Module Details

Module Code: MMED7007
Title: Immersive Environments
Long Title: Immersive Environments
NFQ Level: Intermediate
Valid From: Semester 1 - 2017/18 ( September 2017 )
Duration: 1 Semester
Credits: 5
Field of Study: 2130 - Multimedia
Module Delivered in: 1 programme(s)
Module Description: This module provides learners with an understanding of the important conceptual, theoretical, social,
technical and design issues related to haptic and ubiquituous interactive products and immersive
environments. The module is designed to develop high levels of intellectual and technical competency in
an environment of rapid change and aims to foster creative and innovative responses to the challenges
met.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Analyze the interface as a cross-media environment encompassing a range between hard- and software, virtual and real, tangible and intangible;
LO2 Critically describe the fundamental concepts involved in the use of haptic interfaces and immersive interactive environments;
LO3 Evaluate the effect human factors have on the design and use of technology in an immersive environment;
LO4 Assess the practical and technical issues to be considered when implementing immersive environments with current hardware and software technology;
LO5 Construct a pre-planned immersive interactive environment, justifying and explaining the decisions made.
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is strongly recommended before enrolment in this module. You may enrol in this module if you have not acquired the recommended learning but you will have considerable difficulty in passing (i.e. achieving the learning outcomes of) the module. While the prior learning is expressed as named MTU module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).

11759 MMED6022 Interactive Activities
Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module. You may not earn additional credit for the same learning and therefore you may not enrol in this module if you have successfully completed any modules in the incompatible list.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
Requirements

This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed. You may not enrol on this module if you have not acquired the learning specified in this section.

No requirements listed
 
Indicative Content
Theoretical Aspects
Evolution of game design since the 1970’s. Game engines currently being used in industry. Peripheral devices: leap motion, magic leap, oculus rift, htc vive. Current and future challenges: designing for 4k resolution, designing for mobile devices.
Immersive Environment Software & Game Engine Asset creation
3D Applications & file types(Cinema 4D, 3D Max, Maya, Blender). Game Engine Integration (Unity, Unreal). Material creation (photoshop). Character creation (Adobe Fuse).
Practical Applications
Creating engaging immersive environments with uptodate industry standard hardware and software.
Module Content & Assessment
Assessment Breakdown%
Coursework100.00%

Assessments

Coursework
Assessment Type Project % of Total Mark 40
Timing Week 8 Learning Outcomes 1,2,3,5
Assessment Description
Designing a layout plan to facilitate the generation of virtual content (characters, props, textures and audio effects).
Assessment Type Project % of Total Mark 60
Timing Week 13 Learning Outcomes 4,5
Assessment Description
Integration of virtual assets to create an interactive immersive experience.
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.

The University reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lab Contact Practical - 3d modeling, character design, material application, interaction & coding, generating animatic & cinematic sequences. Every Week 3.00 3
Independent & Directed Learning (Non-contact) Non Contact Level design and planning Every Week 4.00 4
Total Hours 7.00
Total Weekly Learner Workload 7.00
Total Weekly Contact Hours 3.00
This module has no Part Time workload.
 
Module Resources
Recommended Book Resources
  • Aram Cookson. (2016), Sams Teach Yourself Unreal Engine 4 Game Development in 24 Hours, [ISBN: 0672337622].
Supplementary Book Resources
  • Randi L. Derakhshani. Autodesk 3ds Max 2016 Essentials, [ISBN: 1119059763].
  • John P. Doran. (2015), Unreal Engine Game Development Cookbook, [ISBN: 1784398160].
  • Jason Jerald. The VR Book: Human-Centered Design for Virtual Reality, [ISBN: 1970001127].
  • Tobias Höllerer. (2016), Augmented Reality: Principles and Practice, [ISBN: 0321883578].
This module does not have any article/paper resources
Other Resources
 
Module Delivered in
Programme Code Programme Semester Delivery
CR_HMMED_8 Bachelor of Arts (Honours) in Creative Digital Media 5 Elective