A futuristic cityscape

UCAS code

I700

Mode of Study

Full-time, Full-time sandwich with work placement

Duration

3 years full-time, 4 years sandwich with work placement

Start date

September 2023

Overview

Design innovative solutions of the future using today's fastest-growing technologies on our Virtual and Augmented Reality degree course. 

Your skillset will broaden and balance as you master both the technical and design essentials of virtual and augmented reality, with an emphasis on non-entertainment applications. You’ll also develop a thorough understanding of the user-centric aspects of these technologies, such as user experience (UX) design, user research, and user psychology. As you take part in client and research projects, your expertise will grow further, and you'll be able to specialise from your second year by choosing modules that match your interests.

With diverse skills and experience in virtual and augmented reality, you'll be set for career success in the burgeoning tech industries and beyond.

Course highlights

  • Build your professional portfolio by collaborating with real clients in your third year, developing and delivering releasable artefacts
  • Take part in live research projects contributing to the field's rapid development – some of which can lead to internships and employment
  • Gain valuable industry experience by taking an optional placement
  • Work on VR and AR solutions with catalogue of local and national companies and organisations, including Royal Navy, Portsmouth Historic Dockyard, Spinnaker Tower and Victorious Festival
  • Enhance your technical expertise by earning ProTools and Adobe Certified Professional (ACP) certifications during the course

Entry requirements

BA (Hons) Virtual and Augmented Reality

Typical offers
  • A levels – ABB–BBC
  • UCAS points – 112–128 points to include a minimum of 2 A levels, or equivalent. (calculate your UCAS points)
  • T levels – Merit
  • BTECs (Extended Diplomas) – DDM–DMM
  • International Baccalaureate – 25

You may need to have studied specific subjects – see full entry requirements and other qualifications we accept

English language requirements
  • English language proficiency at a minimum of IELTS band 6.0 with no component score below 5.5.

See alternative English language qualifications

We also accept other standard English tests and qualifications, as long as they meet the minimum requirements of your course.

If you don't meet the English language requirements yet, you can achieve the level you need by successfully completing a pre-sessional English programme before you start your course.

Facilities and specialist kit

Centre for Creative and Immersive Extended Reality (CCIXR)

Create stunning works for film, TV, music, gaming and immersive reality in the UK's first integrated facility of its kind.

CCIXR stage at University of Portsmouth
Discover the Centre

Virtual Reality Lab

Our VR lab boasts the latest immersive and interactive technologies used by the ever-evolving VR industry.

VR headset, controller, and keyboard
Explore the VR Lab

Motion Capture Suite

Our studio is decked with all you need for visual effects, gaming and other virtual productions.

The Motion Capture Suite
Explore Suite

Careers and opportunities

After our course, you'll have the unique skillset to become a developer in any industry sector that's embracing virtual, augmented and mixed reality technologies. Our industry ties can also help you network and build contacts with potential employers, which will help forge your career path.

You can also continue your studies at postgraduate level.

The UK is 3rd in the world for investment in crucial emerging technologies. The future of innovation lies in the use of Artificial Intelligence, Robotics, Cybersecurity, Blockchain, Internet of Things (IoT), Virtual Reality (VR) and Augmented Reality (AR). AI dominates emerging technologies as investment continues to go up.

Technation, 2020
Read 'UK Tech for a Changing World' report at TechNation

Graduate roles

With the skillset this course develops, graduates can pursue various roles, including:

  • virtual/augmented reality developer
  • computer vision architect/engineer
  • unity/unreal engine developer
  • C++/C# developer
  • javaScript developer mixed reality
  • interaction engineer
  • VR/AR designer
  • 3D artist
  • 3D modeller
  • AR/VR writer
  • game developer/designer/programmer
  • rendering software engineer
  • sound designer

Ongoing careers support

Get experience while you study, with support to find part-time jobs, volunteering opportunities, and work experience.

Towards the end of your degree and for up to five years after graduation, you’ll receive one-to-one support from our Graduate Recruitment Consultancy to help you find your perfect role.

Placement year (optional)

Between your second and third year, you can complete an optional work placement to gain professional experience and enhance your skills. It's also a great incentive for employers once you graduate.

