new course

Postgraduate Diploma in Immersive Technology (Full-Time)

Course Points
ECTS credits : 75
Course Duration
1 Year (Full-Time)
Course Level
Level 9
Course Places
20 Places
Course Start Date
September 2021

Three great reasons to consider this course

  • Create and innovate immersive (VR, AR, XR) solutions.
  • Design innovative training methods and experiences.
  • Be part of the next generation of technologists designing solutions across a multitude of application domains.

Course Summary

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 an online, 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.

Important notice about this course

This programme is planned to commence in September 2021

  • This full-time 1-year postgraduate programmes is funded via Springboard+
  • This programme is subject to final validation.

The Postgraduate Diploma in Science 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, develop and evaluate immersive user experiences using virtual, augmented, and mixed reality tools and technologies as well as appropriate programming 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 will enable students to consolidate this knowledge and gain practical 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 at the end of the second semester of the programme.

Semester 1

  • Software Engineering (Yearlong module)
  • To introduce computer programming and problem-solving in the context of 3D environments. Students completing this module should understand the concepts and language constructs necessary to design, develop, test, and evaluate a software solution developed for a virtual 3D environment.
    This module will also introduce students to software engineering best practice, systems modelling concepts and techniques, and software testing techniques and tools.
  • Narrative, Scene Composition and Collaborative Project (Yearlong module)
  • A collaborative project (module) enables students to consolidate this newly acquired knowledge and gain practical experience in the skills necessary to manage, develop and evaluate a substantial software-based project.
  • 3D Animation and Game Engine Pipeline
  • This module introduces the learner to the computer animation pipeline.
  • Mathematics for Computer Graphics (PGDip)
  • This module aims to develop the student's problem-solving skills and to provide them with a fundamental understanding of cartesian coordinates, vectors and matrices.
  • Sound Design for Immersive Technologies
  • The aim of this module is to cover both the technical and aesthetic aspects of designing, producing and sourcing sound for immersive technologies and 3D environments.

Semester 2

  • Advanced 3D Animation and Game Engine Pipeline
  • This module sees the advancement in the development of skills and knowledge in computer animation principles and practice, which helps competence and ability to raise the quality and standards of your animation productions in a real-time animation pipeline, using game engine, building animation libraries and interactivity depending on the nature of the production. The learner will also become more conversant in the language, concepts and techniques relating to the course.
  • Data Analytics for Immersive Technology
  • The aim of this module is to provide students with the knowledge to store, retrieve, analyse and visualise data to help inform the development of immersive technology solutions.
  • User Experience Design (UXD) in Immersive Technologies
  • Students completing this module will gain a theoretical understanding and practical application of User Experience Design (UXD) techniques within immersive technologies.
  • Work Placement (HDip/PGDip/MSc 6 weeks)
  • The aim of the placement is to introduce the learner to structured employment in a relevant work sector and to develop in the learner an understanding of the organisation, its procedures and technology. The placement will provide students with the opportunity to observe the practical application of theoretical knowledge gained in their programme of study.

Semester 1

  • Software Engineering (Yearlong module)
  • To introduce computer programming and problem-solving in the context of 3D environments. Students completing this module should understand the concepts and language constructs necessary to design, develop, test, and evaluate a software solution developed for a virtual 3D environment.
    This module will also introduce students to software engineering best practice, systems modeling concepts and techniques, and software testing techniques and tools.
  • Narrative, Scene Composition and Collaborative Project (Yearlong module)
  • A collaborative project (module) enables students to consolidate this newly acquired knowledge and gain practical experience in the skills necessary to manage, develop and evaluate a substantial software-based project.
  • 3D Animation and Game Engine Pipeline
  • This module introduces the learner to the computer animation pipeline.
  • Mathematics for Computer Graphics (PGDip)
  • This module aims to develop the student's problem-solving skills and to provide them with a fundamental understanding of cartesian coordinates, vectors and matrices.
  • Sound Design for Immersive Technologies
  • The aim of this module is to cover both the technical and aesthetic aspects of designing, producing and sourcing sound for immersive technologies and 3D environments.

Semester 2

  • Advanced 3D Animation and Game Engine Pipeline
  • This module sees the advancement in the development of skills and knowledge in computer animation principles and practice, which helps competence and ability to raise the quality and standards of your animation productions in a real-time animation pipeline, using game engine, building animation libraries and interactivity depending on the nature of the production. The learner will also become more conversant in the language, concepts and techniques relating to the course.
  • Data Analytics for Immersive Technology
  • The aim of this module is to provide students with the knowledge to store, retrieve, analyse and visualise data to help inform the development of immersive technology solutions.
  • User Experience Design (UXD) in Immersive Technologies
  • Students completing this module will gain a theoretical understanding and practical application of User Experience Design (UXD) techniques within immersive technologies.
  • Work Placement (HDip/PGDip/MSc 6 weeks)
  • The aim of the placement is to introduce the learner to structured employment in a relevant work sector and to develop in the learner an understanding of the organisation, its procedures and technology. The placement will provide students with the opportunity to observe the practical application of theoretical knowledge gained in their programme of study.
  • Immersive media project.

