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Curriculum /1

V2VRAR Virtual and Augmented Reality

Name of study programme

Virtual and Augmented Reality

ECTS credits

60

Academic level and organisation of the study programme

It is a full-time advanced degree programme lasting one study year.

Introduction

Virtual reality (VR) and augmented reality (AR) are expected to be the next big computing environment due to the rapid development of the area over the past few years. Virtual and augmented reality are already being integrated into a number of industries such as healthcare, tourism, risk management, advertising, entertainment, automotive, gaming, education and space industries. VR and AR will play a major role in the future in learning and education, entertainment, edutainment, industry and science, so it is important to educate and train people within the field to meet the growing demands.

The education provides a program that targets the key areas of virtual reality (VR) and augmented reality (AR). Virtual Reality (VR) is an immersive digital environment that can replicate lifelike physical environments or portray a fictional artificial world, and makes the user feel they are immersed in that environment in real-life. Augmented reality (AR) is created by enhancing real life objects/environments with a digital overlay. It is a professional education offering specialisation in VR and AR. The study programme have both a technical and artistic approach to the field of expertise within an entrepreneurial and professional environment through work placement in EON Norway.  

The study programme in Virtual and Augmented Reality combines technical and artistic subjects with VR and AR technology in interactive digital content development.

The study programme aims to develop further the students’ ability for comprehensive thinking and to give them a broad understanding of VR and AR as tools and methods for problem solution in a wide range of work tasks. It also aim to prepare students for working life either as an employee or as an entrepreneur with their own company. The education will give awareness and understanding of modern interactive and immersive technologies, knowledge transfer, skills building and preparation for digital sector carrier and work experience.

The programme is delivered in partnership with EON Reality, the leaders in Virtual Reality and Augmented Reality based knowledge transfer, through the Interactive digital center (IDC) Eon Norway, which provides opportunities for graduates to become VR/AR professionals, and have direct access to an established industry developing VR/AR content for education and industry. Highly skilled professionals from EON Reality will contribute to the teaching and guidance.

Learning outcomes

On successful completion of the study programme, a student has the following total learning outcome defined in terms of knowledge, skills and general competence:

Knowledge

The student

  • has knowledge of Virtual Reality and Augmented Reality
  • has knowledge of production pipelines in a corporate setting
  • has specialised knowledge of the production of content for VR and AR productions
  • has in depth knowledge of critical thinking, communication and problem solution linked to content development
  • knows of national and international research and development work that is relevant for VR and AR development
  • has advanced knowledge of  3D content creation

Skills

The student

  • can master and apply relevant professional tools, methods and theory for VR and AR content creation
  • can master design processes from idea to end product
  • can apply professional knowledge and relevant results from research and development work underlying VR and AR productions
  • can to reflect on his/her own professional performance and adjust it under supervision
  • can find, assess, use and refer to relevant research and development work, artistic and technical development work and other pertinent professional material
  • can master critical thinking, logic, communication and problem solution
  • can work creatively and use relevant methods for content production in problem solution

General competence

The student

  • can analyse, plan and carry out varied work tasks and projects over a protracted time period, alone and as a group participant, and in accordance with ethical requirements and guidelines  
  • has insight into relevant professional and work ethical issues, and is able to contribute to a professional community
  • can inspire and facilitate entrepreneurship, new thinking and innovation and to involve local working, social and cultural life
  • can disseminate central subject matter orally and in writing, to take part in professional discussions within the subject area and share his/her knowledge and experiences with others

Target group

The target group for the study programme is primarily applicants interested in creative art and/or technology. The study programme is suitable for students who wish to focus on the use of different technologies, and those who wish to develop their skills in digital content production. It is a cross-disciplinary program where both technical and creative thinking is needed. To develop interactive digital VR and AR content there is a need to understand the underlying technology as well as digital art.

The applicants are interested in enrolling for the industrial, education or edutainment environment and have an educational background within Autodesk Maya, 3D Studio Max (or similar), game development, user interface for both mobile platform application and traditional computer platforms, Audio Video planning, design and integration or Audio Video systems design.

Career prospects and further studies

The programme immerse students directly into a professional context through real world projects. A problem-based teaching approach promotes entrepreneurial thinking and knowledge.

The students get the skills needed to be successful in creating Virtual Reality and Augmented Reality content for industry and education. These skills will also enable students to work in fields like architecture and product visualization, game creation, multimedia design, and broadcast media. The education also provides knowledge that may form a basis for continued work in the education sector and in research and development work.

The study programme provides competence in combining relevant up to date digital tools, techniques, methods, forms of expression and concepts relating to creative processes in VR and AR production. The programme also provides good specialisation in a field, but at the same time also broad knowledge to make the students more attractive for working life and equipped for the technological future. The program focuses on content creation for edutainment, industry and education. The education give the applicants opportunity to work on the next generation of edutainment solutions that combine innovative entertainment concepts with the world’s leading VR and AR knowledge transfer software. To develop mission critical training applications for areas such as Energy, Medical and Industrial, and to develop new virtual labs, lead pilot projects, and roll-out virtual 3D learning environments.

The students may apply for a two-year theoretical Master’s degree programme in Digital Communication at Inland University of Applied Sciences (IUAS). It is also possible to take relevant further education abroad.