You can work for a company, organisation or agency, or you can go self-employed and start your own business with fellow students or by yourself.

Whatever you decide – or even if you just want some employability advice – our exclusive Creative Careers team can support you every step of the way.

Creative Careers

Our in-faculty Creative Careers team has extensive recruitment experience and knows the creative sector well, making it easier for students to find placements within the creative industries.

They can guide you through every step of the application process, including:

  • Searching for the ideal job through their database of vacancies
  • Giving tips on how to write an interesting CV that will catch employers' attention, no matter the role
  • Organising mock interviews, so you can hone your technique and familiarise yourself with the recruitment environment
  • Writing your startup business proposal – if you're going down the self-employment route

The team will continue to give you support throughout your placement year.

Garageband being used on MacBook

Should I go on a placement year?

It is not only about making tea and coffee in an office: a placement can transform your career, personal, and study development. Our students who've been on placements say they were the best experiences of their lives.

Find out more about the benefits of doing a placement on our Creative Careers blog.

Read our blog post

What you'll study on this BSc (Hons) Virtual and Augmented Reality degree

Each module on this course is worth a certain number of credits.

In each year, you need to study modules worth a total of 120 credits. For example, four modules worth 20 credits and one module worth 40 credits.

Modules

Core modules

What you'll do

You'll learn how to analyse a task cooperatively, prioritise and assign work units, and follow iterative methods such as Scrum to successfully achieve your aims, as well as effective team working methods for use in later modules in your degree, and in your future career. Iterative process is key to Agile, so you'll give multiple presentations, as well as undertake and provide peer review assessment.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Work effectively as part of a team
  • Apply an agile development method (such as Scrum) to a project
  • Interpret and implement problem–solving techniques to create achievable tasks
  • Monitor the execution of these tasks to ensure successful implementation
  • Use an iterative process to improve outcomes
  • Resolve potential problems in the development process
  • Use your expertise with software tools to help the agile process
Teaching activities

On this module you'll attend lectures and practical classes.

Independent study time

We recommend you spend at least 155 hours studying independently. This is around 4.5 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • a 15-minute group presentation (60% of final mark)
  • a 1,500-word portfolio (40% of final mark)
What you'll do

You'll focus on areas specific to computer animation, such as weight and timing, and central concepts such as emotion.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Use basic animation skills
  • Demonstrate the basic principles of animation and use a selection of animation and software skills
  • Co-ordinate files used in different applications
  • Demonstrate media and file management processes
  • Apply your understanding of the principles of animation in an original animation
Teaching activities
  • 24 x 2-hour practical classes
Independent study time

We recommend you spend at least 152 hours studying independently. This is around 4.5 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • 2 x coursework (each worth 50% of final mark)
What you'll learn

The learning outcomes of this module are:

  • Analyse the conflicting demands of usability and ergonomics in the context of an interactive system
  • Assess target users and their goals for specific tasks, and hence, evaluate users' needs and environments
  • Justify methods and techniques chosen to implement an appropriate solution to an interactive design problem
  • Critically evaluate, reflect on and report on, theoretical research and practical investigations

Explore this module

What you'll do

You'll also explore human perception issues such as immersion, presence, flow and engagement, and the disciplines that utilise VR/AR systems for a variety of applications.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Demonstrate contextual awareness showing understanding of the VR/AR industry, its applications, and its client’s needs
  • Understand the value and utility of research as it pertains to VR/AR development
  • Apply the core production process for VR/AR development, including asset production, design, implementation, and testing
  • Demonstrate understanding of design and mechanics of VR software, with awareness of user experience theory
  • Work in flexible, creative, and independent ways, showing self-discipline awareness of relevant ethical considerations, self-direction, and reflexivity
Teaching activities

On this module you'll attend lectures, project supervision meetings and practical classes. 

Independent study time

We recommend you spend at least 163 hours studying independently. This is around 5 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through

  • a 3,500-word assignment (100% of final mark)
What you'll learn
The learning outcomes of this module are:
  • Demonstrate an understanding of coding and scripting terminology.
  • Apply appropriate game logic and game data for the context of a problem.
  • Identify and correct a range of syntactic errors in computer programs.
  • Predict the output of a program based on its source code or script.
  • Critically analyse and reflect on your own source code or script.

