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Why study Digital and Immersive Arts at Northumbria? 

Our Digital and Immersive Arts Masters programme equips you with the skills to work as a practitioner in creative and cultural industries at the highest level using virtual and immersive technologies. You will be exposed to the most cutting-edge work in digital and immersive art and technology with the opportunity to work with industry partners such as Advanced Media Production (AMP) Gateshead, housed at PROTO and Northern Dance on live briefs. Working in groups alongside colleagues from these industry partners will enable you to critically analyse creative processes and approaches to technological production. 

What can I expect from this course?

Digital and Immersive technologies are now all around us and so this Masters degree course addresses a growing need for expertise in the areas of virtual reality, audio-visual technology, as well as virtual film and performance.  

Throughout this Masters degree programme you will develop your skills within core technologies, but will also specialise in diverse areas, such as 3D programming, audio-visuals, gaming, virtual reality, etc. depending on your personal skill sets and interests. Alongside this, our programme provides the critical skills needed to research and evaluate the products of the digital and immersive arts. 

Digital and Immersive Arts is characterised by its transdisciplinary nature as it responds to the increasingly complex challenges and opportunities within the industry. Subject areas of arts, animation, film, communication design, graphic design and games design often provide transferrable skills in terms of the digital and immersive arts. However, this Masters course is open to students from all disciplines and undergraduate subject areas and is directly aimed at students who are interested in becoming expert at one more than one discipline.

How will this course prepare me for my career?

You will have the opportunity to collaborate with our course partners from across the creative and creative industries with AMP Gateshead and Northern Dance through live projects, allowing you to build your professional skills, your portfolio, and your network of contacts.

 

AMP Gateshead logo  ND LOGO

Course Information

Level of Study
Postgraduate

Mode of Study
1 year full-time

Department
Arts

Location
City Campus, Northumbria University

City
Newcastle

Start
September 2024

Fees
Fee Information

Modules
Module Information

Art and Design History Practice and Theory 4th UK
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Funding and Scholarships

Discover the funding options available to you.

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Entry Requirements 2024/25

Standard Entry

Applicants should normally have:

A minimum of a 2:2 honours degree in a related discipline such as fine art, media art, animation, performing arts, film production, theatre, interaction design, digital design, communication design, music technology, or computing. Other subject qualifications, equivalent professional qualifications and/or relevant work experience will be considered on an individual basis.

You may be required to submit a digital portfolio.

For advice on preparing your portfolio, please visit www.northumbria.ac.uk/study-at-northumbria/coming-to-northumbria/portfolios-and-auditions 

International qualifications:

If you have studied a non UK qualification, you can see how your qualifications compare to the standard entry criteria, by selecting the country that you received the qualification in, from our country pages. Visit www.northumbria.ac.uk/yourcountry

English language requirements:

International applicants are required to have a minimum overall IELTS (Academic) score of 6.5 with 5.5 in each component (or approved equivalent*).

*The university accepts a large number of UK and International Qualifications in place of IELTS.  You can find details of acceptable tests and the required grades you will need in our English Language section. Visit www.northumbria.ac.uk/englishqualifications

Fees and Funding 2024/25 Entry

Full UK Fee: £9,250

Full EU Fee: £18,250

Full International Fee: £18,250



Scholarships and Discounts

Discover More about Fees, Scholarships and other Funding options for UK, EU and International applicants.

ADDITIONAL COSTS

There are no Additional Costs

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* At Northumbria we are strongly committed to protecting the privacy of personal data. To view the University’s Privacy Notice please click here

Modules

Module information is indicative and is reviewed annually therefore may be subject to change. Applicants will be informed if there are any changes.

IA7000 -

Research for Practitioners (Core,40 Credits)

Research for Practitioners is a 40-credit module which spans across semesters one and two.

Forms of digital immersion have emerged due to the convergence of technology and culture and this module introduces key areas of knowledge to critically consider their impact. The module offers a structured introduction to the intellectual frameworks which can be employed to both support and interrogate the impact of digital enfoldment on the individual psyche and wider culture. These fields of knowledge include Philosophy, Media Theory, Art Theory and Art History and you will be guided and supported as you integrate these ideas to critically address the role of Digital and Immersive Arts within contemporary culture. You will also learn about the key philosophical underpinnings of the concept of immersion and will be challenged to reflect on these within your theoretical work.

