Deakin’s Graduate Diploma of Virtual and Augmented Reality provides a comprehensive curriculum that targets the key areas of virtual reality (VR) and augmented reality (AR). Virtual Reality (VR) is an immersive digital environment that can replicate lifelike physical environments or portray a fictional artificial world, and makes the user feel they are immersed in that environment in real-life. Augmented reality (AR) is created by enhancing real life objects/environments with a digital overlay.
Virtual reality (VR) and augmented reality (AR) are on track to be the next big computing environment due to the rapid uptake and development of the area. Virtual and augmented reality are integrated into a number of industries such as the healthcare, tourism advertising, entertainment, construction, gaming, education and space industries. This course enables graduates, regardless of their prior background, to integrate VR and AR experiences into their current business roles, and advance their business to the forefront of this incredibly exciting and innovative field that is VR/AR.
You will be exposed to a range of industries working with VR and AR. Opportunities exist through a partnership with EON Reality for students to have direct access to an established industry developing VR/AR educational content.Read More
To complete the Graduate Diploma of Virtual and Augmented Reality, students must attain 8 credit points, which includes a work placement unit in virtual reality. Most students choose to study 4 units per trimester, and usually undertake two trimesters each year.
Exit option with a Graduate Certificate of Virtual and Augmented Reality is possible after completion of the 4 core coursework units.
Core course work units
Placement unit (4 credit points)
# Must have successfully completed STP710 Introduction to Work Placements (0 credit-point compulsory unit)
Campuses by intake
Campus availability varies per trimester. This means that a course offered in Trimester 1 may not be offered in the same location for Trimester 2 or 3. Read more to learn where this course will be offered throughout the year.
Trimester 1 - March
- Start date: March
- Available at:
- Burwood (Melbourne)
Trimester 2 - July
- Start date: July
- Available at:
- Burwood (Melbourne)
Additional course information
For information regarding hardware and software requirements, please refer to the School of Information Technology's website, or telephone 03 9244 6699.
Course duration - additional information
Course duration may be affected by delays in completing course requirements, such as accessing or completing work placements.
You can expect to participate in a range of teaching activities each week involving evaluating, design and developing VR and AR experiences. This could include classes, seminars, practicals and online interaction. You can refer to the individual unit details in the course structure for more information. You will also need to study and complete assessment tasks in your own time.
You complete assessment tasks using external client briefs as the basis for tasks. The resulting portfolio can then be shared with our VR industry partners to present evidence of competencies and to initiate conversations about employment opportunities.
You'll have the opportunity to undertake a work placement at virtual reality organisations such as Eon Reality as part of your course. This will provide you with the opportunity to apply and consolidate what you are learning in your course, experience workplace culture and workplace practices, explore career options and develop a professional network before you graduate.
Deakin University offers admission to postgraduate courses through a number of Admission categories. In all categories of admission, selection is based primarily on academic merit as indicated by an applicant's previous academic record.
All applicants must meet the minimum English language requirements.
Entry will be based on performance in:
- a Bachelor Degree in any discipline OR
- a Graduate Certificate in any discipline OR
- at least three years of relevant work experience (or part-time equivalent)
For more information on the Admission Criteria and Selection (Higher Education Courses) Policy visit the Deakin Policy Library.
Fees and scholarships
Learn more about fees and your options for paying.
The available fee places for this course are detailed above.
Tuition fees are determined by your enrolment:
- If you are offered a full fee paying place, your tuition fees are calculated based on your course.
- If you are offered a Commonwealth supported place, your tuition fees are calculated depending on the units you choose. Not all courses at Deakin have Commonwealth supported places available.
The 'Estimated tuition fee' is provided as a guide only based on a typical enrolment of students completing the first year of this course. The cost will vary depending on the units you choose, your study load, the length of your course and any approved Credit for Prior Learning.
