FMP Deadline: Thursday 27th November by 3pm.
24/25 Final Project & Thesis:
Section: Assessment | 24/25 Final Project & Thesis | Moodle
Final Project: Theory & Practice : Assignment Brief File
Submitting Method:
Digital (Moodle): one folder (≤ 1 GB) and one for your portfolio.
OR In person: drop off both folders in room M301a (10am – 3pm).
Final Project (Two Elements):

Element 1: Final Major Project (XR Product and Portfolio) – 50%
Deliverables
- XR Experience Build.
– A runnable build of your VR/MR/XR project.
- Walk-through Video
– Screen-capture of the experience with voice-over (and Optional Captions).
- Portfolio Folder (2)
– Design documents: game/design docs, scripts, storyboards, mood-boards, early prototypes, etc.
– MyBlog: Journal of your process – ideas, inspirations, challenges & solutions – with links or embeds of your design artifacts.
Element 2: Immersive Media Research Report (Thesis) – 50%


Deliverables:
A single PDF (≤ 100 MB) of your academic thesis (6,000–8,000 words, excluding bibliography & appendices), formatted as:
For the experimental/art, the thesis may take the form of an academic report that should include:
- Title page
(full name, student number and word count)
2. Abstract (~200–250 words)
One-paragraph summary of your creative intent, method, key findings and significance.
- Acknowledgements
Who supported you (supervisors, participants, funders).
4. List of tables & List of figures
5. Body of thesis: (~6,000–8,000 words)
A. Introduction (~500 words)
Contextualise your project within Experimental/Art XR.
State your research aims or questions.
B.State of the art (Theoretical / Art history Context) (~1200 words)
(theoretical and artistic references to XR art history, media art,
performance art, influences from other artists and how your work positions within the broader XR artistic discourse)
- Spatial / Embodied Experience Description (~ 1200 words)
Describe your XR environment as a “space”: layout, scale, sensory modalities (visual, audio, haptic)
How does the user move/interact? What gestures, input or bodily movements are requited?
Include annotated screenshots or storyboards to illustrate key moments.
- Creative Process and Method (~ 1000 words)
Your artistic process: ideation workshops, sketching, rapid prototyping, experiments, use of specific tools, etc.
Materials and analog practices you integrated (e.g. clay maquettes, light‐painting tests).
Iteration: how user testing or critique sessions shaped your concept.
- Technical / Desgin Choices (~ 1000 words)
Hardware: headset, sensors, controllers, custom rigs.
Software: engine (Unity/Unreal), custom shaders, middleware (e.g. haptics SDK).
UX/design rationale: spatial audio placement, affordances, UI metaphors—why these choices support your artistic intent.
- Critical Discussion (~ 1500 words)
Reflect on how the final experience meets (or challenges) your original aims.
Analyse participant responses: did the embodied interactions elicit the desired affect or insight?
Position your work within wider art-tech debates
- Conclusions & Future Work (~ 600 words)
Summarise your contribution to Experimental / Art XR
Limitations you encountered (technical constraints, user fatigue)
Propose next steps: expanded scale, additional sensory channels, networked / shared experiences.
- References (Harvard Style)
- Appendix
(Consent forms, full transcripts of interviews or user tests, questionnaires, raw data logs, extended code listings or shader snippets, etc.)
Text editing:
12 points, 1.5 spaced, include page numbers
Word count: between 6,000 – 8,000 words (excluding appendices & bibliography)