Module Information

Module Identifier
Module Title
Extended Realities
Academic Year
Distance Learning
Reading List
Other Staff

Course Delivery



Assessment Type Assessment length / details Proportion
Semester Assessment Written Report  3000 Words  30%
Semester Assessment Portfolio  Project Based Assignments  70%
Supplementary Assessment Portfolio  Resubmission of failed/nonsubmitted components or others of equivalent value.  70%
Supplementary Assessment Written Report  Resubmission of failed/nonsubmitted components or others of equivalent value. 3000 Words  30%

Learning Outcomes

On successful completion of this module students should be able to:

Demonstrate an understanding of the underlying technologies that enable XR.

Critically evaluate the available technologies and their suitability for different applications.

Build and run simple XR applications.

Brief description

Extended Reality (XR) which comprises of Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) are exciting and relatively new technologies that will allow novel methods of interacting with a wide variety of Creative Industries datasets. This module introduces you to the underlying technologies that enable XR. It focusses on how to build and run simple XR applications, how they are used and what the future holds with emphasis on digital media. Starting with an introduction to XR using a broadly chronological approach, then the tools and techniques to build XR applications and finally how to develop your own original concept for an XR application.


The module will make use of recorded lectures, guided reading and practical work. We will cover the following areas: -

List of blocks:
Block 1 – The underlying technologies that enabled XR and how they came together
Block 2 – Building and running simple XR applications using Unity XR API
Block 3 – Developing your own original concept for an XR application

Module Skills

Skills Type Skills details
Adaptability and resilience Subject matter and delivery will encourage future reading on many concepts relating to numerical representations of images, videos and 3D data. Will be expected to critically evaluate computer graphics and XR techniques based on course material and own reading.
Creative Problem Solving Working out how to translate concepts into practice.
Critical and analytical thinking Use of online sources to extend and deepen knowledge relating to use of graphical applications.
Digital capability The whole module is related to advanced IT applications.
Professional communication Written report and creative product
Real world sense Development of computer literacy in area of computer graphics and XR. Presentation and writing skills developed. Elements could form part of a portfolio of work.
Subject Specific Skills Use of several advanced graphical applications and an understanding of the underlying concepts. Use of core mathematical concepts relevant to computer graphics.


This module is at CQFW Level 7