Faculty DetailsProfessor
NameDr. Slavica Ceperkovic
Emailslavica@nyu.edu
WorkspaceC3 – 112
Office HoursBy appointment: https://calendly.com/slavica_ceperkovic/office-hours 

Course Description

This studio lab course is designed for artists to explore user engagement and storytelling in virtual reality. User Experience Design (UX) is pivotal in developing engaging immersive interactions. In this course students will prototype and test different models of interaction that are emerging in Virtual Reality. Students will develop skills in Unity to develop immersive interactive environments. Students will learn how to prototype interactive models and design complex solutions for virtual environments. Students are not required to have previous experience with Unity prior to the course. Students will be oriented to Unity software.

By the end of the course students will be able to think critically about virtual reality immersive worlds and have applied research developing virtual reality environments.  Students will explore themes such as landscape, narrative and sound for virtual reality through applied coursework. 

Credits: 4

This course counts toward the following NYUAD degree requirements:

  • Majors > Interactive Media > Media and Design Thinking
  • Minors > Interactive Media

Prerequisites

Students must have one of the following IM-UH 1010, IM-UH 1011, IM-UH 2310, IM-UH 2318, CS-UH 1001 or ENGR-UH 1000

Course Learning Outcomes and Link to Program Learning Outcomes (PLOs)

Upon successful completion of this course the student will be able to:Linked to Major PLOs (refer to Appendix 1)
1. Implement human computer interaction user experience models for virtual reality environmentsPLO  3 (high) PLO  5 (high) PLO  6 (high)
2. Produce interactive immersive experiences for virtual environmentsPLO 4(high) PLO 5 (high) PLO 6 (high)
3. Employ storytelling design principles for virtual reality worldmakingPLO 1 (medium) PLO 2 (high) PLO 4(high) PLO 5(high) PLO 6 (high)
4. Debate principles of interaction design for immersive virtual environmentsPLO 1(medium) PLO 2 (high) PLO 7 (low)
5. Analyze academic writings on virtual reality and immersive storytelling PLO 1(medium) PLO 3(high) PLO 4 (high)

 Teaching Methodology

  • This is a production-based course. Students will be learning primarily through hands-on experience and iterative experimentation. Classes will move quickly through each technology, first providing a theoretical foundation along with technical instruction, and then encouraging students to learn through play, experimentation, collaboration, and exploration. Individual classes will include lectures, discussions, examples, workshops, group work, and presentations. Outside of the class, students will engage in both individual and group work.

Graded Activities

Activity Detail            Grade Percentage            Submission            Linked to Course Learning

                                                                            Date/ Week                   Outcome(s)

Homework20%Ongoing reading responses1,2,3,4
Assignment 1> DIGITAL ARCHITECTURES – Build a room15%Week 4: Session 11,2,3,4
Assignment 2 > SOUND AND VISION15%Week 8: Session 11,2,3,4
Assignment 3 > INTERACTION MODELS -TACTILE ENVIRONMENTS20%Week 12: Session 11,2,3,4
Assignment 4> DEFINING XR20%Week 15: Session 21,2,3,4
Participation10%Ongoing1,2,3,4

More than one unexcused absence will result in a 5-percentage point drop in your attendance participation grade per absence.

See Appendix 1.  on assignment definitions and rubrics

Required Bookstore Texts

Lanier, Jaron Dawn of the New Everything: Encounters with Reality and Virtual

Reality Henry Holt and C. New York, NY  2017

Other readings will be available in Brightspace:

Back, Bettina. “Virtual Reality: How does the viewer get into the picture? A short

reception aesthetic history of shifting frames.” The Unframed World: Virtual Reality as Artistic Medium; edited by Christoph Merian, Verlag, Haus der elektronischen Künste, Basel, 2017. Pgs. 16-25.

Bolter, Jay and Engberg, Maria. “Mobile Cinematics” Compact cinematics: The moving image in the age of bit-sized media. edited by Hesselberth, Pepita, and Maria Poulaki, Bloomsbury Publishing USA, 2017. Chapter 16 pgs. 165-173

Bolter, Jay and Gromala, Diane, Windows and Mirrors, Interaction Design, Digital Art and the Myth of Transparency MIT Press, Cambridge, Massachusetts 2003 Chapter  2- page 30 – 56 (reflect on pages 49-56 – Virtual Reality and the myth of the natural interface)

Friedberg, Anne. The Virtual Window. Cambridge, MA: MIT Press, 2009.