Qualifications

  • A Norwegian bachelor’s degree or an education recognized as being equivalent to a Norwegian bachelor’s degree.
  • Your degree from higher education must include at least 80 ECTS credits or equivalent in game technology, 3D Animation, digital art, computer science, game design or similar fields

English Language requirements

Applicants must document their proficiency in English at a certain level.

The English language requirements applies to all except applicants native to UK, Canada, Ireland, New Zealand, Australia or the nordic countries, who are not required to document any language proficiency.

You will find the  list of accepted courses and minimum scores accepted here.

Interview

Based on the application, applicants who meet the admission criteria could be invited for an admission interview for further approval. Candidates will be selected based on their qualifications and experience, and outcomes of the formal interview when conducted. Candidates are responsible of their own application and interview costs.

Teaching and working methods

The teaching is based on lectures, creative exercise in the practical field, small group learning/ group work for experimental and cognitive processes, presentations, work placement with involvement into commercial activities and self-study.

Most of the courses are practical with great emphasis on assignments and problem-based learning, and entail compulsory work requirements, both individually and in groups. All activities are compulsory. The students have to be present 80% of the time as a minimum to get examination.

In addition to organised teaching and supervision, the students shall acquire knowledge, skills and professional insight through self-study. The students are personally responsible for following up their own studies. This can be review materials, case studies examples, video tutorials and research on given subjects.

The education requires great efforts from the students. If they are to be well equipped for working life in this field, it is important that they set aside a lot of time for their own study work. In addition, some of the courses require the students to hand in assignments every week in order to achieve the necessary progression and reach an adequate level academically and professionally.

There is compulsory attendance for laboratory work and lectures, which is detailed more precisely in the teaching plan.  All compulsory practical and theoretical assignments must be completed within set dates in accordance with the given assignment. Assessment and supervision are an important part of the learning process. There must be continuous contact between student and lecturer during the planning and execution of work assignments. 

The students have to participate in a range of teaching activities each week. This include classes, seminars, practicals and online interaction. More information about the individual unit details can be found in the course structure.

Expenses occurred in connection with any excursions must be paid by the student himself/herself.

The characteristic nature of the study programme is based on portable computer equipment. A computer and software are prerequisites for being able to follow all of the study programme’s courses. The University in collaboration with EON Norway provide a VR/AR computer laboratory and advice on the purchase of computer and software for own use.

Assessment, examination and grading

Graded letter marks are used, from A – F, where E is the lowest pass grade. Varied assessment forms are used, both written individual school examinations and individual and group-based portfolio assessments. The examination can be given in Norwegian. 

Research-based teaching

The study programme keeps up-to-date by using new literature, new technology, research and methods.

The students have the opportunity to work with internal and external partners on research and development projects linked to the education.

Internationalisation

The teaching in all courses will be given in English.

The students will be working within an international environment in collaboration with the international company EON Reality/EON Norway and partners. EON Reality is one of the world leaders within the field of content creation for VR and AR knowledge transfer for education, edutainment and industry. For more information about the EON Reality, see: www.eonreality.com 

Last revision

3rd of December 2019

Information literacy

The students are to develop skills in finding and using high quality academic and professional information resources in their subject fields, during both their education and their professional practice. Information literacy is the ability to localise, evaluate and use information and academic subject material to satisfy one’s own needs. This is key academic and professional competence and the basis for lifelong learning. The University Library offers instruction in information literacy both on campus and over the Internet (linked to a new web-based resource page). The teaching places emphasis on reference techniques, source criticism, plagiarism and specialised subject search. All students are expected to be critical to information sources and to use these sources correctly in all written and practical work throughout their studies.

Information literacy will be relevant for all of the study programme’s courses where written and practical reports and reasons for academic and professional decisions are part of the assignment. Information literacy will be a natural part of the study program.

Programme structure and content

The first semester (30 ECTS credits) consist of subject-specific theory and content development. The semester covers introduction and project management, 3D modelling, rigging and animation, basics of interactive 3D development, interactive 3D app development, JavaScript in VR apps development, CAD, DCC -> VR conversions, shaders / software development, immersive systems development, kinect and immersive solutions, mobile interactive 3D application development and mobile VR AR.

The second semester is work placement (30 ECTS credits) with project based training for VR and AR content creation, professional workflows, and project management, e-groups, student’s individual development path via experience, assessment based on roles in the projects, idea promotion and incubation, sales / production / marketing / and installation support.

The students obtain broad knowledge of their chosen specialisation, experience of VR and AR production and cross-disciplinary group work.

For more information about the study programme’s courses and progression see the overview of courses.

The students will undertake a work placement at Eon Norway. This will provide an opportunity to apply and consolidate the learning from courses, experience workplace culture and workplace practices, explore career options and develop a professional network before graduating.

Students will develop their entrepreneurial skills through supervised project based learning on real customer projects. At the end of the course, students will have a robust portfolio of work showing off their projects. During the work placement, students will have ongoing feedback sessions with teachers and professionals, individual and group tasks, capstone presentation to Management at the end of the training, peer review evaluations and a final exam with work presentation that is graded. For detailed information about the work placement, see description in the course plan.

The classes are held close to Campus Hamar.

Class

2020