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

Teaching Periods
Location
Start and end dates
Last self-enrolment date
Census date
Last withdraw without fail date
Results released date
Semester 1
Location
Hawthorn
Start and end dates
26-February-2024
26-May-2024
Last self-enrolment date
10-March-2024
Census date
31-March-2024
Last withdraw without fail date
12-April-2024
Results released date
02-July-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
TOTAL150

Assessment

Type Task Weighting ULO's
AnalysisIndividual 20% 1,2,3 
Design Research and StrategyGroup 40% 1,2,4,5 
Final Knowledge EssayIndividual 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.