Chapter 4 – The Architecture of Spectatorship pgs. 150 – 180

Laurel, Brenda. “The Six Elements and the Causal Relations Among them.” The

 New Media Reader. Edited by Noah Wardrip-Fruin and Nick Montfort. Cambridge, MA: MIT Press, 2003. Pgs. 563-573

Loader, Alison  A Rational and Entertaining Species of Amusement to Bipeds of All

Ages: The Splendid Camera Obscura  In  Marina Dahlquist, Doron Galili, Jan Olsson and Valentine Robert Corporeality in Early Cinema  Indiana University Bloomington 2018   pgs. 289-300

Papagiannis, Helen, Augmented Human: How Technology Is Shaping the New  

Reality, O’Reilly Media, 2017.  Chapter 6 – Storytelling and the human imagination. Pgs. 67-92

Ryan, Marie-Laure. Narrative as Virtual Reality. Baltimore, MD: John Hopkins  University Press, 2001.  Chapter 8 – Can Coherence Be Saved.  pgs. 242-270

Academic Policies

Participation grade:

  • Attendance is mandatory. Every class builds off the preceding one so it is vital to be present and on time for every lesson.
  • Each unexcused absence results in a deduction of 5% of final grade
  • Two latenesses of more than 10 minutes will count as one absence.
  • More than two unexcused absences will result in a final grade of F.
  • Technical Workshop attendance is mandatory. If you miss a technical workshop, you will not be allowed to use or check-out equipment.
  • Engaging in class discussions and offering advice, input, feedback, etc during class is a major part of your grade. Participating in class is helpful for me to get to know you as an individual and keep track of your progress. What is equally important is that it provides you and your classmates the opportunity to learn from each other through the sharing of failures, successes, and insights on the work you are doing.
  • Laptops should only be used when necessary for class work and cell phones should be set to silent.
  • You are expected to present your work in class. Explaining your work to other people is a great way to better understand the material and answer questions for yourself.
  • Ask questions. If you do not ask questions, I can only assume you understand the material completely
  • All assignments must be turned in on time.
  • Be prepared to work in groups on the assignments.

Integrity:

At NYU Abu Dhabi, a commitment to excellence, fairness, honesty, and respect within and outside the classroom is essential to maintaining the integrity of our community. By accepting membership in this community, students, faculty, and staff take responsibility for demonstrating these values in their own conduct and for recognizing and supporting these values in others. In turn, these values create a campus climate that encourages the free exchange of ideas, promotes scholarly excellence through active and creative thought, and allows community members to achieve and be recognized for achieving their highest potential.

Students should be aware that engaging in behaviors that violate the standards of academic integrity will be subject to review and may face the imposition of penalties in accordance with the procedures set out in the NYUAD policy:

https://students.nyuad.nyu.edu/campus-life/student-policies/community-standards-policies/academic-integrity/.

Mental Health Awareness:

As a University student, you may experience a range of issues that can interfere with your ability to perform academically or impact your daily functioning, such as: heightened stress; anxiety; difficulty concentrating; sleep disturbance; strained relationships; grief and loss; personal struggles.

If you have any well-being or mental health concerns please visit the Counseling Center on the ground floor of the campus center from 9am-5pm Sunday – Thursday, or schedule an appointment to meet with a counselor by calling: 02-628-8100, or emailing:

nyuad.healthcenter@nyu.edu.

If you require mental health support outside of these hours call NYU’s Wellness Exchange hotline at 02-628-5555, which is available 24 hours a day, 7 days a week.

You can also utilize the Wellness Exchange mobile chat feature, details of which you can find on the student portal. If you need help connecting to these supports please contact me directly.

