Postgraduate Diploma in Immersive Technology (Full-Time)
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.
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 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.
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.
This course is typically delivered using a blended approach 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 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.
The following are eligible to apply for courses in 2020/21 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
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.
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.
|Duration||1 Year (Full-Time)|
|School||School of Informatics & Creative Arts|
|Department||Visual and Human-Centred Computing|
|Awarding Body||Dundalk Institute of Technology|
|Starting Date||September 2021|
|Apply to||Dundalk Institute of Technology|
How to Apply
This programme is scheduled to commence in January 2021 and we will start enrolling for this programme in November. In the meantime, if you would like to register your interest in the programme you can do so by clicking on the link below and a member of our team will get in touch with you once applications have opened.
For further enquiries, please contact email@example.com