KZB320 XR - Extended Reality
To view more information for this unit, select Unit Outline from the list below. Please note the teaching period for which the Unit Outline is relevant.
| Unit code: | KZB320 |
|---|---|
| Prerequisite(s): | 96cp of completed study |
| Credit points: | 12 |
| Timetable | Details in HiQ, if available |
| Availabilities |
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| CSP student contribution | $1,192 |
| Pre-2021 CSP student contribution | $1,020 The pre-2021 commonwealth supported place (CSP) contribution amount only applies to students enrolled in a course prior to 2021. To learn more, visit our Understanding your fees page. |
| Domestic tuition unit fee | $4,704 |
| International unit fee | $4,944 |
Unit Outline: Semester 2 2026, Kelvin Grove, Internal
| Unit code: | KZB320 |
|---|---|
| Credit points: | 12 |
| Pre-requisite: | 96cp of completed study |
Overview
Exploring the latest innovations in XR as applied to creative arts, students will have the opportunity to create aesthetically compelling and critically engaging public facing prototypes and artworks that leverage this powerful emerging suite of technologies. This Unit offers a multidisciplinary learning experience where students from different specialisations come together to experiment, innovate and build new skill sets in the fast growing Extended Reality (XR) technology space. XR involves a broad range of creative approaches in the production of new realities that dynamically interweave traditional and digital arts practice, providing an enhanced experience for audiences and new challenges for practitioners.
Learning Outcomes
On successful completion of this unit you will be able to:
- Building advanced knowledge of how new technologies can enhance audience participation in creative arts.
- Effective role management in XR design and rapid prototyping for audience experience.
- Demonstrate understanding of the ethics and aesthetics of immersion and interaction.
- Apply critical reflection and thorough research on XR as a suite of new paradigms of vision, sonics and perception in creative arts.
Content
Students will be fostered to experiment with different ways of generating XR, understanding new ways that XR can benefit creative arts. This Unit develops individual creativity in XR production while encouraging agile organisational skills through fast prototyping, project management and teamwork. Through theory and interdisciplinary practice, students gain knowledge of a suite of related technologies such as virtual, augmented, mixed and alternative realities, as well as the creative and technical capacity to create a variety of experimental audience experiences, from head mounted virtual environments to large scale projections.
Students will research foundational concepts, critical approaches, and important frameworks, developing a robust understanding of the historical origins and contemporary role of XR.
Learning Approaches
This unit incorporates theory and practice and engages you in your learning through a problem-based learning approach. Learning is facilitated through lectures, video content, readings, studios and tutorials with activities designed to incrementally build understanding of the emergent field of XR. The readings, video content and lectures introduce methods, concepts and theories whereas the tutorials include discussions, applications and demonstrations of creative and technical practices, concepts and theories.
Feedback on Learning and Assessment
Feedback on learning and assessment will be given in tutorials, studios and online through Canvas.
Assessment
Overview
There are three assessment items in this unit. Assessment 1 is a comparative case study, assessment 2 is an original prototype presented to the class and provides the basis for the group projects presented in assessment 3.
Unit Grading Scheme
7- point scale
Assessment Tasks
Assessment: Case study
From a brief, compare and contrast a historical or contemporary XR artwork, prototype or example from the field of creative arts. Your comparison will demonstrate an understanding of artistic precedents, theoretical contexts, as well as an overview of creative and technical methods.
This assignment is eligible for the 48-hour late submission period and assignment extensions.
Assessment: Rapid Prototype
Design and document an original rapid prototype, accompanied by critical and aesthetic rationale. This Assessment scaffolds development for a brief-driven or student-negotiated group project in A3. Your prototype will be pitched to the cohort who will make their selection for the A3 group Assessment.
This assignment is eligible for the 48-hour late submission period and assignment extensions.
Assessment: Collaborative creative (XR) work
Brief is student negotiated and dependent on project.
You will work in a team to devise an XR project that presents the creative affordances and capacities of XR as a medium within digital arts. You will also write an individual reflection that contextulises your project within the field.
This assignment is eligible for the 48-hour late submission period and assignment extensions.
Academic Integrity
Academic integrity is a commitment to undertaking academic work and assessment in a manner that is ethical, fair, honest, respectful and accountable.
The Academic Integrity Policy sets out the range of conduct that can be a failure to maintain the standards of academic integrity. This includes, cheating in exams, plagiarism, self-plagiarism, collusion and contract cheating. It also includes providing fraudulent or altered documentation in support of an academic concession application, for example an assignment extension or a deferred exam.
You are encouraged to make use of QUT’s learning support services, resources and tools to assure the academic integrity of your assessment. This includes the use of text matching software that may be available to assist with self-assessing your academic integrity as part of the assessment submission process.
Breaching QUT’s Academic Integrity Policy or engaging in conduct that may defeat or compromise the purpose of assessment can lead to a finding of student misconduct (Code of Conduct – Student) and result in the imposition of penalties under the Management of Student Misconduct Policy, ranging from a grade reduction to exclusion from QUT.
Requirements to Study
Requirements
All students are requested to visit and review the Health and Safety information on the HiQ web pages (CIESJ Tier 1 HSE requirement).
You will be advised if you are required to complete a Tier 2 CIESJ Health and Safety Induction which is provided by the technician on site in the theatre, workshop or studio, or a Tier 3 CIESJ Health and Safety Induction which is a hands on induction on specific machinery.
Resources
Refer to the unit’s Canvas site for links to additional readings (via QUT Readings) and learning resources.
Resource Materials
Recommended text(s)
Gibson, Steve, et al., eds. Live Visuals: History, Theory, Practice. Taylor & Francis, 2022.
Jung, Timothy, M. Claudia tom Dieck, and Sandra Maria Correia Loureiro, eds. Extended Reality and Metaverse: Immersive Technology in Times of Crisis. Springer Nature, 2023.
Risk Assessment Statement
All students are requested to visit and review the Health and Safety information on the HiQ web pages (CIESJ Tier 1 HSE requirement).
You will be advised if you are required to complete a Tier 2 CIESJ Health and Safety Induction which is provided by the technician on site in the theatre, workshop or studio, or a Tier 3 CIESJ Health and Safety Induction which is a hands on induction on specific machinery.
Risks associated with projects vary. Students should abide by the health and safety requirements relevant to their project. A Project Risk Management Plan is also mandatory.
Where substantial computer-based work is required, you are recommended to take regular rest breaks when engaging in prolonged computer-based work, and ensure that your workstation is set up for optimal comfort to prevent strain or injury.