Assignment Examples
Assignment 1. DIGITAL ARCHITECTURES – Build a room.
In this assignment students will contemplate a personal narrative, or reflection of identity by developing a room in VR. Students will explore digital architectures and describe how they aid or hinder the interaction design. Students must build a unique room for a VR experience. The work must be interactive in nature and explain how architecture is used in the concept of navigation of the user in the work. Students must build a room as a VR or AR experience. What artifacts are in the room? Describe choices of architecture. Viewers should be able to move through this space. What makes this room unique? How does this room tell a story?




Assignment #2. SOUND AND VISION
In this assignment, students will explore how sound is used to shape a virtual environment.
Students will be required to develop an artwork on how sound will be used in a visual and sound-based VR work. Sound could be verbal or audio in nature and should be triggered through movement in a one level unity environment landscape. Use of free Unity assets permitted.




Assignment 3 –
INTERACTION MODELS – TACTILE ENVIRONMENTS
Understanding human computer interaction when designing electronic environments is pivotal. In this assignment, students will understand how to design interactions for an immersive environment. Students will develop a virtual space in Unity and develop an interactive experience.





Assignment 4 –
In this assignment, students will develop an extended reality experience inspired by one of Jaron Lanier’s definitions of VR. Projects should be developed in Unity. Students should be able to speak about their interaction strategy based on discussions in class. This should be considered a functional prototype. A one-page artist statement is required to be submitted to contextualize the meaning and intent of the work. Students will be required to share their work in a final presentation and should speak to their idea and approach. A video walkthrough should also be included. Students should contextualize their work under one of the Jaron Lanier’s definitions of VR and speak to how they are inspired or expand on the definition.