Explore this module

What you'll learn
The learning outcomes of this module are:
  • Selectively apply appropriate modelling and animation methods to specific cases
  • Evaluate the underlying principles of traditional 3D modelling

Explore this module

Core modules

What you'll do

You'll focus on applications for the learning of practical skills, data visualisations and product prototyping software. You'll also be introduced to the unique nature of AR hardware and its equally unique design principles and applications.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Compare and contrast a variety of AR applications
  • Discuss the potential uses and current limitations of AR applications
  • Critically review an area of AR application or research, exploring the main ideas and technologies, and evaluating current approaches and theories
  • Evaluate approaches to the design and planning of AR applications
  • Follow an appropriate methodology for designing an AR application
  • Implement an AR project using appropriate hardware and software, including user documentation
  • Critically evaluate approaches to application testing
  • Perform structured testing as part of an iterative development cycle
Teaching activities

On this module you'll attend lectures, practical classes and seminars.

Independent study time

We recommend you spend at least 153.5 hours studying independently. This is around 5 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • a coursework portfolio (100% of final mark)
What you'll do

You'll choose a VR application area to investigate in depth, and apply the knowledge and skills you learn to a small VR project.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Compare and contrast VR applications and discuss their potential uses and limitations
  • Review an area of VR application or research, exploring the main ideas and technologies, and evaluating current approaches and theories
  • Evaluate approaches to designing and planning a VR application
  • Follow an appropriate methodology for designing a VR application
  • Implement a VR project using appropriate hardware and software, including user documentation
  • Evaluate approaches to application testing and perform structured testing as part of an iterative development cycle
Teaching activities

On this module you'll attend lectures and practical classes.

Independent study time

We recommend you spend at least 156 hours studying independently. This is around 9.5 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through

  • a coursework report (20% of final mark) – a reflective report, documenting 5 practical VR mini-assignments
  • a 2,500-word report (30% of final mark) – a technical/literature review and formal specification, design and planning document
  • an applied virtual reality artefact (50% of final mark) – with supporting documentation

Optional modules

What you'll do

You'll do this by engaging in interdisciplinary work, developing an appreciation of other creative disciplines and understanding how professionals collaborate.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Demonstrate independent, analytical and creative attributes
  • Demonstrate the ability to be an effective team player, able to provide leadership and to support the success of others
  • Communicate clearly and effectively using various methods and to different audiences
Teaching activities

On this module you'll work independently and in groups with regular tutorial support, and also attend some briefings and lectures.

Independent study time

We recommend you spend at least 176 hours studying independently. This is around 10.5 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • a group presentation (40% of final mark)
  • an individual portfolio (40% of final mark)
  • a 1,000-word report (20% of final mark)
What you'll do

You'll examine good and bad designs from a theoretical, methodological and practical perspective. You'll focus on psychologically orientated, user-driven design and see how applying research enhances practical design.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Critically evaluate existing interactive content experiences across a range of delivery platforms
  • Examine methods used in interaction design and critically assess the appropriateness of different interaction design methods
  • Recognise how the sensory, cognitive and physical capabilities of users inform the design of interactive experiences
  • Apply findings from research in a practical context
  • Create an interaction design concept for a specific problem and context, using creative design, ideation, prototyping and evaluation techniques
Teaching activities

On this module you'll attend seminars and practical classes.

Independent study time

We recommend you spend at least 164 hours studying independently. This is around 10 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • a 2,500-word coursework assignment (100% of the final mark)
What you'll do

You'll enter at the appropriate level for your existing language knowledge. If you combine this module with language study in your first or third year, you can turn this module into a certificated course that is aligned with the Common European Framework for Languages (CEFRL).

What you'll learn

When you complete this module:

  • You'll have improved your linguistic skills in Arabic, British Sign Language, Italian, Japanese, Mandarin, French, German or Spanish
  • You'll be prepared for Erasmus study abroad
Teaching activities
  • 12 x 2-hour seminars
Independent study time

We recommend you spend at least 176 hours studying independently. This is around 10 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through: 

  • coursework (100% of final mark) 
What you'll learn

When you complete this module successfully, you'll be able to:

  • Identify future career goals and reflect on these to develop a personal development plan (programme of learning), which includes suitable work experience and skills/knowledge development opportunities
  • Arrange suitable work experience, engage with personal development opportunities and analyse relevant literature relating to enhancing your employment opportunities
  • Critically evaluate and articulate your learning (knowledge, skills and attributes) in relation to your future career goals
Teaching activities

On this module you'll take part in work-based learning and attend lectures.