Course Schedule

WeekSessionDateTopicHomework
11Tue 24th JanCourse Overview   What is Virtual Reality?   Origins and futures 
12Thu 26th JanTechnical Lab: Orientation to Unity  Reading and response: Loader, Alison  A Rational and Entertaining Species of Amusement to Bipeds of All Ages: The Splendid Camera Obscura  In  Marina Dahlquist, Doron Galili, Jan Olsson and Valentine Robert Corporeality in Early Cinema  Indiana University Bloomington 2018   pgs. 289-300  
21Tue 31st JanOptical illusions   Reading response due 
22Thu 2nd FebTechnical Lab: Building virtual spacesTech lab exercises Reading and response: Friedberg, Anne. The Virtual Window. Cambridge, MA: MIT Press, 2009. Chapter 4 – The Architecture of Spectatorship pgs. 150 – 180    
31Tue 7th FebLandscape and VR   Reading response due 
32Thu 9th FebTech lab: Materials and particle effectsTech lab exercises
41Tue 14th FebPresentation Assignment 1   
42Thu 16th FebTech lab: Planting Virtual Trees    Tech lab exercises   Reading and response: Ryan, Marie-Laure. Narrative as Virtual Reality. Baltimore, MD: John Hopkins  University Press, 2001.  Chapter 8 – Can Coherence Be Saved.  pgs. 242-270  
51Tue 21st FebNarrative in VR: Storytelling Models   Reading response due 
52Thu 23rd FebSound in VRReading and response:   Papagiannis, Helen, Augmented Human: How Technology Is Shaping the New Reality, O’Reilly Media, 2017.  Chapter 6 – Storytelling and the human imagination. Pgs. 67-92  
61Tuesday 27th FebUser Action and Story in VR Reading response due 
62Thu 2nd MarDesigning sound for VRTech lab exercises Reading and response:   Laurel, Brenda. “The Six Elements and the Causal Relations Among them.” The  New Media Reader. Edited by Noah Wardrip-Fruin and Nick Montfort. Cambridge, MA: MIT Press, 2003. Pgs. 563-573  
71Tue 7th MarDesigning Virtual Objects   Reading response due 
72Thu 9th MarchPresentation Assignment 2 
81Tue 14th MarNo class 
82Thu 16th MarSPRING BREAK 
91Tue 21st MarSPRING BREAK 
92Thu 23rd MarTech lab: Tasked Based Interaction    Tech lab exercises   Reading and response:   Bolter, Jay and Gromala, Diane, Windows and Mirrors, Interaction Design, Digital Art and the Myth of Transparency MIT Press, Cambridge, Massachusetts 2003 Chapter  2- page 30 – 56 (reflect on pages 49-56 – Virtual Reality and the myth of the natural interface)  
101Tue 28th MarInteraction Models   Reading response due 
102Thu 30th MarTech lab: Rail based interactionBolter, Jay and Engberg, Maria. “Mobile Cinematics” Compact cinematics: The moving image in the age of bit-sized media. edited by Hesselberth, Pepita, and Maria Poulaki, Bloomsbury Publishing USA, 2017. Chapter 16 pgs. 165-173
111Tue 4th AprTactile Environments   Reading response due 
112Thu 6th AprTech lab: Doors and Portals /Sandbox play  Tech lab exercises
121Tue 11th AprPresentation: Assignment 3   
122Thu 13th AprTech lab: Defining Objects in VR    Tech lab exercises   Reading and response: Back, Bettina. “Virtual Reality: How does the viewer get into the picture? A short reception aesthetic history of shifting frames.” The Unframed World: Virtual Reality as Artistic Medium; edited by Christoph Merian, Verlag, Haus der elektronischen Künste, Basel, 2017. Pgs. 16-25.
131Tue 18th AprDefining VR : New worlds   Reading response due 
132Thu 20th AprNo classes – holiday  No classes – holiday
   Tech lab: Virtual Touch in VR  Tech Reading and response: Lanier, Jaron Dawn of the New Everything: Encounters with Reality and VirtualReality Henry Holt and C. New York, NY  2017  lab exercises
141Tue 25th AprEmbodiment in VR   Reading response due   
142Thu 27th AprTech lab: New interfacesTech lab exercises
151Tue 2nd MayTech Lab: Exporting VRTech lab exercises
152Thu 4th MayFinal Presentation: Assignment 4 

Appendix 1

Assignments

  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? 

