- UCAS course code
- PT55
- UCAS institution code
- M20
Bachelor of Arts (BA)
BA Film Studies and Middle Eastern Studies
- Typical A-level offer: ABB
- Typical contextual A-level offer: BBC
- Refugee/care-experienced offer: BBC
- Typical International Baccalaureate offer: 34 points overall with 6,5,5 at HL
Fees and funding
Fees
Tuition fees for home students commencing their studies in September 2025 will be £9,535 per annum (subject to Parliamentary approval). Tuition fees for international students will be £26,500 per annum. For general information please see the undergraduate finance pages.
Policy on additional costs
All students should normally be able to complete their programme of study without incurring additional study costs over and above the tuition fee for that programme. Any unavoidable additional compulsory costs totalling more than 1% of the annual home undergraduate fee per annum, regardless of whether the programme in question is undergraduate or postgraduate taught, will be made clear to you at the point of application. Further information can be found in the University's Policy on additional costs incurred by students on undergraduate and postgraduate taught programmes (PDF document, 91KB).
Scholarships/sponsorships
Scholarships and bursaries are available to eligible Home/EU students, this is in addition to the government package of maintenance grants.
- Find out more from Student Finance
- International student? Check your country page
- Interested in a student internship?
Course unit details:
Virtual Reality (VR) Film Making
Unit code | DRAM21282 |
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Credit rating | 20 |
Unit level | Level 2 |
Teaching period(s) | Semester 2 |
Available as a free choice unit? | No |
Overview
Please note that this unit is delivered on-campus only and is therefore not available to remote learners
This unit will teach you Virtual Reality film practice within the context of New Media, Game, Virtual Reality, Augmented Reality and Mixed Reality theory. You will work together to learn basic Virtual Reality film practice skills with industry level equipment and editing software, to explore applications and narratives in VR film-making.
Smaller production groups will be formed to devise short Virtual Reality films overseen by the tutor. You will be asked to carry out a variety of functions which could include: VR director, 360 camera cinematographer, VR and sound editor, producer and researcher. The course is also preparatory for third level courses related to screen practice as research.
Pre/co-requisites
Pre-requisite units: Any L1 Drama (DRAM) unit
Co-requisite units: Any L2 core course unit: Theatres of Modernity OR Screen, Culture and Society
Aims
- To give students an introduction to Virtual Reality film preproduction, production and postproduction.
- To introduce VR applications and narratives for stage and screen, including VR film-making, recording, stitching, editing, exhibition and viewing.
- To learn to conduct practice-based research on Virtual Reality film by drawing on New Media, Game, Virtual Reality, Augmented Reality and Mixed Reality theory.
Knowledge and understanding
- Demonstrate a contextualised understanding of at least one of: New Media, Game, Virtual Reality, Augmented Reality and/or Mixed Reality theory
- Use Virtual Reality film preproduction, production and postproduction processes in order to produce a short VR film.
- Demonstrate knowledge of how to create, apply and exhibit Virtual Reality content along with an understanding of the specific potentials and features of Virtual Reality narratives and forms.
Intellectual skills
- Critically analyse VR narratives and structures
- Use reflective practice in order to develop and evaluate their own practical work in VR film-making
- Critically engage with the specific context of VR and immersive technologies and their potential applications as forms of drama
Practical skills
- Create, apply and exhibit Virtual Reality content
- Demonstrate their skills in preproduction of Virtual Reality film
- Demonstrate their skills in production of Virtual Reality film
- Demonstrate their skills in postproduction of Virtual Reality film
Transferable skills and personal qualities
- Demonstrate a good level of interpersonal communication and team-working skills
- Demonstrate creative group-work skills (problem-solving, thinking innovatively, drawing on creative approaches of others, evaluating creative approaches of others, giving and receiving feedback, time-keeping)
- Use effective leadership and group-work skills to solve problems and sustain a creative process
- Perform with confidence and precision for specific audiences/contexts, making use of diverse creative approaches and media (as appropriate to the module)
Employability skills
- Analytical skills
- Ability to present self and ideas effectively, including when dealing with complex and sensitive topics
- Group/team working
- Ability to work independently and as part of a team, often as part of creative and critical projects that present unpredictable and challenging scenarios;
- Innovation/creativity
- Creative thinking - our teaching environment enables students to develop creative and critical approaches to problem-solving
- Leadership
- Awareness of the importance of contributing to public life and demonstrating good citizenship - our curriculum is socially and politically engaged, and encourages students to develop a sense of social responsibility in their professional and social life
- Project management
- Project management - our teaching environment demands that students plan, undertake, manage and evaluate projects independently and as part of teams
- Oral communication
- Advanced communication skills - verbal, written; prepared/rehearsed and `off the cuff/improvised
- Research
- Understanding of professional cultures/environments - our students are supported to develop professional approaches to timekeeping, peer support/review, self reflection/evaluation and dealing with sources of concern/complaint.
- Written communication
- Ability to utilise engaging and dynamic forms of self-presentation
- Other
- Emotional intelligence - our teaching environment encourages students to develop self awareness, and an ability to use emotional and cognitive capacities when approaching new challenges
Assessment methods
Project proposal and Virtual Reality film (group) | 60% |
Reflective essay (individual) | 40% |
Feedback methods
Feedback method | Formative or Summative |
Proposal and VR film – oral and written | Formative (proposal) and summative |
Essay – written | Summative |
Workshop feedback (tutor to student and peer to peer) across course - oral | Formative |
Recommended reading
Berger, J. (1972) Ways of Seeing. London: BBC and Penguin Books.
Chan, M (2014) Virtual Reality: Representations in Contemporary Media. New York: Bloomsbury.
Douglas, B and T. Krzywinska (2009) ‘Movie-games and game-movies: towards an aesthetics of transmediality’ in Warren Buckland (ed). Film Theory and Contemporary Hollywood Movies. New York: Routledge. Pp. 86-102.
Lister, J. Dovey, S. Giddings, I. Grant, K (2009) New Media: A Critical Introduction. New York: Routledge. Chapter 2. New Media and Visual Culture. Pp. 105-162.
Mäyrä, F. (2008) Introduction to Game Studies: Games and Culture. London: Sage Publications Ltd. Chapter 1. Introduction: What is game studies? Pp. 1-12.
Tricart, C. (2018) Virtual Reality Filmmaking: Techniques and best practices for VR filmmakers. New York and London: Routledge.
Study hours
Scheduled activity hours | |
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Practical classes & workshops | 33 |
Independent study hours | |
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Independent study | 167 |
Teaching staff
Staff member | Role |
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Johannes Sjoberg | Unit coordinator |