Independent study time

We recommend you spend at least 188 hours doing work-based learning or studying independently. This is around 11 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • a 1,000-word report (20% of final mark)
  • a 3,000-word report (80% of final mark)
Additional content

The learning outcomes of this module are:

  • Reflect on their learning and experience to date and use this as a basis to plan and organise suitable work experience(s) that will enable the development of their professional profile
  • Propose a programme of learning that enables the development and demonstration of specified professional skills
  • Critically evaluate their learning and experience and relate this to their future career goals
  • Communicate the outcomes of their experience, through the effective use of reflective practice

Explore this module

What you'll do

You'll form a small group (typically with 4 other students) and work through areas such as designing, manufacturing and pitching ideas. The knowledge and skill you will get through this module will help you to run your own business, but are also transferable skills you can use in many other careers.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Analyse the complexities of launching a start up business
  • Critically reflect upon the factors which contribute towards successful market research, marketing, manufacturing and selling
  • Recognise suitability for specific roles in business and collaborative working
Teaching activities

On this module you'll attend lectures.

Independent study time

We recommend you spend at least 176 hours studying independently (including group work). This is around 10.5 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through a portfolio (100% of final mark).

What you'll learn
The learning outcomes of this module are:
  • Develop a practical working understanding of interfacing code with Game Engine or SDK architecture.
  • Undertake and demonstrate a relevant exploration into the design and development of a small-scale project to interface with a Game engine or SDK.
  • Analyse, Evaluate and Investigate Game Engine or SDK software API technologies in the context of a small-scale industry-relevant project.
  • Develop collaborative working techniques including communication and consideration for others, to support learning new technologies.

Explore this module

What you'll do

You'll explore, research and critically analyse current trends within the web industry. You'll learn structured designing processes and programming fundamentals, and create a working web-based responsive application.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Compare, contrast and analyse current trends in rich-media web application development
  • Apply and demonstrate design skills to implement a working prototype of any type of rich media enabled web-based application
  • Build and deploy highly interactive, scalable and easy to maintain rich media web-based systems using various tools, platforms and frameworks
  • Understand the technologies and the usability and performance implications involved in creating highly interactive rich media web-based applications
  • Engage in critical reflection and evaluate the success of your project against its aims
Teaching activities

On this module you'll attend practical classes and supervised workshops.

Independent study time

We recommend you spend at least 164 hours studying independently. This is around 10 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through coursework (100% of final mark).

Additional content
 

 

What you'll do

You'll use technical, performance, illustrative and narrative techniques to underpin the development of a 3D animation artefact.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Apply and assess ideas relevant to a design brief
  • Articulate an idea or narrative visually
  • Apply computer-based visualisation to develop skills in composition, organisation, observation and interpretation
  • Apply the software skills necessary to produce a computer animation
Teaching activities

On this module you'll attend practical classes.

Independent study time

We recommend you spend at least 152 hours studying independently. This is around 4.5 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • a portfolio (100% of final mark)
What you'll do

You'll develop creative coding skills and explore topics such as algorithmic art, video, animation, sound, music, lyrics, poems or literature.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Generate creative ideas and express them algorithmically
  • Conceive, plan and create an original creative coding artefact
  • Apply programming concepts to creative ideas, demonstrating an understanding of coding principles and practice
  • Demonstrate research-informed practice
  • Critically reflect upon and evaluate the success of your project
Teaching activities

On this module you'll attend lectures, practical classes and tutorials.

Independent study time

We recommend you spend at least 160 hours studying independently. This is around 10 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed on:

  • a coursework portfolio (100% of final mark)
What you'll do

You'll gain an appreciation of working practice and learn how to analyse appropriate use of simulations and effects.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Demonstrate practical solutions to real problems using appropriate visual effect techniques
  • Apply different kinds of physics simulations and procedural-based effects
  • Analyse and reflect upon a library of reference works and observations, articulating how their research has informed and progressed the development of flexible pipelines and software interoperability
Teaching activities

On this module you'll attend practical classes.

