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Students
Tuition Fee
GBP 20,000
Per year
Start Date
Medium of studying
On campus
Duration
1 years
Program Facts
Program Details
Degree
Masters
Major
Artificial Intelligence | Computer Science | Game Design
Area of study
Information and Communication Technologies
Education type
On campus
Timing
Full time
Course Language
English
Tuition Fee
Average International Tuition Fee
GBP 20,000
About Program

Program Overview


MA/MSc Virtual & Augmented Reality

Overview

Immersive experiences, including virtual and augmented reality, are the most exciting new mediums to emerge in the 21st century. On this Masters, you’ll be working on a once-in-a-lifetime challenge: shaping and pioneering a medium that’s already having a major impact on our society.


Why study MA/MSc Virtual & Augmented Reality at Goldsmiths

  • You'll have the chance to choose between two distinct pathways, depending on your interests:
    • 3D Graphics and User Experience Pathway (an MA)
    • Programming and Computer Science Pathway (an MSc)
  • For each pathway, you can choose to complete either an internship or self-directed research project.
  • You’ll be creating virtual and augmented reality that is informed by both the technology and psychology of the medium, so you can create powerful experiences that make the most of its distinctive features.
  • This technology is used in a huge variety of industries including medicine, advertising, journalism, and mental health therapy. When you graduate, you’ll have the skills to work in these industries, as well as in more traditional gaming and film roles.
  • We treat virtual reality and augmented reality as interlinking technologies – you’ll be working in both areas and the various types of Mixed Reality that combine the two. You can also learn other areas of computing that can be applied to Virtual and Augmented Reality such as data visualisation, interactive art, games technology, machine learning, and AI.
  • This programme is co-led by two leading researchers in the area of XR research. You will be working with a strong team of 10+ XR researchers (researchers and PhD students) from the SeeVR Research lab.
  • As well as being taught by leading experts in VR/AR experience, you’ll benefit from our links to an extensive network of VR companies. We regularly welcome them to campus to deliver talks.
  • We offer a work placement programme that will help kick-start your VR career.
  • You’ll have access to a dedicated V&AR lab. The facilities will be updated each year to keep up with technology but they currently include a range of high-end head-mounted displays including Oculus Rift, HTC VIVE Pro, and Windows MR, each with high-end graphics PCs. You’ll also have access to mobile VR set-ups (Oculus GO) and a professional motion capture suite that is synchronised with an HTC VIVE for full-body immersive experiences.
  • Our general computing facilities include the HatchLab, our maker space that can be used for, among other things, fabricating custom VR input or output devices.

Length

  • 1 year full-time or 2-3 years part-time

Entry Requirements

  • You should have (or expect to be awarded) an undergraduate degree of at least upper second-class standard in a relevant/related subject.
  • You might also be considered if you aren’t a graduate or your degree is in an unrelated field, but you have relevant experience and can show that you have the ability to work at postgraduate level.

Fees

  • 3D Graphics and User Experience Pathway (MA)
    • Home - full-time: £13,600
    • Home - part-time: £6,800
    • International - full-time: £20,000
  • Programming and Computer Science Pathway (MSc)
    • Home - full-time: £12,150
    • Home - part-time: £6,075
    • International - full-time: £20,000

Department

  • Computing

What you'll study

3D Graphics and User Experience Pathway

  • Compulsory modules
    • Virtual Reality (15 credits)
    • Advanced Topics in Virtual and Augmented Reality (15 credits)
    • Modelling and Animation 1 (15 credits)
  • Optional modules
    • Games Programming 1 (15 credits)
    • Visual Game Development (15 credits)
  • Optional modules
    • Programming for Artists and Designers (15 credits)
    • Mathematics for Games and V&AR (15 credits)
    • Approaches to Play 1 (15 credits)
    • Data and Machine Learning for Artistic Practice (15 credits)
    • Modelling and Animation 2 (15 credits)
    • Games Programming 2 (15 credits)
    • Game Design and Analytics (15 credits)
    • Graphics for Games and V&AR (15 credits)
    • Programming for Game Engines (15 credits)
    • Alternative Game Controller Design (15 credits)
    • Audio Experience for Games (15 credits)
    • Approaches to Play 2 (15 credits)
    • Interactive Narrative and Digital Storytelling (15 credits)
    • Escape Room Design and Immersive Theatre (15 credits)
    • Motion Capture Techniques and Digital Embodiment (15 credits)
    • Applied AI for Industry (15 credits)
  • Internship or research
    • A 60-credit internship project in virtual reality
    • A 60-credit self-directed research project

