AR, VR AND THE METAVERSE - 2026/7

Module code: EEEM067

Module Overview

This module introduces the fundamental concepts and technologies underlying virtual and augmented reality (VR/AR) and the emerging concept of the Metaverse. It also examines current and future technological challenges and explores the potential impact of these technologies 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: 78

Lecture Hours: 11

Tutorial Hours: 4

Laboratory Hours: 22

Guided Learning: 10

Captured Content: 25

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
School-timetabled exam/test 1hr Invigilated In Class Test 20
Coursework Virtual Reality Coursework 80

Alternative Assessment

N/A

Assessment Strategy

The assessment strategy for this module is designed to provide students with the opportunity to demonstrate achievement of the learning outcomes through both theoretical understanding and practical application.

The in-class test (20%) assesses students' knowledge and understanding of the fundamental concepts presented in the lectures, including the principles of virtual and augmented reality systems, interaction techniques, perception, tracking, rendering, and immersive media technologies.

The coursework (80%) assesses students' ability to design and develop an interactive virtual reality application using a game engine such as Unity. Students will implement a VR experience and demonstrate their practical understanding of immersive system design, interaction techniques, and content creation. The coursework will include: (i) a short demonstration of the application; (ii) a written report and development logs explaining the design choices, implementation details, and reflection on the development process; (iii) code submission. 

Therefore, the summative assessment for this module consists of the following:

  1. 1hr Invigilated In Class Test (20%): A short written test assessing students' understanding of core AR/VR concepts covered in the lectures.
  2. Coursework (80%) : Development of a VR application implemented in Unity, accompanied by a demonstration, short report describing the system design and implementation, development logs and code

 

Formative Assessment and Feedback

Students will receive formative assessment and feedback throughout the module in several ways:

  • During lectures through question-and-answer sessions and group discussions.
  • During tutorial and revision sessions through worked examples and discussion of key concepts.
  • Through unassessed tutorial problems with model answers or solutions.
  • During supervised laboratory sessions through guidance and feedback on the development of the VR coursework project.
  • Through feedback on the submitted coursework, including both the implementation, development logs and the written report.

Module aims

  • Introduce the fundamental concepts and technologies underlying virtual and augmented reality (VR/AR) and the Metaverse, including hardware and software systems, graphical rendering, human perception, tracking systems, and interaction techniques.
  • The module also aims to provide opportunities for students to learn about the Surrey Pillars listed below.
  • Develop practical skills in the design and implementation of interactive virtual reality applications using modern development tools and game engines.

Learning outcomes

Attributes Developed
Ref
001 Demonstrate understanding of the theoretical foundations of virtual and augmented reality (VR/AR) hardware and software. K M1
002 Analyse the state-of-the-art in VR/AR technologies, including their role in the modern world and associated technical challenges. KCPT M2, M4
003 Design and develop virtual environments using appropriate tools and techniques. KCT M3
004 Evaluate open problems, business opportunities, and potential research directions in VR/AR technologies. 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 for this module is designed to support students in developing both theoretical understanding and practical skills in virtual and augmented reality (VR/AR) technologies.

Lectures introduce the fundamental concepts underlying VR/AR systems, including perception, interaction, tracking, content creation, and immersive media. These sessions provide the theoretical foundation required to understand the design and implementation of immersive technologies and their applications.

Practical laboratory sessions complement the lectures by providing hands-on experience with industry-standard development tools, such as Unity and VR headsets. During these sessions, students develop interactive VR applications and experiment with key concepts such as locomotion, interaction techniques, and immersive audio. These activities allow students to apply theoretical principles in a practical context and progressively build the skills required for the coursework project.

Interactive elements are integrated into lectures and laboratory sessions through class discussions, in-class exercises, and problem-solving activities. These activities encourage students to critically engage with the material and explore the broader challenges and opportunities associated with VR/AR technologies and the Metaverse.

The coursework project enables students to consolidate their learning by designing and implementing an interactive VR experience. Through this work, students develop practical development skills while reflecting on design decisions, technological constraints, and the potential impact of immersive technologies.

Revision sessions and guided problem-solving activities are also provided to reinforce key concepts and prepare students for the in-class test.

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 of places and may not be available to exchange students. Please check availability with the International Engagement Office at ieo.incoming@surrey.ac.uk.

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

  • Digital Capabilities: Students will develop coding skills and gain practical experience in computer vision, which is a key digital technology in electronic engineering and computer science.
  • Employability: This module provides transferable skills in advanced programming, hardware systems, and problem solving, which are valued by employers in both electronic engineering and computing industries.
  • Resourcefulness and Resilience: This module develops students' ability to apply computer vision methods introduced in lectures to solve practical problems through tutorial exercises, examinations, and programming-based coursework.

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
Artificial Intelligence with Industrial Practice MSc 1 Optional A weighted aggregate mark of 50% is required to pass the module
Electronic Engineering with Computer Systems MEng 1 Optional A weighted aggregate mark of 50% is required to pass the module
Electronic Engineering MEng 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 2026/7 academic year.