Independent study time

We recommend you spend at least 152 hours studying independently. This is around 4.5 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through a portfolio (100% of final mark).

What you'll learn

When you complete this module successfully, you'll be able to:

  • Implement common animation concepts
  • Use script modelling and animation within a proprietary computer animation software package.
  • Structure programs to meet the specific demands of animation programming
  • Use modelling and animation plugins/libraries to generate standalone applications for tool building or research and development
  • Demonstrate Python programming skills
Teaching activities
  • 12 x 2-hour practical classes and workshops
  • 12 x 1-hour tutorials
Independent study time

We recommend you spend at least 164 hours studying independently. This is around 10 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • project-based coursework (80% of final mark)
  • a 2,000-word report (20% of final mark)
What you'll do

You'll study the design and programming process and create a fully working mobile app prototype.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Generate mobile application ideas based on original analysis of current mobile application development trends
  • Apply and demonstrate design and programming skills to implement a working prototype of any type of mobile application
  • Engage in critical reflection and evaluate the success of your project
Teaching activities

On this module you'll attend practical classes and supervised workshops.

Independent study time

We recommend you spend at least 164 hours studying independently. This is around 10 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through coursework (100% of final mark).

Additional content
 

 

What you'll learn
The learning outcomes of this module are:
  • Apply fundamental mathematical concepts commonly used in games
  • Demonstrate abstract mathematical problem-solving skills
  • Understand when and how to apply a range of mathematical concepts to game development scenarios

Explore this module

Optional modules

What you'll learn
  • Critically assess how activities relate to disciplinary knowledge and practice covered on the students' undergraduate course within a global context
  • Manage and complete tasks in an overseas study environment relevant to their course, with an appropriate level of skill, independence and performance
  • Reflect critically on their personal development during their study abroad, identify the transferable skills acquired and their relevance to future study and employability
What you'll learn

When you complete this module successfully, you'll be able to:

  • Work independently with less need for supervision and direction
  • Communicate a detailed knowledge of the contexts of business and industry-specific practices relevant to your chosen field
  • Demonstrate awareness of ideas, contexts and frameworks within your chosen area of employment
  • Develop professional working relationships within industry/business disciplines
  • Proactively evaluate your strengths and weaknesses, and develop your own criteria and judgement relating to your business practice, future learning and future employability goals
Assessment

On this module, you'll be assessed through a portfolio (100% of final mark).

What you'll do

With the support of the Creative Careers team, you can find, apply for and complete a year of a work placement with a variety of employers - previous placements have been offered from NBC, Disney, Warner Bros. and a variety of SME's in the region.

Teaching activities

You'll be offered supervisor visits (online, by phone or in person) to support your experience in the workplace.

Assessment

You'll be assessed through a portfolio (100% of your final mark).

What you'll learn

When you complete this module successfully, you'll be able to:

  • Work independently with less need for supervision and direction
  • Communicate a detailed knowledge of the contexts of business and industry-specific practices relevant to your chosen field
  • Demonstrate awareness of ideas, contexts and frameworks within self-employment, freelancing or business start-ups
  • Develop professional working relationships within industry/business disciplines
  • Proactively evaluate your strengths and weaknesses, and develop your own criteria and judgement relating to your business practice, future learning and future employability goals
Assessment

On this module, you'll be assessed through a portfolio (100% of final mark).

Core modules

What you'll do

You'll prepare and implement a major project requiring a high level of self-management. You'll develop and demonstrate the professional, academic and technical skills required when defining and managing preparatory aspects of your project.

