KV5054 - Virtual and Augmented Reality

What will I learn on this module?

This module introduces you to the exciting immersive interaction technologies of Virtual Reality (VR) and Augmented Reality (AR). VR and AR are the core of the recent flourishing Metaverse applications, and they are rapidly growing to disrupt and innovate the way we work, study, and socialise in this decade.

Through this module, you will learn about the historical and recent development of VR and AR along with an understanding of the reality-virtuality continuum that helps you navigate through the landscape of immersive interaction technologies. You will have access to the University’s state-of-the-art VR/AR hardware kits for your learning and be able to horn your skills of building creative VR/AR applications using software development toolkits (SDKs) and game engines. In the process, you will also gain the ability to evaluate VR/AR designs using a comprehensive set of criteria and critique their impacts on our society, natural environment, and business world.

VR/AR are emerging technologies that attract employers and graduate employees together from a diverse range of industries, including but not limited to software engineering, graphics programming, artistic modelling, and human-computer interaction. The VR/AR app development skills covered in this module can enhance your employability in those related fields.

How will I learn on this module?

You will learn through lectures, workshops, and independent learning. The lectures will cover key VR/AR theories and concepts that will enable you to tackle a series of guided app development exercises. You will work on these during workshops and hands-on sessions in Northumbria’s CIS building computer labs, which are fully equipped with the latest VR/AR equipment’s and software toolkits.

How will I be supported academically on this module?

You will be supported by lecturers during the timetabled sessions when you will receive feedback on your work. The University’s state-of-the-art VR/AR kits are accessible for your learning. The University’s eLearning Portal offers remote access to all lectures and workshop materials to reinforce your learning. In addition, the University library offers support for all students through providing electronic resources.

What will I be expected to read on this module?

All modules at Northumbria include a range of reading materials that students are expected to engage with. The reading list for this module can be found at: http://readinglists.northumbria.ac.uk
(Reading List service online guide for academic staff this containing contact details for the Reading List team – http://library.northumbria.ac.uk/readinglists)

What will I be expected to achieve?

Knowledge & Understanding:
MLO1 – Demonstrate the knowledge and understanding of VR/AR technologies

Intellectual / Professional skills & abilities:
MLO2 – Design and implement an VR application using appropriate software and hardware kits
MLO3 – Design and implement an AR application using appropriate software and hardware kits
MLO4 – Critically evaluate the effectiveness and impacts of VR/AR techniques for a given problem

Personal Values Attributes (Global / Cultural awareness, Ethics, Curiosity) (PVA):
MLO5 – Demonstrate independent research skills in the development of VR/AR applications

How will I be assessed?

The summative assignment of this module contains two parts. Part 1 (60% of the marks) is developing an VR/AR application for a selected problem using appropriate software and hardware tools, which addresses the learning outcomes MLO1, MLO2, and MLO3. The submission of this part should be a single zip file that includes your run-able application (with installation and running instructions) and a demo video (MP4 format, no longer than 4 mins, no mark, optional) that highlights the features you have implemented. Part 2 (40% of the marks) is writing an individual report (word document, maximum 2000 words) that surveys and critically evaluates VR/AR technologies and their impacts for a selected problem. This covers the learning outcomes MLO4 and MLO5. You will receive both informative and confirmatory feedback on your assignment. During each week’s workshop session, students will work on lab exercises as formative assessments. Feedback will be given in class.





Module abstract

Are you fascinated by Metaverse and the immersive technologies that power it? Come and learn on our module – Virtual and Augmented Reality. This module introduces you to the key concepts and techniques of Virtual Reality (VR) and Augmented Reality (AR), covering topics of historical and recent development of VR/AR, reality-virtuality continuum, design principles for mixing reality and virtuality, 3D immersive perception and interaction techniques, and human factors in virtual environments. The module draws on recent advances of VR/AR systems and offers application development practices using state-of-the-art software and hardware kits accessible in our fabulous CIS labs. You will learn knowledge and skills that not only enable you to build an exciting VR/AR app people can interact with for the module assignment, but also can enhance your employability in both emergent and traditional fields that are increasingly transformed by VR/AR.

Course info

UCAS Code GN50

Credits 20

Level of Study Undergraduate

Mode of Study 3 years full-time or 4 years with a placement (sandwich)/study abroad

Department Computer and Information Sciences

Location City Campus, Northumbria University

City Newcastle

Start September 2023

Fee Information

Module Information

All information on this course page is accurate at the time of viewing.

Our Campus based courses starting in 2022 and 2023 will be delivered on-campus with supporting online learning content. We continue to monitor government and local authority guidance in relation to Covid-19 and we are ready and able to adjust the delivery of our education accordingly to ensure the health and safety of our students and staff.

On-campus contact time is subject to increase or decrease in line with any additional restrictions, which may be imposed by the Government or the University in the interest of maintaining the health and safety and wellbeing of students, staff, and visitors. This could potentially mean increased or fully online delivery, should such restrictions on in-person contact time be required.


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