Programming and Computer Science Pathway

  • Compulsory modules
    • Virtual Reality (15 credits)
    • Advanced Topics in Virtual and Augmented Reality (15 credits)
    • Games Programming 1 (15 credits)
    • Mathematics for Games and V&AR (15 credits)
  • Optional modules
    • Programming for Artists and Designers (15 credits)
    • Modelling and Animation 1 (15 credits)
    • Approaches to Play 1 (15 credits)
    • Data and Machine Learning for Artistic Practice (15 credits)
    • Modelling and Animation 2 (15 credits)
    • Games Programming 2 (15 credits)
    • Game Design and Analytics (15 credits)
    • Graphics for Games and V&AR (15 credits)
    • Programming for Game Engines (15 credits)
    • Game AI Programming (15 credits)
    • Alternative Game Controller Design (15 credits)
    • Audio Experience for Games (15 credits)
    • Approaches to Play 2 (15 credits)
    • Interactive Narrative and Digital Storytelling (15 credits)
    • Escape Room Design and Immersive Theatre (15 credits)
    • Motion Capture Techniques and Digital Embodiment (15 credits)
    • Applied AI for Industry (15 credits)
  • Internship or research
    • A 60-credit internship project in virtual reality
    • A 60-credit self-directed research project

Teaching and assessment

  • Taught sessions and lectures provide overviews of themes, which you are encouraged to complement with intensive reading for presentation and discussion at seminars.
  • Assessments build on lectures and seminars so you are expected to attend all taught sessions to build knowledge and your own understanding of your chosen discipline.
  • All assessed work is accompanied by some form of feedback to ensure that your work is on the right track.

Facilities

  • In the Department of Computing, we have a great range of labs and facilities.
  • We have a state-of-the-art VR lab with 8 sets of high-end VR HMDs (e.g., VIVE Pro 2, Valve Index). There are also standalone HMDs students can borrow (Quest 2, Quest Pro). You can benefit from our own in-house 12-camera Motion Capture System (Optitrack).
  • You can also access other computing facilities such as a large-scale projection space (the Siml lab), and our fabrication lab with 3D printers, laser cutters, and woodwork equipment.

Staff

  • Professor Marco Gillies
    • Professor of Computing. Co-director SEEVR lab and MA/MSc V&AR
  • Professor Sylvia Xueni Pan
    • Professor of Virtual Reality. Sylvia has extensive experience working in VR researching Virtual Reality technology and social neuroscience.

Careers

  • Our programme opens multiple career options including:
    • Creator of Virtual and Augmented Reality experiences for digital agencies specialising in contract work
    • Virtual and Augmented Reality artist working either independently or within the context of creative SMEs or larger organisations such as the BBC
    • Games Developer specialising in Virtual and Augmented Reality Games on PC, mobile, or Sony PlayStation VR
    • Virtual and Augmented Reality creator associated with more traditional platforms, for example creating VR experiences linked to film, television or games
    • Designer of Virtual or Mixed Reality tools for education, for example medical training
    • Designer of Virtual or Mixed Reality apps for domains such as healthcare (including mental health), engineering or social media/remote conferencing
  • As well as technical developer roles, once you graduate you would also be well placed for roles such as junior producers in all these industries
  • You may also gain the skills to develop your independent research questions, which could lead to postgraduate research. Many of our graduates have now progressed on to doing a PhD in this area.

Placement opportunities

  • Students are able to take a paid placement in place of an academic final project. We have a strong network of VR and AR companies and studios and have succeeded in placing a large number of students, the majority of which have gone on to permanent jobs in the organisation. In addition to paid commercial placement, we offer the option of projects that are sponsored and co-supervised by non-profit organisations (e.g., healthcare) or other academic departments or institutions.
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