You'll have the choice to develop your practice by creating a practical piece of media or conducting a research study.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Initiate and manage an individual practice and/or creative and/or research project
  • Conduct a critical scholarly review of existing work in the selected domain with an account of your own work
  • Demonstrate and justify the choices made and approaches taken to the solution of the project problem
  • Communicate the outcomes of your project activities in a professional and scholarly way
Teaching activities
  • 12 hours of tutorials with a supervisor who'll support you through the module
  • 12 hours of lectures
Independent study time

We recommend you spend at least 376 hours studying independently. This is around 11 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • a 15-minute oral assessment and presentation (15% of final mark)
  • a 7,000-word dissertation (85% of final mark)
What you'll learn

When you complete this module successfully, you'll be able to:

  • Critically assess the trade offs made to optimise the performance of your product, and the specialised techniques and software you use to achieve them
  • Design, develop and critically assess a real-time interactive digital media project
  • Design, develop, analyse and evaluate a user interface or the application of sound (and/or music) in the context of a real-time interactive digital media project
  • Analyse, develop, evaluate and critically reflect upon your personal development throughout the project
  • Develop and analyse an awareness and understanding of team dynamics, including the practical application of project management and production methods
Teaching activities

On this module you'll attend lectures and project supervision.

Independent study time

We recommend you spend at least 380 hours studying independently (by yourself or in your group). This is around 11.5 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • an oral presentation (20% of final mark)
  • an oral presentation (80% of final mark)
What you'll learn

When you complete this module successfully, you'll be able to:

  • Critically assess the trade offs made to optimise the performance of your product, and the specialised techniques and software you use to achieve them
  • Design, develop and critically assess a real-time interactive digital media project
  • Design, develop, analyse and evaluate a user interface or the application of sound (and/or music) in the context of a real-time interactive digital media project
  • Analyse, develop, evaluate and critically reflect upon your personal development throughout the project
  • Develop and analyse an awareness and understanding of team dynamics, including the practical application of project management and production methods
Teaching activities

On this module you'll attend lectures and project supervision.

Independent study time

We recommend you spend at least 380 hours studying independently (by yourself or in your group). This is around 11.5 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through a report (100% of final mark).

Optional modules

What you'll do

You'll use your skills to prepare an animation piece.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Critically analyse and evaluate developments in creative media and their application
  • Critically reflect on the utility and compatibility of different new media applications to support individual specialist understanding
Teaching activities

On this module you'll attend lectures, tutorials and demonstrations.

Independent study time

We recommend you spend at least 166 hours studying independently. This is around 10 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • a 1,500-word report (20% of final mark)
  • a presentation (30% of final mark)
  • coursework (50% of final mark)
What you'll do

You'll examine the fundamental IoT design issues, and the current and emerging hardware and software technologies that are used to support a range of IoT applications.

To study this module, you need to take the Introduction to Programming module in year one, or show Java programming knowledge and a basic understanding of communication networking environments, from both a hardware and a software perspective.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Evaluate the design and development of technologies on different layers, for typical IoT systems
  • Evaluate the current and emerging issues in the research and development of IoT that cover current architectures, technologies, applications and trends
  • Develop effective applications or protocols to exploit commercially available sensors and actuators in an IoT architecture
Teaching activities
  • 12 x 2-hour lectures
  • 12 x 2-hour practical classes & workshops
Independent study time

We recommend you spend at least 152 hours studying independently. This is around 9 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • a 2,000-word report (50% of final mark)
  • a 1,500-word portfolio (50% of final mark)
What you'll do

You'll work on an artefact, either in a group or independently, demonstrating your understanding of the fundamental concepts of AI.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Demonstrate an understanding of fundamental Artificial Intelligence (AI) concepts
  • Demonstrate the ability to implement AI techniques
  • Critically evaluate different approaches to AI in the wider context of Game AI research
Teaching activities

On this module you'll attend practical classes.

Independent study time

We recommend you spend at least 178 hours studying independently. This is around 6 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through:

  • coursework (100% of final mark)
What you'll do

The tasks you'll cover relate to the role of an effects animator or effects technical director in the VFX industry.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Demonstrate practical solutions to real problems using appropriate visual effect techniques
  • Apply different types of physics simulations, and procedural dynamic effects
  • Analyse and reflect on a library of reference works and observations, articulating how their research has informed and progressed the development of flexible pipelines and software interoperability
Teaching activities

On this module you'll attend tutorials and workshops.

Independent study time

We recommend you spend at least 167 hours studying independently. This is around 10 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through a portfolio (100% of final mark).

Additional content
 

 

What you'll do

You'll explore this through the use of the CCI Motion Capture Suite and industry-standard software.