More information

IA7001 -

Introduction to Immersive Media (Core,40 Credits)

This module will help you develop a broad practical understanding of the core technologies employed in the production of immersive environments and digitally mediated audio-visual performance. A series of lectures will offer an overview of the current and emerging immersive technologies and how they are being employed within the Arts and Design, including Contemporary Art, interaction design, music, theatre, film and the games industry. It is expected that there will be cross-over with your theoretical work in Research for Practitioners, particularly around issues of technology and the body, and the ethics of advanced media production, You will also explore critical contextualisation and installation-making, live and live-remote broadcast forms, as well as their VR and AI expansions. Through a series of visually rich lectures you will learn the long history of immersion, as well as the philosophies behind ideas of the technology and experience.

You will be introduced to core technologies through a series of practical workshops and seminars. You will explore key immersive technologies such as real-time audio-visual production and digital performance methods, 3D computer graphics, audio-visuals, virtual reality and projection mapping. You will also be introduced to a range of technologies to interact with digital content using bodily gesture and expression. The module will also demonstrate the creative use of digital and immersive technology, as used by digital and immersive artists, and will enable you to apply your creative skills in a variety of technologically mediated contexts.

Virtual and immersive technologies are complex, and the production of immersive environments and experiences require an interdisciplinary approach which draws from a wide range of creative and technical fields. The module is therefore designed to encourage team working through self-generated projects, and through the creation of short individually designed interactive and/or immersive projects. Working in these ways will allow you to solve complex technological challenges and to create new bodies of original work.

More information

IA7002 -

Creating Virtual and Immersive Experiences (Core,40 Credits)

This module builds on the knowledge acquired in Introduction to Immersive Media (IA7001) to further embed the essential skills necessary to produce compelling digital immersive experiences. You will further develop the ability to successfully meld the concepts and forms of the creative arts with digital and immersive technology, and you will apply these technological and creative skills in a variety of technologically mediated contexts. This module has 2 components.

Component 1
You will be introduced to a range of cutting-edge technologies including motion-capture, which is used extensively in the Cultural industries to capture very detailed information in terms of image, texture and movement. You will be simultaneously introduced to motion-tracking, which is used extensively in live audio-visual and dance performance as well as immersive installations, to measure user movement and affect immersive audio-visuals. A series of lectures will offer an overview of their application within the creative industries, as well as key research questions around ethics and technology. Seminars will be interspersed with these sessions, which will allow the students to develop and present initial ideas that will serve as prototypes for the final submission. A series of practical sessions will lead you through the processes involved in capturing and tracking detailed three-dimensional imagery and movement. These technologies and skills may be introduced through a live project with a collaborative partner drawn from the creative industries. This project will give you the opportunity to work as teams as you apply these technologies to the brief set by the partner. Self-directed projects may also be undertaken by student who want to generate their own group or team proposition.

Component 2
You will develop a proposal for your Major Project (IA7003) which forms the centre piece of your Masters work. You will be guided through the requirements of the forthcoming module and you will carry out preliminary research and development and develop a short project proposal which will be refined in the following semester.

More information

IA7003 -

Major Project (Core,60 Credits)

In this module you will learn through practice to professionally meld the concepts and forms of the creative arts with digital and immersive technology, and you will apply these technological and creative skills in a specific context that illustrates your mastery of digital and immersive arts. This module has two components. Firstly, you will produce a significant piece of work in the area of Digital and Immersive Arts and this builds directly on the practical experience and knowledge gained in modules IA7001 and will be directly informed by the research and development carried out in IA7002. Secondly, you will critically reflect upon the ideas underlying your work and this builds on your interdisciplinary knowledge gained in ‘Research for Practitioners.’

