Virtual and augmented reality applications are set to transcend all industries and are becoming increasingly sophisticated.Our understanding of how people can usefully navigate and interact within immersive environments will also evolve, leading to the creation of more natural methods of interacting and exploring immersive space. The Postgraduate Diploma in Immersive Technology is a brand new course and will be delivered as a one-year, full-time, level 9 programme and funded via Springboard+ (Human Capital Initiative Pillar 1). The aim of this programme is to produce graduates with the knowledge, skills and competencies to plan, design, develop and evaluate immersive user experiences using virtual, augmented and mixed reality tools, technologies and appropriate programming languages.
The Postgraduate Diploma in in Immersive Technology is a new offering in this area and will be delivered as a one-year, full-time, level 9 programme and funded via Springboard+ (Human Capital Initiative Pillar 1).
Virtual and augmented reality applications are set to transcend all industries and are becoming increasingly sophisticated. Our understanding of how people can usefully navigate and interact within immersive environments will also evolve,leading to the creation of more natural methods of interacting and exploring immersive space.
The aim of this programme is to produce graduates with the knowledge, skills and competencies to plan, design, developand evaluate immersive user experiences using virtual, augmented and mixed reality tools, technologies and appropriateprogramming languages. Graduates will acquire core competencies in computing, design and animation making them suitable for employment in immersive design and development across a range of industries.
A capstone project module, undertaken in the second semester of the programme, will enable students to consolidate this knowledge and gainpractical experience in the skills necessary to manage, develop and evaluate a substantial software-based project. The competencies outlined will be further developed and enhanced through participating in a formal work placement module atthe end of the second semester of the programme.
The School of Informatics & Creative Arts has significant experience offering Work Placements and have built up a database of companies in the Computing,Creative Media, Gaming and Animation industries that can be used for placements.
The work placement component of the programme provides students with experience in an industry environment and provide them with the opportunity toapply, develop and integrate the knowledge, skills and competencies acquired during their academic programme in a realworld environment.
During their placement they will participate fully as a member of a team in a company, identify the communication and personal skills necessary to work within such an environment, accept responsibility for their own work, exercise independent technical and/or business judgement and behave ethically in a work environment.
The Institute's Careers and Placement Office and the teaching team will assist and advise students in sourcing and selecting a suitableplacement and the Institute's Placement Office will support the organisation and management of the placement. They willprovide support on interview skills and the production of high quality CVs.
Pre-placement meetings will be held andlearning contracts drawn up and signed by the employer, the student and the Institute placement officer. During theirplacement students will be visited by an academic supervisor who will offer guidance to the student.
During the placement students will be expected to maintain a work placement reflective diary which will record information regarding the nature of the duties, experience gained from the placement with due consideration to issues of employer confidentiality. They will also be expected to submit a report in which they should reflect on the value of the placement inthe context of their personal and professional development. The employer will provide a work supervisor's report at theend of the placement period and they will assess the student's performance using relevant criteria.
The programme provides upskilling and reskilling opportunities to meet current and emerging skills gaps in the areas ofimmersive (VR/AR/MR) technologies. This is in line with the Human Capital Initiative 2020 (HCI) dual focus of upskillingand reskilling people who remain out of the workforce (activation) and also a focus on upskilling those in employment(workforce development).
The entry requirements are as follows:An Honours Bachelor Degree (NFQ Level 8) or equivalent in the field of study of art, design, computing, engineering or acognate discipline.
Applicants who do not meet the academic entry requirements but who have significant relevant experience in thetechnology or media sectors can apply under the Institute's Recognition of Prior Learning (RPL) policy that allowsrecognition of both formal and informal learning, non-accredited personal and professional education and work basedlearning. International students must have a minimum level of English equivalent to IELTS 5.5. Applicants may berequired to attend for interview.
Course modules include:
Mathematics for Computer Graphics: Understanding and applying math concepts used in computer graphics
3D Computer animation for interactive environments: Computer animation, interactivity for 3D environments, Gameengine pipeline
Computer programming for mixed reality immersion: Computer programming for mixed reality immersion
Sound Design for Immersive Technologies: Sound design and implementation for mixed reality. theory and practice
UX Design in Immersive Technologies: User Experience theory and designDeveloping for Collaborative Environments: Practical experience in the design and implementation of a collaboratve VR/AR project.
Interfacing with Immersive Environments: Connecting with digital space through bespoke sensor enabled interfaces.
Mixed Reality Theory: AR/VR Theory, The future of work and society
Work Placement: Work placement / Industry based project
Immersive Media Project: Bringing all elements together in an immersive media project.
1 year full-time
This course is typically delivered using a blended approach and will be delivered in full-time mode (approximately 16 hours per week).
Fees Full-Time EU:
€18,205 (academic year 2020/2021)
€23,950 (academic year 2020/2021)
Fees Part-Time EU:
€9,105 per year (academic year 2020/2021)
€9,950 per year (academic year 2020/2021)
Important Note: Tuition fees and other charges are subject to change each year.
Starting: September 2020
Post Course Info
Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR), collectively referred to as Immersive Technologies,are changing the way people and enterprises communicate, interact, and consume content.
VR, which immerses the userin a virtual world, and AR, which overlays digital information onto the physical world, have the potential to become the next major computing platform (Goldman-Sachs, 2016). Immersive technologies are disrupting, transforming andreshaping existing markets while at the same time facilitating and driving the creation of new markets.
The technologiesare being deployed in a wide variety of application domains including (not exhaustive): Gaming, Entertainment (e.g. LiveEvents), Retail, Advertising and Promotion, Real-estate, Healthcare/Medical, Education, Engineering, Robotics Travel andTourism, Navigation, Workplace and Military.
The significant rise in interest and the realization of the potential of immersive technologies across multiple applicationdomains will require graduates with the correct skills and competencies in order to produce products and services that willbe successful in the immersive experience marketplace.