What you'll learn

When you complete this module successfully, you'll be able to:

  • Appraise theoretical and practical aspects of performance capture technology to understand the character animation production process
  • Demonstrate an understanding of the technical aspects of 3D character animation and performance capture technology
  • Demonstrate the ability to apply the appropriate judgement and techniques needed to ensure that the fidelity of an actor's performance is preserved, from capture to data delivery as effectively as possible
Teaching activities

On this module you'll attend a combination of workshops and practical classes.

Independent study time

We recommend you spend at least 152 hours studying independently. This is around 4.5 hours a week over the duration of the module.

Assessment

On this module, you'll be assessed through coursework (100% of final mark).

Additional content
 

 

What you'll learn
The learning outcomes of this module are:
  • Generate interactive app location based upon original analysis of current development trends
  • Apply and demonstrate design skills to implement a working prototype of any type of database driven interactive application
  • Apply and demonstrate programming skills to implement a working prototype of any type database driven interactive application
  • Engage in critical reflection and evaluate the success of their project against the stated aims

Explore this module


Changes to course content

We use the best and most current research and professional practice alongside feedback from our students to make sure course content is relevant to your future career or further studies.

Therefore, some course content may change over time to reflect changes in the discipline or industry. If a module doesn't run, we'll let you know as soon as possible and help you choose an alternative module.

How you're assessed

Due to the practical nature of this course, assessment is varied. It includes:

  • practical projects
  • work portfolios
  • academic and evaluative essays
  • multiple choice tests
  • oral presentations
  • examinations
  • case studies

You’ll be able to test your skills and knowledge informally before you do assessments that count towards your final mark.

You can get feedback on all practice and formal assessments so you can improve in the future.

Teaching

Teaching methods on this course include:

  • lectures
  • seminars
  • tutorials
  • laboratory sessions
  • online lessons
  • project work

We work with external collaborators and clients across many industries including healthcare, defence and cultural heritage. This ensures course content stays up-to-date and relevant, helping you develop the most valued skills.

How you'll spend your time

One of the main differences between school or college and university is how much control you have over your learning.

We're planning for most of your learning to be supported by timetabled face-to-face teaching with some elements of online provision. Please be aware, the balance between face-to-face teaching and online provision may change depending on Government restrictions. You'll also do lots of independent study with support from staff and our virtual learning environment, Moodle. Find out more about how our teaching has transformed to best support your learning.

A typical week

We recommend you spend at least 35 hours a week studying for your Virtual and Augmented Reality degree. In your first year, you’ll be in timetabled teaching activities such as lectures, seminars, practical classes, workshops, project supervision and supervised studio sessions for about 11 hours a week. The rest of the time you’ll do independent study such as research, reading, coursework and project work, alone or in a group with others from your course. You'll probably do more independent study and have less scheduled teaching in years 2 and 3, but this depends on which modules you choose.

Most timetabled teaching takes place during the day, Monday to Friday. You may occasionally need to go to University and course events in the evenings and at weekends. There’s usually no teaching on Wednesday afternoons.

Term dates

The academic year runs from September to June. There are breaks at Christmas and Easter.

See term dates

Supporting your learning

The amount of timetabled teaching you'll get on your degree might be less than what you're used to at school or college, but you'll also get support via video, phone and face-to-face from teaching and support staff to enhance your learning experience and help you succeed. You can build your personalised network of support from the following people and services:

Types of support

Your personal tutor helps you make the transition to independent study and gives you academic and personal support throughout your time at university.

You'll have regular contact with your personal tutor in learning activities or scheduled meetings. You can also make an appointment with them if you need extra support.

In addition to the support you get from your personal tutor, you’ll also have access to a Faculty student support advisor. They can give you confidential, impartial advice on anything to do with your studies and personal wellbeing and refer you to specialist support services.

You'll have help from a team of faculty academic skills tutors. They can help you improve and develop your academic skills and support you in any area of your study.

