This studio course offers students the opportunity to develop projects around a proposed topic that responds to emerging trends within contemporary film and/or media arts. The course offers historical, theoretical and practical insights into a range of practices associated with the topic. Students learn how to position their work in relation to relevant discourses. Depending on the specific instructor and subject area, the class may participate in field trips, group critiques, discussions of readings, individual and collaborative film and media arts creation. The course is held on Campus, in-person attendance is required.

With gratitude and respect, Emily Carr University is situated on the unceded, traditional, ancestral, and current homelands of the Coast Salish Peoples, including the Musqueam, Squamish and Tsleil-Waututh First Nations.

Through lectures, technical demonstrations, hands-on workshops critiques, individual meetings for feedback/evaluation and assignments, students will investigate the potential and limitation of VR, as either narrative and/or artistic and/or expressive tool.

This practice-based course is designed for people interested in making VR interactive 360° screen related content, with an emphasis on identifying VR potential other than its present actualization in the industry.

It will be specific to 360° film/audio-based gear and will require no programming experience, dealing with gaze-based interactions in visual environments and aural detection potential and discuss these from both a practical and theoretical perspective, providing pre-built examples for users to work through and understand the central principles of this approach.

All students will be given a grounding in immersive techniques for art-making and story-telling, film-making, spatial sound recording and post-production techniques.

Students will have access to 360° filming rigs throughout the year and be introduced to a wide range of the relevant equipment.

In addition, the course pathway includes research and interview techniques, how to construct an immersive narrative and the ethics and different styles of immersion, writing and pitching project ideas for clients and introduce the market for immersive media on various platforms.

The course aims at teaching immersive camera, sound and editing skills in a context of enquiry into the social world.  It will also provide students with a basic grounding in a game engine (mainly Unity and Unreal) to allow exploration of interactive and CG/VR based storytelling and art-making.

Please note that this course is NOT about making video games.

While many of the techniques used in games can also be applied to VR story experiences, an immersive experience exists primarily to convey information in either  a narrative or sensorial  ways.

The fully immersive experience that VR provides makes it an excellent medium for storytelling and art creation, albeit it is still a technology seeking its own form. It is cinema prior to Ejzenstein or Western perspective prior to Masaccio or music prior to Blues.

You should anticipate spending twice the hours you spend in class on homework each week - and more if you want to develop your skills to a level of high achievement.

It is a serious mistake to let yourself get behind schedule.

 It is the student's responsibility to make themselves aware of all assignments, procedures and due dates. Absences do not excuse a student from this responsibility.

Contact your fellow students to catch up.

Failing that, as a second option, you can book an appointment to catch up on the assignment BEFORE it is due.

Missed instructions/assignments will not be discussed in depth by email. Contact me at cghioni@ecuad.ca to book an appointment.

Failing that, as a second option, you can book an appointment to catch up on the assignment BEFORE it is due. Missed instructions/assignments will not be discussed in depth by email.