Component 1
This module gives you the opportunity to produce a significant piece of work which can be self-initiated either individually or as a team, or can be developed in collaboration with a creative or industrial partner. This work may include but is not limited to the production of a live or virtual immersive performance, a live or virtual audio-visual performance, an immersive installation, a VR experience, a immersive game, or a screen-based work which incorporates immersive data. This significant piece of work will demonstrate an original and critical engagement with both the technologies and ideas within the fields of Digital and Immersive Arts and will directly support your future opportunities in this dynamic emerging field. The project in terms of scope, design and proposed production methodology will be subject to consultation and approval with the project supervisor and module tutor. The project will be shown in a final degree show, to which potential employers will be invited.

Component 2
The second aspect of this module is a significant piece of reflective writing which demonstrates firstly, a thorough understanding of the relevant histories and theories which underpin the practical work in Component 1 and secondly demonstrates a critical reflexivity in your practice as you articulate the underlying motivations and processes employed in the realization of the project.

More information

Modules

Module information is indicative and is reviewed annually therefore may be subject to change. Applicants will be informed if there are any changes.

IA7000 -

Research for Practitioners (Core,40 Credits)

Research for Practitioners is a 40-credit module which spans across semesters one and two.

Forms of digital immersion have emerged due to the convergence of technology and culture and this module introduces key areas of knowledge to critically consider their impact. The module offers a structured introduction to the intellectual frameworks which can be employed to both support and interrogate the impact of digital enfoldment on the individual psyche and wider culture. These fields of knowledge include Philosophy, Media Theory, Art Theory and Art History and you will be guided and supported as you integrate these ideas to critically address the role of Digital and Immersive Arts within contemporary culture. You will also learn about the key philosophical underpinnings of the concept of immersion and will be challenged to reflect on these within your theoretical work.

More information

IA7001 -

Introduction to Immersive Media (Core,40 Credits)

This module will help you develop a broad practical understanding of the core technologies employed in the production of immersive environments and digitally mediated audio-visual performance. A series of lectures will offer an overview of the current and emerging immersive technologies and how they are being employed within the Arts and Design, including Contemporary Art, interaction design, music, theatre, film and the games industry. It is expected that there will be cross-over with your theoretical work in Research for Practitioners, particularly around issues of technology and the body, and the ethics of advanced media production, You will also explore critical contextualisation and installation-making, live and live-remote broadcast forms, as well as their VR and AI expansions. Through a series of visually rich lectures you will learn the long history of immersion, as well as the philosophies behind ideas of the technology and experience.

You will be introduced to core technologies through a series of practical workshops and seminars. You will explore key immersive technologies such as real-time audio-visual production and digital performance methods, 3D computer graphics, audio-visuals, virtual reality and projection mapping. You will also be introduced to a range of technologies to interact with digital content using bodily gesture and expression. The module will also demonstrate the creative use of digital and immersive technology, as used by digital and immersive artists, and will enable you to apply your creative skills in a variety of technologically mediated contexts.

Virtual and immersive technologies are complex, and the production of immersive environments and experiences require an interdisciplinary approach which draws from a wide range of creative and technical fields. The module is therefore designed to encourage team working through self-generated projects, and through the creation of short individually designed interactive and/or immersive projects. Working in these ways will allow you to solve complex technological challenges and to create new bodies of original work.

More information

IA7002 -

Creating Virtual and Immersive Experiences (Core,40 Credits)

This module builds on the knowledge acquired in Introduction to Immersive Media (IA7001) to further embed the essential skills necessary to produce compelling digital immersive experiences. You will further develop the ability to successfully meld the concepts and forms of the creative arts with digital and immersive technology, and you will apply these technological and creative skills in a variety of technologically mediated contexts. This module has 2 components.

