AR, VR AND THE METAVERSE - 2025/6

Module code: EEEM067

Module Overview

This module will introduce and explore the underlying concepts and technologies of virtual/augmented reality (VR/AR) and the emerging idea of the Metaverse. The module will also investigate the current and future challenges of the technologies and consider the impact it will have on industry and wider society.

Module provider

Computer Science and Electronic Eng

Module Leader

VOLINO Marco (CS & EE)

Number of Credits: 15

ECTS Credits: 7.5

Framework: FHEQ Level 7

Module cap (Maximum number of students): 35

Overall student workload

Independent Learning Hours: 79

Seminar Hours: 11

Laboratory Hours: 20

Guided Learning: 10

Captured Content: 30

Module Availability

Semester 1

Prerequisites / Co-requisites

None

Module content

Indicative material will cover: 

Introduction into AR/VR and the Metaverse 

The Geometry of Virtual Worlds 

Light, optics and Human Vision 

Graphical rendering 

Motion and Displays 

Interaction 

Tracking 

Audio  

Content and Capture 

Blockchain and NFTs  

Assessment pattern

Assessment type Unit of assessment Weighting
Coursework Coursework 20
Examination 2 hr Invigilated (open book) Examination 80

Alternative Assessment

N/A

Assessment Strategy

The assessment strategy for this module is designed to provide students with the opportunity to demonstrate the learning outcomes. The coursework assesses the student's practical knowledge by demonstrating the implementation of an AR/VR application. The written examination will assess students’ knowledge and understanding of the main concepts delivered in the lectures.

Thus, the summative assessment for this module consists of the following.

1.  Coursework: Summary video and short report of lab-based unity project. 

2.  Invigilated Exam.

 

Formative assessment and feedback

For the module, students will receive formative assessment/feedback in the following ways.



  • During lectures, by question and answer sessions


  • During lectures, by group discussions


  • During worked example/revision classes


  • By means of unassessed tutorial problems (with answers/model solutions)


  • Via the marking of the coursework, both electronic file submissions and written report


  • Students will receive formative assessment/feedback during lectures, by question and answer sessions, and during supervised computer laboratory sessions.


Module aims

  • This module aims to provide an understanding of Virtual/Augmented Reality (VR/AR) and Metaverse technologies including hardware systems, software systems, game engines, graphical rendering, human vision, vestibular systems, tracking systems, interaction, and current challenges.
  • The module also aims to provide opportunities for students to learn about the Surrey Pillars listed below.

Learning outcomes

Attributes Developed
Ref
001 Demonstrate an understanding of the knowledge of the theory behind Virtual and Augmented Reality hardware and software K M1
002 Demonstrate an understanding of the state-of-the-art, the role of VR and AR in the modern world, and open challenges. KCPT M2, M4
003 Demonstrate an ability to create virtual worlds. KCT M3
004 An ability to independently evaluate open problems, business opportunities, and areas of possible research. CPT M5, M16, M17

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 achieve the specified learning outcomes:

- To equip students with an understanding of the fundamental concepts related to virtual and augmented reality and the metaverse.

- Students learn the basic principles behind Unity3D that will allow them to implement the concepts introduced in lectures.

- Students obtain a strong overview of the state-of-art technologies and associated challenges.

- Through the personalized coursework, students reinforce their understanding of the impact of AR/VR in the modern world, developing their vision and in-depth understanding of challenges and opportunities. 

Learning and teaching methods include the following.


  • Lectures

  • Class discussion integrated within lecture 

  • Designed in-class problems 

  • Assignment in the form of computer simulations and reports using high level software

  • Timetabled revision classes which demonstrate the principles of the theory in quantitative worked examples and prepare students for the written examination.


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: EEEM067

Other information

This module has a capped number and may not be available to exchange students. Please check with the International Engagement Office email: ieo.incoming@surrey.ac.uk

This module is designed to allow students to develop knowledge, skills and capabilities in the following areas:

Digital capabilities: Students will develop skills in coding, will gain practical skills in computer vision, which is a key digital technologies in electronic engineering and computer science.

Employability: This module provides transferable skills in advance programming, hardware and problem solving which are appreciated by employers in both electronic engineering and computer communities. 

Resourcefulness and Resilience: This module develops student skills in computer vision methods they have learned in lecture material to solve practical problems designed in the tutorial questions, exams, and computer programming-based course works.

Programmes this module appears in

Programme Semester Classification Qualifying conditions
Artificial Intelligence MSc 1 Optional A weighted aggregate mark of 50% is required to pass the module
Psychology in Game Design and Digital Innovation MSc 1 Optional A weighted aggregate mark of 50% 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 2025/6 academic year.