They can help with:

  • improving your academic writing (for example, essays, reports, dissertations)
  • delivering presentations (including observing and filming presentations)
  • understanding and using assignment feedback
  • managing your time and workload
  • revision and exam techniques
If you need support with software and equipment or you want to learn additional skills (including skills not covered on your course), our creative skills tutors provide free workshops, activities and one-on-one tutorials. Skills you can learn include life drawing, film camera operation and video production.
Computing support staff are always available to give technical support in the Faculty's computer suites during normal working hours. There's also some support available from 5.00pm to midnight at busy times of the year.

As well as support from faculty staff and your personal tutor, you can use the University’s Academic Skills Unit (ASK).

ASK provides one-to-one support in areas such as:

  • academic writing
  • note taking
  • time management
  • critical thinking
  • presentation skills
  • referencing
  • working in groups
  • revision, memory and exam techniques

If you have a disability or need extra support, the Additional Support and Disability Centre (ASDAC) will give you help, support and advice.

Our online Learning Well mini-course will help you plan for managing the challenges of learning and student life, so you can fulfil your potential and have a great student experience.

You can get personal, emotional and mental health support from our Student Wellbeing Service, in person and online. This includes 1–2–1 support as well as courses and workshops that help you better manage stress, anxiety or depression.

If you require extra support because of a disability or additional learning need our specialist team can help you.

They'll help you to

  • discuss and agree on reasonable adjustments
  • liaise with other University services and facilities, such as the library
  • access specialist study skills and strategies tutors, and assistive technology tutors, on a 1-to-1 basis or in groups
  • liaise with external services

Library staff are available in person or by email, phone, or online chat to help you make the most of the University’s library resources. You can also request one-to-one appointments and get support from a librarian who specialises in your subject area.

The library is open 24 hours a day, every day, in term time.

If English isn't your first language, you can do one of our English language courses to improve your written and spoken English language skills before starting your degree. Once you're here, you can take part in our free In-Sessional English (ISE) programme to improve your English further.

Course costs and funding

Tuition fees (2023 start)

  • UK/Channel Islands and Isle of Man students – £9,250 per year (may be subject to annual increase)
  • EU students – £9,250 a year (including Transition Scholarship – may be subject to annual increase)
  • International students – £17,900 per year (subject to annual increase)

Funding your studies

Find out how to fund your studies, including the scholarships and bursaries you could get. You can also find more about tuition fees and living costs, including what your tuition fees cover.

Applying from outside the UK? Find out about funding options for international students.

Additional course costs

These course-related costs aren’t included in the tuition fees. So you’ll need to budget for them when you plan your spending.

Costs breakdown

Our accommodation section shows your accommodation options and highlights how much it costs to live in Portsmouth.

You’ll study up to 6 units a year. You may have to read several recommended books or textbooks for each unit.

You can borrow most of these from the Library. If you buy these, they may cost up to £60 each.

We recommend that you budget £75 a year for photocopying, memory sticks, DVDs and CDs, printing charges, binding and specialist printing.

If your final year includes a major project, there could be cost for transport or accommodation related to your research activities. The amount will depend on the project you choose.

If you take a placement year or study abroad year, tuition fees for that year are as follows:

  • UK/Channel Islands and Isle of Man students – £925 a year (may be subject to annual increase)
  • EU students – £925 a year, including Transition Scholarship (may be subject to annual increase)
  • International students – £1,800 a year (subject to annual increase)

Apply

How to apply

To start this course in 2023, apply through UCAS. You'll need:

  • the UCAS course code – I700
  • our institution code – P80

If you'd prefer to apply directly, use our online application form.

You can also sign up to an Open Day to:

  • Tour our campus, facilities and halls of residence
  • Speak with lecturers and chat with our students 
  • Get information about where to live, how to fund your studies and which clubs and societies to join

If you're new to the application process, read our guide on applying for an undergraduate course.

How to apply from outside the UK

See the 'How to apply' section above for details of how to apply. You can also get an agent to help with your application. Check your country page for details of agents in your region.

To find out what to include in your application, head to the how to apply page of our international students section. 

If you don't meet the English language requirements for this course yet, you can achieve the level you need by successfully completing a pre-sessional English programme before you start your course.

Admissions terms and conditions

When you accept an offer to study at the University of Portsmouth, you also agree to abide by our Student Contract (which includes the University's relevant policies, rules and regulations). You should read and consider these before you apply.