Virtual Reality, MSc

Deploying the power of immersive Virtual Reality in a multitude of industries

students using VR equipment

Course Overview

Welcoming graduates from all subject areas, this course exploits and encapsulates the knowledge you have acquired from any degree background into a VR environment that can be deployed in an exciting, interactive and immersive way for commercial, medical, research, educational or even entertainment purposes, broadening your intellectual skills from a narrower base of undergraduate knowledge into a multidisciplinary skill set.

This course offers you the opportunity to do an additional year for an Industry Placement or project, giving you valuable work experience and the opportunity to improve technical plus interpersonal skills.

Read our MSc Virtual Reality Guide

This programme aims to:

  • Provide graduates with an overview of XR technology and applications
  • Enable graduates to understand and apply modern VR technology in the context of social, economic and technical challenges and to take a holistic and multidisciplinary approach to problem solving
  • Define and develop effective computer based applications
  • Enable graduates to reflect on the importance and individual strengths and weaknesses in entrepreneurial and innovative thinking and to effectively utilise idea generation and problem solving techniques
  • Explore theoretical views on media, marketing, culture and human centred design through the project design process
  • Engage with organisations effectively to develop project plans

Why Virtual Reality at Swansea?

Although the course is relatively new, in its first year it was the only course to receive two honorary mentions in the Swansea SALT awards, one for Best Course and one for Best Use of Technology Enhanced Learning.

All-inclusive package:

While developing VR applications, having the correct tools is crucial. This course provides an all-inclusive package of the tools required, including your own VR development laptop with VR headset and controllers. This equipment is yours to keep after the course is completed at no extra charge, so you can continue applying your new VR skills in your future career. This equipment allows students to carry out all aspects of the course, from learning the basics to developing their final dissertation project.

The provided kit includes:

  • VR compatible laptop
  • Meta Quest 3 with carry case and link cable
  • Backpack to transport the Laptop and VR headset
  • A home set up of extra monitor with external Keyboard & Mouse and a USB hub

Our state-of-the-art facilities and resources include:

  • Meta Quest Pro and Meta Quest 3 for Mixed Reality development
  • Dedicated VR workstations with full body, eye and hand tracking for advance applications as well as sensors for heartbeat and brainwave monitoring
  • A range of peripherals for supporting VR development with haptic feedback
  • A range of other headsets for experimentation and development, including from makers Magic Leap, Pico, Pimax, Sony, Valve and Varjo

Your Virtual Reality Experience

What sort of things will you do?

Students will learn how to create virtual worlds, creating and constructing 3D interactable objects. To achieve greater ‘user immersion’ and to make the user feel they are ‘actually there’ the design of immersive soundscapes (ambient, directional, Foley, reverberation zones etc.) and realistic lighting effects is taught. Also, the creation and control of NPCs (non-player characters), including using AI techniques to control their behaviour, is covered. Controlling the VR environment using computer code (C#) is introduced at an early stage as well as industry standard project management techniques (Agile, Scrum, GIT repositories) which the student uses throughout the course. Students will progress from creating simple ‘cartoon’ worlds to constructing much more realistic and immersive VR environments.

These skills are further refined in three group projects:

(i) An Emotion Machine (designed to induce emotion in the user e.g., the user experiences a physical disability or perhaps must confront a specific phobia). 
VIEW EXAMPLE: Arachnophobia VR - Group Assignment

(ii) A Training Machine (a VR application is created to train the user in a certain task e.g., basic fire safety and evacuation training).

(iii) An Information Machine (e.g., an AR or “Augmented Reality” application using a tablet computer which overlays virtual information and data on top of real machines and equipment and allows the user to interrogate and control the equipment wirelessly via the App).

Apart from the specialised VR development courses, other modules cover such themes as marketing, developing your own web presence and presentation/writing skills. This is to ensure that students are more than merely programmers.

After all this the student should be well-prepared for their main individual project, which takes place over the summertime, when they work on a VR project with an external partner. During this final project (and during all the previous assignments) the teaching staff are available to provide help and guidance - and often a free debugging service!

Virtual Reality Employment Opportunities

It is hard to think of an area of human activity or interest which would not benefit from VR in some way. Numerous industries have already adopted VR practices and as a result are all future employers in this industry. At present, there is a real shortage of VR specialists, especially individuals with additional subject expertise e.g., engineering, science, business, and arts and humanities. This is hampering industry growth. Our aim is to satisfy this shortage by producing experts who are already qualified to degree level in one discipline but who also possess the highly desirable skill of creating their own original VR applications.

 

Potential Graduate Destinations

Some students have gained employment immediately after the course. All of the others have chosen to start up their own companies.
Industries that are already adopting VR practices (and as a result are future employers of VR specialists) include:

  • Manufacturing industries
  • Healthcare / NHS
  • Data analytics
  • Game design
  • Arts heritage
  • Psychology
  • Health & Safety
  • Training
  • Journalism
  • Retail
  • Tourism
  • Real estate
  • Architecture
  • Learning & Development
  • Recruitment
  • Education
  • Sports – including, Sports Research and Sports Entertainment
  • Art & Design
  • Events & Conferencing
  • Charities
  • Military
  • Space agencies
  • Law enforcement

Modules

Key practical modules will deliver a broad introduction to VR software and manipulation and creation of assets (3D shapes, sounds and special effects, interactable objects etc.). Other modules will deal with media, cultural and creative industries combined with personal and professional development and customer/client interaction.

The School of Management will also be providing a business/marketing perspective to the course to ensure that students are aware of the commercial nature of the VR domain. Plus the Faculty of Humanities and Social Sciences will also be providing a focus on the societal and creative aspects of the VR environment. Internal contributors may expand as the programme develops.

[ Anatomy App developed for Swansea students studying anatomy ]

[ Team exercise: An Escape-the-Room App developed by students ]

VR Lab Virtual Tour

Festo Cyber Physical Factory Virtual Tour