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Immersive Technology

Immersive Technology

MSc
  • Option 1 year full time or 2 years part time
  • Year of entry 2021
  • Campus Egham

The course

This new Masters degree focuses on sensory presentation engineering aimed at immersive applications and considers the hardware and software needs of immersive technology in the practical context of digital presentation.

You will become familiar with human perception and its practical delivery via virtual reality, and develop advanced knowledge of a variety of critical and new technologies in the field.

You will gain practical experience with appropriate technological skills for VR modification and application, and develop relevant engineering skills.

Core Modules

  • In this module you will develop an understanding of the nature of audio and visual signals in different situations, how they can be captured for analysis, and how the ear and eye process inputs before coding them for higher centres of the brain. You will look at signal capture devices, bandwidth, coding schemes, and consider their advantages and disadvantages. You will also examine how audio and visual signals are best presented to users.

  • In this module you will develop an understanding of the process of writing, developing and storyboarding for immersive productions within the context of technological and budgetary constraints. You will debate, critique and contextualise approaches to immersive narrative against traditions in film, television, games and interactive media. You will provide professional, actionable and clear feedback on story propositions for immersive experiences, and translate stories and story form from other media to immersive.

  • In this module you will develop an understanding of the history of data capture and the devices used for audio and visual data from analogue to the present day. You will look at the formats in current usage and the relationship between data compression and the original data consider data coding schemes. You will examine data processing schemes, considering the technologies used in immersive rendering studios. You will also examine current and future data capture, mixing, rendering and presentation systems in the context of virtual reality systems.

  • In this module you will develop an understanding of the design needs and hardware solutions of modern immersive capture, storage, mixing, rendering and presentation systems. You will look at the core elements of virtual reality systems and the design challenges, and propose designs for novel immersive hardware. You will also consider the limitations of existing hardware and how improvements might be made in the future.

  • In this module you will develop an understanding of the principles underpinning the design of software used for immersive engineering. You will look at the core elements of virtual reality systems and the associated software design challenges. You will examine the limitations of existing software and consider how improvements might be made in the future, proposing designs for novel immersive software.

  • In this module you will develop an understanding of the performance of systems and components relevant to an agreed specific area relevant to immersive engineering through the use of analytical methods and modelling techniques. Working with practitioners, you will produce a prototype that demonstrates the feasibility of a product or a fully functioning prototype depending on the nature of the topic itself. You will use appropriate professional practices and practical methodologies for the project from original concept to delivery through to development and testing against an engineering and user specification.

Optional Modules

There are a number of optional course modules available during your degree studies. The following is a selection of optional course modules that are likely to be available. Please note that although the College will keep changes to a minimum, new modules may be offered or existing modules may be withdrawn, for example, in response to a change in staff. Applicants will be informed if any significant changes need to be made.

  • In this module you will develop an understanding of the industrial and working practices of UK creative industries in a global context, with a particular focus on the immersive, interactive and creative technologies sectors. You will look at the role of business models, funding sources, financing, regulation and policy in the digital creative industries and consider how these shape creative decision making. You will analyse specific digital creative industry case studies and examine how business models, funding sources, financing, regulation, policy and industry practices impact production.

  • In this module you will develop an understanding of the way in which marketing has evolved and continues to evolve as a result of the rise and dominance of digital and social media. You will consider the influence digital media, the web, mobile and social technologies have had on marketing, and the impact they will likely continue to have on the way marketing practice develops in the future. You will examine the theoretical and historical context of digital and social media marketing, particularly how they relate to the film and television industries, and critically assess a range of campaigns and multiplatform marketing strategies.

  • In this module you will develop an understanding of the process of writing, development and storyboarding for immersive productions within the context of technological and budgetary constraints. You will debate, critique and contextualise approaches to immersive narrative against traditions in film, television, games and interactive media. You will provide professional, actionable and clear feedback on story propositions for immersive and translate stories and story form (aesthetic/technical/technological) from other media to immersive.

