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
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

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)
Live Online
Lecture
1.00 12 weeks 12
On-campus
Class
2.00 12 weeks 24
Specified Activities
Various
3.00 12 weeks 36
Unspecified Activities
Independent Learning
6.50 12 weeks 78
TOTAL150

Assessment

Type Task Weighting ULO's
AssignmentIndividual 30% 1,2 
Oral PresentationGroup 30% 2,3 
ProjectGroup 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.