Opzioni di iscrizione

This Course will start on the 14th of march
COMPLESSO BEATO PELLEGRINO Aula 3

Courses will be held on Thursdays and Fridays from 16:30-18:30.

Immersive Technologies aims to offer students a wider understanding of the multifaceted world of immersion in . There will be in-depth exploration of the tools and technologies that we use to immerse ourselves, as well as analysis of different implementations of these. There will be a special focus on the many interpretations and uses of immersion in art, as well as the possibilities for society. Immersive technologies will also go between the traditional VR/AR, into other technologies that we may take for granted, as well as the many problematics that come with these.

Assessment Criteria:

Presentations:
-How well have you summarized the chapter you presented? Did you speak of all the important elements in the chapter and explain them in a simple manner?
-What external examples and details did you incorporate?
-How did you connect the material to the class content, as well as to other elements outside of the chapter’s content?
-What elements did you find problematic and what other implementations can these technologies have?
-Have you explained why the examples you used as case studies are relevant and have you examined and presented all details, comparisons, problematics, interpretations and future uses for these case studies?
-Have you demonstrated critical thinking towards the tools and processes involved in immersive technologies?

Final Exam:
-Demonstrate knowledge in the discussions, subjects and material from the class.
-Incorporate examples, connections and details in your answers.
-Argue your opinions in a clear and comprehensive way
-Demonstration of analytical and critical thinking towards the tools and processes involved in immersive technologies.


Student groups will have certain chapters assigned from these two books which they will be expected to present and summarize to the class:

-Dowling, David Oakey. Immersive Longform Storytelling : Media, Technology, Audience. Routledge, Taylor & Francis Group, 2019.

-Bucher, John K. Storytelling for Virtual Reality : Methods and Principles for Crafting Immersive Narratives. Routledge, Taylor & Francis Group, 2018.

Important: Only for those not attending, they will also have to read :

-Steinicke, Frank. Being Really Virtual : Immersive Natives and the Future of Virtual Reality. Springer, 2016.

Optional Reading:

-Jarvis, Liam. Immersive Embodiment : Theatres of Mislocalized Sensation. Palgrave Macmillan, 2019.

-Fuchs, Philippe, et al. Virtual Reality : Concepts and Technologies. CRC Press, 2011
Iscrizione spontanea (Studente)
Iscrizione spontanea (Studente)