Students must submit:

  • One level room with four walls, floor and ceiling that the user must be able to enter, developed in Unity.  Camera and lighting should also be included as well as assets in the room.
  • A description in the concept including references to other artists working in a similar genre. A one-page description of how the audience will interact with the VR experience.
  • Screenshots should be included in addition to the one-page writeup.
  • A video walk through link should also be included. 
  • The room should depict a sense of place for users to move around.

Rubric  – See Appendix 2

Concept and Critical framing / 40

Technical Execution / 40

Writing / 20

/ 100

  • 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. 

Deliverables: 

  • 1 page artist statement 
  • A VR landscape built in Unity 
  • Sound that is triggered in an environment 

 -Students can use any music or sound software, however, cannot not remix existing audio content for the work. The audio work must be your own or from a sound library. 

       – Screenshots should be included in addition to the one-page writeup.

       -A video walk through link should also be included. 

Rubric  – See Appendix 2

Concept and Critical framing / 40

Technical Execution / 40

Writing / 20

/ 100

  • 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. 

Students will choose between one of the following interaction models to explore a VR designed space. 

  • Doors and Portals 
  • Guided Interactions – Rail Based Interaction 
  • Tasked Based Interaction (using tools to navigate environments) 
  • Sandbox Interaction, exploring spaces 

-Students must present a one level prototype 

-A description of the interaction model used and how it propels the interactive experience and why

-A one page artist statement describing the concept

-Any learnings and insights describing the design process and successes and failures.

-Screenshots should be included in addition to the one-page writeup.

Students will be required to share their work in a presentation and should speak to their idea and approach. 

Students should discuss their approach to the room 

Approach: 

  • Students will develop a level in Unity 
  • A one page artist statement should be included. 
  • A video walkthrough link
  • Screen shots in addition to the written write up. 

Rubric  – See Appendix 2

Concept and Critical framing / 40

Technical Execution / 40

Writing / 20

/ 100

  •  DEFINING XR

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.

Things to consider:

  • If developing an AR work; how does the object presented work in context to the intended place. 
  • If developing a level in VR; how does the navigation shape the space? How does the space design add meaning to the work?

Approach: 

