flying, Floating and Hallucinating, University of Minnesota Press:
Minneapolis, 2016.
Ross, M. 3D Cinema: Optical Illusions and Tactile Experiences, Palgrave Macmillan: London, 2015