  • In this module you will develop an understanding of the the process of writing, developing and storyboarding for immersive productions within the context of technological and budgetary constraints. You will debate, critique and contextualise approaches to immersive narrative against traditions in film, television, games and interactive media. You will focus on interactive and non-linear storytelling for immersive environments examining user-testing and audience use-case development of creative works. You will provide professional, actionable and clear feedback on story propositions for immersive, and translate stories and story form from other media to immersive.

You will be taught through lectures, laboratory practical work, oral presentations, guided independent research, guided independent study and a dissertation.

You will develop your critical and communication skills, acquire group working experience and  develop critical, research and creative skills.

Assessment is typically by practical project work, presentations and a dissertation on practice.

2:2

Preferred subjects: Electronic Engineering, Computer Science, Music Technology, Media Technology/Engineering, Acoustics, Psychology, Perception, Physics or Mathematics.

UK 2:2 (Honours) or equivalent in one of the following: subjects, Electronic Engineering, Computer Science, Music Technology, Media Technology/Engineering, Acoustics, Psychology, Perception, Physics or Mathematics. You are likely to be invited for an interview to assess your motivation for the subject.

International & EU requirements

English language requirements

All teaching at Royal Holloway is in English. You will therefore need to have good enough written and spoken English to cope with your studies right from the start.

The scores we require
  • IELTS: 6.5 overall. No subscore lower than 5.5.
  • Pearson Test of English: 61 overall. No subscore lower than 51.
  • Trinity College London Integrated Skills in English (ISE): ISE III.
  • Cambridge English: Advanced (CAE) grade C.

Country-specific requirements

For more information about country-specific entry requirements for your country please see here.

Study Immersive Technology and lay the foundations for a rewarding career in your chosen field.

Completing an MSc is the precursor to embarking on a career in digital engineering or research, and may ultimately lead to undertaking a PhD within the discipline.

Royal Holloway is located within the South East regional hub of electronics businesses, meaning you'll benefit from links to some of the top UK-based electronics companies.

  • Develop theoretical and creative practical skills to take into your future career.
  • Equip yourself for employment opportunities in the fast-moving world of electronic engineering as well as other sectors.

Home (UK) students tuition fee per year*: £11,900

EU and International students tuition fee per year**: £19,500

Other essential costs***: TBC

How do I pay for it? Find out more about funding options, including loans, grants, scholarships and bursaries.

* and ** These tuition fees apply to students enrolled on a full-time basis. Students studying on the standard part-time course structure over two years are charged 50% of the full-time applicable fee for each study year.

All postgraduate fees are subject to inflationary increases. This means that the overall cost of studying the programme via part-time mode is slightly higher than studying it full-time in one year. Royal Holloway's policy is that any increases in fees will not exceed 5% for continuing students. For further information see tuition fees see our terms and conditions. Please note that for research programmes, we adopt the minimum fee level recommended by the UK Research Councils for the Home tuition fee. Each year, the fee level is adjusted in line with inflation (currently, the measure used is the Treasury GDP deflator). Fees displayed here are therefore subject to change and are usually confirmed in the spring of the year of entry. For more information on the Research Council Indicative Fee please see the RCUK website.

** For EU nationals starting a degree in 2021/22, the UK Government has recently confirmed that you will not be eligible to pay the same fees as UK students. This means you will be classified as an international student. At Royal Holloway, we wish to support those students affected by this change in status through this transition. For eligible EU students starting their course with us in September 2021, we will award an automatic fee reduction which brings your fee into line with the fee paid by UK students. This will apply for the duration of your course.

*** These estimated costs relate to studying this particular degree programme at Royal Holloway. Costs, such as accommodation, food, books and other learning materials and printing, have not been included.

 

Electronic Engineering Postgraduate Admissions

Sharron Clutterbuck, Department Manager

+44 (0)1784 276933

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