This course is typically delivered using a blended approach of 80% online and 20% face-to-face and will be delivered in full-time mode (approximately 16 hours per week).

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 user in 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, and reshaping existing markets while at the same time facilitating and driving the creation of new markets.


The technologies are being deployed in a wide variety of application domains including (not exhaustive): Gaming, Entertainment (e.g. Live Events), Retail, Advertising and Promotion, Real-estate, Healthcare/Medical, Education, Engineering, Robotics, Travel and Tourism, Navigation, Workplace and Military.
The significant rise in interest and the realization of the potential of immersive technologies across multiple application domains will require graduates with the correct skills and competencies in order to produce products and services that will be successful in the immersive experience marketplace.

Students who obtain 75 ECTS credits can finish the programme and receive a Postgraduate Diploma in Science in Immersive Technologies. Students who wish to do so, may complete the M.Sc. add on which involves the production of a dissertation or project to the value of 15 ECTS credits (subject to validation).

The following are eligible to apply for courses in 2021/22 academic year (subject to the applicant meeting all requirements, e.g. academic requirements):

  • Returners: May apply to all courses if they meet the nationality/visa requirement and residency criteria.
  • People in employment: May apply to all courses if they meet the nationality/visa requirement and residency criteria.
  • The unemployed or formerly self-employed: All courses are open to these categories of applicants
  • Recent Graduates: One-year full-time and two-year part-time ICT Skills Conversion courses are open to recent graduates. However, to participate in an NFQ Level 9 (Post-Graduate) course, 2020 graduates will be required to pay 10% of the course fee (€536.30).

For more information of fees and eligibility criteria, please visit the Springboard+ Website. You may also contact Dr Tim McCormac for more information about Fees for this programme:

DkIT Graduate Office
Unit 13, Regional Development Centre

E. graduatestudies@dkit.ie

T. +353 (0)429370458

The programme provides upskilling and reskilling opportunities to meet current and emerging skills gaps in the areas of immersive (VR/AR/MR) technologies. This is in line with the Human Capital Initiative 2020 (HCI) dual focus of upskilling and reskilling people who remain out of the workforce (activation) and upskilling those in employment (workforce development).


The entry requirements are as follows: An Honours Bachelor’s Degree (NFQ Level 8) or equivalent in the field of study of art, design, computing, engineering, or a cognate discipline.


Applicants who do not meet the academic entry requirements but who have significant relevant experience in the technology or media sectors can apply under the Institute’s Recognition of Prior Learning (RPL) policy that allows recognition of both formal and informal learning, non-accredited personal and professional education and work-based learning. International students must have a minimum level of English equivalent to IELTS 5.5. Applicants may be required to attend for interview.

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 to apply, develop and integrate the knowledge, skills and competencies acquired during their academic programme in a real-world 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 suitable placement and the Institute's Placement Office will support the organisation and management of the placement. They will provide support on interview skills and the production of high-quality CVs.


Pre-placement meetings will be held and learning contracts are drawn up and signed by the employer, the student and the Institute placement officer. During their placement 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 in the context of their personal and professional development. The employer will provide a work supervisor's report at the end of the placement period and they will assess the student's performance using relevant criteria.

Graduates of this programme will have detailed knowledge and understanding of both the creative, developmental, and programming strands needed for immersive production and will be skilled in the use of applications used to produce immersive experiences for multiple industry domains.
Graduates choosing to upskill and move in the direction of immersive technologies will have a comprehensive understanding of all the aspects of a multi-disciplinary team and will be equipped to follow career paths across a multitude of application domains.

Michael Connolly (Programme Director)
Phone: +353 42 9370200
Email: michael.connolly@dkit.ie

Dr Martin Mc Hugh (Head of Department of Visual & Human Centred Computing)
Phone: +353 (0)429270200
Email: Martin.McHugh@dkit.ie

Course ID DK_IVIMM_9
Level 9
Duration 1 Year (Full-Time)
Credits ECTS credits : 75
Places 20
School School of Informatics & Creative Arts
Department Visual and Human-Centred Computing
Awarding Body Dundalk Institute of Technology
Fees €536.30
Starting Date September 2021
Apply to Dundalk Institute of Technology

How to Apply

Application through the Springboard website: https://springboardcourses.ie/details/8347