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BUSN12005 - Extended Reality

General Information

Unit Synopsis

This unit will introduce you to the emerging immersive technologies: Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and Extended Reality (ER). It will explore how these technologies benefit businesses by engaging customers in product-orientation, pre- and post-sale services as well as training employees in simulated environments, addressing real-life health and safety concerns. The unit will also help you to gain practical skills to design and build a fully functioning immersive AR app that will run on an Android mobile device. Moreover, this unit will also introduce the social and ethical considerations of using ER for business.

Details

Level Undergraduate
Unit Level 2
Credit Points 6
Student Contribution Band SCA Band 4
Fraction of Full-Time Student Load 0.125
Pre-requisites or Co-requisites There are no pre-requisites for the unit.

Important note: Students enrolled in a subsequent unit who failed their pre-requisite unit, should drop the subsequent unit before the census date or within 10 working days of Fail grade notification. Students who do not drop the unit in this timeframe cannot later drop the unit without academic and financial liability. See details in the Assessment Policy and Procedure (Higher Education Coursework).

Class Timetable View Unit Timetable
Residential School No Residential School

Unit Availabilities from Term 2 - 2024

There are no availabilities for this unit on or after Term 2 - 2024

Attendance Requirements

All on-campus students are expected to attend scheduled classes – in some units, these classes are identified as a mandatory (pass/fail) component and attendance is compulsory. International students, on a student visa, must maintain a full time study load and meet both attendance and academic progress requirements in each study period (satisfactory attendance for International students is defined as maintaining at least an 80% attendance record).

Assessment Overview

Recommended Student Time Commitment

Each 6-credit Undergraduate unit at CQUniversity requires an overall time commitment of an average of 12.5 hours of study per week, making a total of 150 hours for the unit.

Assessment Tasks

Assessment Task Weighting
1. Written Assessment 20%
2. Practical Assessment 30%
3. Practical Assessment 50%

This is a graded unit: your overall grade will be calculated from the marks or grades for each assessment task, based on the relative weightings shown in the table above. You must obtain an overall mark for the unit of at least 50%, or an overall grade of ‘pass’ in order to pass the unit. If any ‘pass/fail’ tasks are shown in the table above they must also be completed successfully (‘pass’ grade). You must also meet any minimum mark requirements specified for a particular assessment task, as detailed in the ‘assessment task’ section (note that in some instances, the minimum mark for a task may be greater than 50%).

Consult the University’s Grades and Results Policy for more details of interim results and final grades

Past Exams

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Feedback, Recommendations and Responses

Every unit is reviewed for enhancement each year. At the most recent review, the following staff and student feedback items were identified and recommendations were made.

Unit learning Outcomes

On successful completion of this unit, you will be able to:

  1. Identify and explain the application of AR, VR, and ER in business including solving social innovation challenges
  2. Design AR solutions to improve business efficiency
  3. Develop and deliver AR solutions that matches the design application.

This unit aligns with the skillsets defined in the Skills For Information Age (SFIA) framework. This skills framework is widely adapted by public and private institutions around the world. It defines the skills and competencies required by business and technology professionals working in digital technologies and/or solutions that involves a mix of technical and non-technical skills.

This unit encompasses following six workplace skillsets as defined by SFIA 8:

  • Business situation analysis (BUSA) -  Investigating business situations to define recommendations for improvement action.
  • Requirements definition and management (REQM) - Managing requirements through the entire delivery and operational life cycle.
  • Emerging technology monitoring (EMRG) -  Identifying and assessing new and emerging technologies, products, services, methods and techniques.
  • User experience design (HCEV) -  Producing design concepts and prototypes for user interactions with and experiences of a product, system or service.
  • Programming/software development (PROG) -  Developing software components to deliver value to stakeholders.
  • Research (RSCH) - Systematically creating new knowledge by data gathering, innovation, experimentation, evaluation and dissemination. 

Alignment of Assessment Tasks to Learning Outcomes
Assessment Tasks Learning Outcomes
1 2 3
1 - Written Assessment
2 - Practical Assessment
3 - Practical Assessment
Alignment of Graduate Attributes to Learning Outcomes
Introductory Level
Intermediate Level
Graduate Level
Graduate Attributes Learning Outcomes
1 2 3
1 - Communication
2 - Problem Solving
4 - Information Literacy
5 - Team Work
6 - Information Technology Competence
7 - Cross Cultural Competence
9 - Social Innovation
Alignment of Assessment Tasks to Graduate Attributes
Introductory Level
Intermediate Level
Graduate Level
Assessment Tasks Graduate Attributes
1 2 3 4 5 6 7 8 9 10