Component 1
You will be introduced to a range of cutting-edge technologies including motion-capture, which is used extensively in the Cultural industries to capture very detailed information in terms of image, texture and movement. You will be simultaneously introduced to motion-tracking, which is used extensively in live audio-visual and dance performance as well as immersive installations, to measure user movement and affect immersive audio-visuals. A series of lectures will offer an overview of their application within the creative industries, as well as key research questions around ethics and technology. Seminars will be interspersed with these sessions, which will allow the students to develop and present initial ideas that will serve as prototypes for the final submission. A series of practical sessions will lead you through the processes involved in capturing and tracking detailed three-dimensional imagery and movement. These technologies and skills may be introduced through a live project with a collaborative partner drawn from the creative industries. This project will give you the opportunity to work as teams as you apply these technologies to the brief set by the partner. Self-directed projects may also be undertaken by student who want to generate their own group or team proposition.

Component 2
You will develop a proposal for your Major Project (IA7003) which forms the centre piece of your Masters work. You will be guided through the requirements of the forthcoming module and you will carry out preliminary research and development and develop a short project proposal which will be refined in the following semester.

More information

IA7003 -

Major Project (Core,60 Credits)

In this module you will learn through practice to professionally meld the concepts and forms of the creative arts with digital and immersive technology, and you will apply these technological and creative skills in a specific context that illustrates your mastery of digital and immersive arts. This module has two components. Firstly, you will produce a significant piece of work in the area of Digital and Immersive Arts and this builds directly on the practical experience and knowledge gained in modules IA7001 and will be directly informed by the research and development carried out in IA7002. Secondly, you will critically reflect upon the ideas underlying your work and this builds on your interdisciplinary knowledge gained in ‘Research for Practitioners.’

Component 1
This module gives you the opportunity to produce a significant piece of work which can be self-initiated either individually or as a team, or can be developed in collaboration with a creative or industrial partner. This work may include but is not limited to the production of a live or virtual immersive performance, a live or virtual audio-visual performance, an immersive installation, a VR experience, a immersive game, or a screen-based work which incorporates immersive data. This significant piece of work will demonstrate an original and critical engagement with both the technologies and ideas within the fields of Digital and Immersive Arts and will directly support your future opportunities in this dynamic emerging field. The project in terms of scope, design and proposed production methodology will be subject to consultation and approval with the project supervisor and module tutor. The project will be shown in a final degree show, to which potential employers will be invited.

Component 2
The second aspect of this module is a significant piece of reflective writing which demonstrates firstly, a thorough understanding of the relevant histories and theories which underpin the practical work in Component 1 and secondly demonstrates a critical reflexivity in your practice as you articulate the underlying motivations and processes employed in the realization of the project.

More information

Any Questions?

Our Applicant Services team will be happy to help.  They can be contacted on 0191 406 0901 or by using our Contact Form.



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Northumbria University is committed to developing an inclusive, diverse and accessible campus and wider University community and are determined to ensure that opportunities we provide are open to all.

We are proud to work in partnership with AccessAble to provide Detailed Access Guides to our buildings and facilities across our City, Coach Lane and London Campuses. A Detailed Access Guide lets you know what access will be like when you visit somewhere. It looks at the route you will use getting in and what is available inside. All guides have Accessibility Symbols that give you a quick overview of what is available, and photographs to show you what to expect. The guides are produced by trained surveyors who visit our campuses annually to ensure you have trusted and accurate information.

You can use Northumbria’s AccessAble Guides anytime to check the accessibility of a building or facility and to plan your routes and journeys. Search by location, building or accessibility feature to find the information you need. 

We are dedicated to helping students who may require additional support during their student journey and offer 1-1 advice and guidance appropriate to individual requirements. If you feel you may need additional support you can find out more about what we offer here where you can also contact us with any questions you may have:

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All information is accurate at the time of sharing. 

Full time Courses are primarily delivered via on-campus face to face learning but could include elements of online learning. Most courses run as planned and as promoted on our website and via our marketing materials, but if there are any substantial changes (as determined by the Competition and Markets Authority) to a course or there is the potential that course may be withdrawn, we will notify all affected applicants as soon as possible with advice and guidance regarding their options. It is also important to be aware that optional modules listed on course pages may be subject to change depending on uptake numbers each year.  

Contact time is subject to increase or decrease in line with possible restrictions imposed by the government or the University in the interest of maintaining the health and safety and wellbeing of students, staff, and visitors if this is deemed necessary in future.

 

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