  • Students will develop a level in Unity 
  • A one page artist statement should be included. 
  • A video walkthrough link
  • Screen shots in addition to the written write up. 
  • Reference: 
  • 52 Definitions of VR 
  • Dawn of the New Everything – Jaron Lanier
  •  
  • 1. A twenty-first-century art form that will weave together the three great twentieth-century arts: cinema, jazz, programming.
  • 2. A simulated new frontier that can evoke a grandiosity recalling the Age of Exploration or the Wild West.
  • 3. Hope for a medium that could convey dreaming.
  • 4. The substitution of the interface between a person and the physical environment with an interface to a simulated environment.
  • 5. A mirror image of a person’s sensory and motor organs, or if you like, an inversion of a person.
  • 6. An ever-growing set of gadgets that work together and match up with human sensory or motor organs. Goggles, gloves, floors that scroll, so you can feel like you’re walking far in the virtual world even though you remain in the same physical spot; the list will never end.
  • 7. A coarser, simulated reality fosters appreciation of the depth of physical reality in comparison. As VR progresses in the future, human perception will be nurtured by it and will learn to find ever more depth in physical reality.
  • 8. Technology that rallies the brain to fill in the blanks and cover over the mistakes of a simulator, in order to make a simulated reality seem better than it ought to.
  • 9. The investigation of the sensorimotor loop that connects people with their world and the ways it can be tweaked through engineering. The investigation has no end, since people change under investigation.
  • 10. Reality, from a cognitive point of view, is the brain’s expectation of the next moment. In virtual reality, the brain has been persuaded to expect virtual stuff instead of real stuff for a while.
  • 11. VR is the most centrally situated discipline.
  • 12. VR is the technology of noticing experience itself.
  • 13. The perfect tool for the perfect, perfectly evil Skinner box.
  • 14. Magic tricks, as applied to digital devices.
  • 15. Instrumentation to make your world change into a place where it is easier to learn.
  • 16. Entertainment products that create illusions of another place, another body, or another logic for how the world works.
  • 17. A general-purpose simulator, as compared to special-purpose ones like flight or surgical simulators.
  • 18. Instrumentation to explore the deep time of nervous system adaptations and preadaptation.
  • 19. Instrumentation to explore motor cortex intelligence.
  • 20. Like lucid dreaming, except that (a) more than one person can take on roles in the same experience, (b) the quality is not as good, (c) and you have to work to program VR if you want to be in control, which you should want. Dreams, meanwhile, are often best if you don’t seek to control them. Even Stephen LaBerge seeks to be nonlucid in most of his dreams, since it is untethered dreams that the brain surprises and renews itself.
  • 21. In comparison to older, grandiose definitions of “nanotechnology,” VR lets you experience wild things without messing up the one physical world that others are compelled to share with you. VR is vastly more ethical. It’s also not so nutty. We can see how VR will work without weird speculations or apparent violations of fundamental physical laws.
  • 22. A preview of what reality might be like when technology gets better someday.
  • 23. VR is sometimes compared to LSD, but VR users can share a world objectively, even if it’s fantastical, while LSD users cannot. VR worlds will require design and engineering effort and will be best when you are willing to make the effort to create and share your own experiences. It will be like riding a bike, not a roller-coaster ride. Although there will be thrilling VR experiences, you’ll always [be] able to take off the goggles. You won’t lose control. VR will typically be “lower quality” than reality or dreams or psychedelic trips, although it will be up to you to hone your senses so you can notice the difference. LSD is ready now and VR won’t be good for a while. It might be more for your kids or their kids.
  • 24. A cybernetic construction that measures the probing aspect of human perception so that it is canceled out.
  • 25. A media technology for which measurement is more important than display.
  • 26. A media technology that prioritizes stimulating the cognitive dynamics by which the world is perceived over accurately simulating an alternate environment.
  • 27. A medium in which interactive biological motion is emphasized.
  • 28. The digital medium that fights the hardest against time.
  • 29. A cultural movement in which hackers manipulate gadgets to change the rules of causality and perception in demos.
  • 30. A technology in which internal data and algorithms are intelligible as transformations of real-time, point-of-view human experiences and thus inspire curiosity to look under the hood.
  • 31. You are having interesting experiences but look preposterously nerdy and dorky to onlookers.
  • 32. The technology that is often misrepresented as being able to make so-called holograms float impossibly in the air.
  • 33. The ultimate media technology, meaning that it is perpetually premature.
  • 34. Instrumentation that might just enable telecommunications with honest signals someday.
  • 35. Training simulators for anything, not just flight.
  • 36. A way to try out proposed changes to the real world before you commit.
  • 37. Instrumentation to present data as lucidly as possible.
  • 38. The ultimate way to capture someone inside an advertisement. Let’s hope it is done as little as possible.
  • 39. Digital implementation of memory palaces.
  • 40. A generalized tool for cognitive enhancement.
  • 41. A training simulator for Information Age warfare.
  • 42. Digital puppetry.
  • 43. A new art form that must escape the clutches of gaming, cinema, traditional software, New Economy power structures, and maybe even the ideas of its pioneers.
  • 44. The term you might have used in the 1980s if you were partial to those weirdos at VPL Research.
  • 45. A person-centered, experiential formulation of digital technology that hopefully inspires digital economies in which the real people who are the sources of value aren’t ignored.
  • 46. VR = -AI (VR is the inverse of AI).
  • 47. The science of comprehensive illusion.
  • 48. A shared, waking state, intentional, communicative, collaborative dream.
  • 49. The technology that extends the intimate magic of earliest childhood into adulthood.
  • 50. A hint of the experience of life without all the limitations that have always defined personhood.
  • 51. The medium that can put you in someone else’s shoes; hopefully a path to increased empathy.
  • 52. A way of using computers that suggests a rejection of the idea of code

