VR/MR AND EMERGENT MEDIA - 2021/2

Module code: DMA3010

Module Overview

This module builds on practical and theoretical skills developed in the programme by exploring how media audience and markets are developing, and how students can incorporate emerging media into their own work. The module examines emerging media of the 1990’s, focusing specifically on Virtual Reality, and “New Media”, and compares these to current 360 degree video, and VR/AR/MR and other forms of emergent media. The module focuses on how these emergent media enable new forms of story-telling, and whether-or-not these media are best used for addressing traditional themes, or newly emerging cultural issues.

Through the module, students are shown a how to adapt their exiting practical skills to create virtual, immersive, and interactive works. It also provides an opportunity for students to be forward looking and strategic about their professional presence beyond graduation; to critically reflect on their professional identity and preferred career trajectory, and take the initiative in moving into their selected areas.

Module provider

Music and Media

Module Leader

SILKSTONE Eleanor (Music & Med)

Number of Credits: 15

ECTS Credits: 7.5

Framework: FHEQ Level 6

Module cap (Maximum number of students): N/A

Overall student workload

Personal Tutorial Hours: 2

Independent Learning Hours: 128

Lecture Hours: 12

Seminar Hours: 4

Practical/Performance Hours: 4

Module Availability

Semester 1

Prerequisites / Co-requisites

N/A

Module content

Indicative content includes:


  • Review of formerly emergent media, and how they have, or have not become adopted

  • Examination of 1990s waves of Virtual Reality

  • Evidence based research into changes in media markets and audiences

  • Overview of how new Virtual, Augmented, and Mixed Realities are being adopted

  • Exploration of new forms of story-telling invited through emergent media

  • Lectures on entrepreneurship, and advice from visiting speakers working in the creative industries and relevant professions.

  • 360 degree video and viewers

  • Interaction in virtual environments  

  • Creation of an interactive work using emergent media

  • Lectures on entrepreneurship, and advice from visiting speakers working in the creative industries and relevant professions.

  • Group brainstorming and critiques.


Assessment pattern

Assessment type Unit of assessment Weighting
Coursework CREATIVE PORTFOLIO 100

Alternative Assessment

N/A

Assessment Strategy

The assessment strategy is designed to provide students with the opportunity to demonstrate their ability to identify and professionally communicate their skills, specialist knowledge and interests for the purposes of employment, further study/creative practice, etc. as appropriate.

Thus, the summative assessment for this module consists of:


  • Creative Portfolio (100%) 



Formative assessment and feedback

Continuous oral assessment is given through timetabled group critiques and individual tutorials. Immediate oral feedback is given on works-in-progress presented during class and in tutorials. In addition, the module includes the following formative feedback:


  • Individual presentation

  • Works-in-progress are presented and discussed in class giving students opportunities to provide feedback to colleagues as well as hearing the constructive criticism and feedback given to other students working on the same brief.


Module aims

  • • Enable you to examine and understand how emergent media approaches, markets, and audiences have developed and either been rejected or included into mainstream media
  • • Understand the history and potential of Virtual Reality, Augmented Reality, and Mixed Reality technologies
  • • Consider how best to incorporate VR/AR/MR, and other emergent media into your own creative practice
  • • Enhance your employability by exploring what emergent skills are currently in demand, and how these can be represented in your portfolio

Learning outcomes

Attributes Developed
001 Identify how emergent media approaches, markets, and audiences have developed and either been rejected or included into mainstream media KC
002 Analyse and develop their own strategy for including emergent media in their creative practice KC
003 Design and realise an interactive artefact using VR/AR techniques and approaches KC
004 Understand theoretical and practical issues of collaborative and interdisciplinary endeavour KC
005 Study independently, set goals, manage their own workloads and meet deadlines T
006 Confidently prepare for progression beyond the DMA programme PT

Attributes Developed

C - Cognitive/analytical

K - Subject knowledge

T - Transferable skills

P - Professional/Practical skills

Methods of Teaching / Learning

The learning and teaching strategy is designed to:

Facilitate reflective insight in career strategies and from this construct an appropriate show-reel of work, abilities, and interests and areas of specialism.

The learning and teaching methods include:


  • Lectures

  • Seminars

  • Student presentations

  • One-to-one tutorials


Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.

Reading list

https://readinglists.surrey.ac.uk
Upon accessing the reading list, please search for the module using the module code: DMA3010

Programmes this module appears in

Programme Semester Classification Qualifying conditions
Digital Media Arts with Media Studies BA (Hons) 1 Optional A weighted aggregate mark of 40% is required to pass the module

Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2021/2 academic year.