Rubric  – See Appendix 2

Concept and Critical framing / 40

Technical Execution / 40

Writing / 20

/ 100

Participation /10

10: Excellent preparation by in-depth reading of the assigned material, leads/contributes in a significant way to discussions, demonstrates consistent active involvement, and offers  thoughtful analysis and critique of the course material.   Almost always prepared for class including: seated and settled, with notebook and assignment ready, at the beginning of each lesson, ready to engage in class discussion. Has questions or observations prepared, and ready to answer questions from the instructor. If encountered difficulty with assignment, can clearly describe the unexpected behavior and what paths were taken to try to resolve them. Asks questions in class. Almost always engages in discussion with the instructor and other students. Frequently offers assistance to other students.
8: Good preparation (knows facts, considers implications), offers interpretation and analysis, leads/contributes well in discussion and is consistently involved in the class.   Occasionally prepared in most of the ways indicated above.
6: Adequate preparation (knows basic facts of the readings but does not show evidence of trying to interpret and analyze), does not participate voluntarily in discussions, demonstrates  sporadic involvement  
4: Poor preparation (has a superficial knowledge and understanding of the readings), tries to respond when called on, infrequent involvement in discussions. Or speaks without engaging  with the reading or classmates’ comments.
2: Very poor preparation (no evidence for reading assigned material), does not respond substantially when called on, participates very rarely in discussions.
0: No participation

Homework

Rubric

10: Excellent preparation by in-depth reading of the assigned material. Student addresses homework questions and contributes to the conversation thread in an insightful way
8: Good understanding of material (knows facts, considers implications), offers good interpretation and analysis to homework questions
6: Adequate preparation (knows basic facts of the readings but does not show evidence of trying to interpret and analyze)
4: Poor preparation (has a superficial knowledge and understanding of the readings) and approach to the homework discussion
2: Very poor preparation (no evidence for reading assigned material), does not respond substantially to the discussion board
0: No participation. Did not contribute to the online discussion board.

Appendix 1

Interactive Media Program Learning Outcomes

Upon completion of the major in Interactive Media at NYU Abu Dhabi, all students are expected to have fulfilled the following:

1.  Research and Understanding: IM students will cultivate a substantive understanding of the past, present, and future landscape of Interactive Media.

2.  Analytical Thinking: IM students will be challenged to answer fundamental questions relating to the field of Interactive Media.

3. Conceptual Thinking: IM students will develop conceptual skills through the use of computational and interactive media tools to create project-based work and project oriented research.

4. Critical Thinking: IM students will refine their critical thinking skills by analyzing and critiquing work in cultural, social, historical, ethical, and aesthetic contexts.

5.  Technical Implementation: IM students will cultivate technical skills with contemporary media technologies to execute their coursework.

6.  Creative Processes: IM students will gain the ability to explore, innovate, and realize creative ideas in multiple fields of inquiry and interest.

7. Organization and Communication: IM students will develop professional practices of delivering and sharing their work.

8. Collaboration: IM Students will gain experience in collaboration through active participation in group and team-based work.

Appendix 2 Rubric Detail

Rubric for Applied Projects  Exemplary (90%- 100%)Proficient  (80%-90%)Developing (70%- 80%Unacceptable (<70%)
Concept and Critical Framing   Weighting 40%Student incorporates concepts from readings in a thoughtful and engaging way and brings a strong conceptual framework to the artist statement and approach.    Student’s artist statement and concept has some grounding in critical discourse but explore themes on a surface level .  Student initiates  some conceptual investigation however concepts are unclearStudent does not submit artist statement or presents vague concepts
Technical     Weighting 40 %Excellent technical execution. Student demonstrates in class tutorials and the work is executed in an engaging manner. Excellent understanding of UX design for VRWork is mostly  Functional. Good understanding of UX for VR however work could be further improved.  Work is slightly functional. Further work is need on technical execution.Poor execution of UX VR. Does not demonstrate learning from technical tutorials in class.  Poor UX for VR
Writing     Weighting 20%Writing is excellent and ideas are well communicated and clear.  Writing is good however could be further improved. May have grammar or structural errors.  Writing is short or does not execute page length required.  It may have errors and is difficult to understand ideas.No writing submitted  or lacks clarity in writing. Needs significant editing.