* One year full-time study load is typically represented by eight credit points of study. Each unit you enrol in has a credit point value. The 'Estimated tuition fee' is calculated by adding together 8 credit points of a typical combination of units for your course.
You can find the credit point value of each unit under the Unit Description by searching for the unit in the Handbook.
Learn more about fees and available payment options.
A Deakin scholarship might change your life. If you've got something special to offer Deakin – or you just need the financial help to get you here – we may have a scholarship opportunity for you.
If you’re a Deakin alumni commencing a postgraduate award course, you may be eligible to receive a 15% reduction per unit on your enrolment fees. Your spouse and members of your immediate family may also be eligible to apply for this bursary.
Graduates find employment as designers and developers of VR and AR experiences. These include specialist roles such as VR experience designers, VR/AR programmers, augmented reality app designers, 3D designers, FX technical artists and gameplay engineers. This course will also prepare graduates working in industry to integrate VR and AR into existing work practices, thus becoming innovation managers, VR evangelists, VR team leads, AR product managers and VR/AR innovators.
Course learning outcomes
Deakin's graduate learning outcomes describe the knowledge and capabilities graduates can demonstrate at the completion of their course. These outcomes mean that regardless of the Deakin course you undertake, you can rest assured your degree will teach you the skills and professional attributes that employers value. They'll set you up to learn and work effectively in the future.
Deakin Graduate Learning Outcomes
Course Learning Outcomes
Discipline-specific knowledge and capabilities
Have a broad, coherent knowledge of the Virtual Reality (VR) and Augmented Reality (AR) discipline, including its dynamic environment, with an extended knowledge of technological aspects, development processes and applicability of VR/AR to various areas. Design, develop and implement advanced VR and AR assets, in line with appropriate policies and procedures for optimal use and apply industry standards and best practice.
Communicate effectively to impart knowledge relating to advances in technology, future trends and industry standards and utilise a range of verbal, graphical and written forms, customised for diverse audiences including specialist and non- specialist clients, colleagues and industry personnel.
Utilise a range of digital technologies and information sources to select, analyse, evaluate, transform and disseminate both technical and non-technical information, solutions and knowledge to others.
Appraise complex information using critical and analytical thinking and judgement to identify problems, analyse user requirements and propose appropriate and innovative solutions. Critically assess VR/AR assets and systems using applied knowledge to demonstrate autonomy, judgement, and adaptability as a responsible VR/AR professional.
Apply specialised advanced cognitive skills and knowledge to real-world, ill-defined problems and develop appropriate VR/AR designs.
Apply knowledge and skills in creative ways to new situations in professional practice and/or further learning in the field of VR/AR with adaptability, autonomy, responsibility and personal accountability for actions as a practitioner and a learner.
Apply the highest ethical standards in the design, development and operation of VR/AR assets and systems, in the global context of and/or in collaboration with diverse communities and cultures.
Approved by Faculty Board 27 July 2017
How to apply
Apply direct to Deakin
Applications can be made directly to the University through the Applicant Portal if you are only applying for one course. For information on the application process and closing dates, see the how to apply web page. Please note that closing dates may vary for individual courses.Apply through Deakin
Need more information on how to apply?
For more information on the application process and closing dates, see the How to apply webpage. If you're still having problems, please contact us for assistance.
Register your interest to study at Deakin
Please complete the Register your interest form to receive further information about our direct application opportunities.
- Graduate Certificate of Virtual and Augmented Reality (S579)
Credit for prior learning
The University aims to provide students with as much credit as possible for approved prior study or informal learning which exceeds the normal entrance requirements for the course and is within the constraints of the course regulations. Students are required to complete a minimum of one-third of the course at Deakin University, or four credit points, whichever is the greater. In the case of certificates, including graduate certificates, a minimum of two credit points within the course must be completed at Deakin.
You can also refer to the Credit for Prior Learning System which outlines the credit that may be granted towards a Deakin University degree and how to apply for credit.
Credit for prior learning may be granted to applicants based on prior studies and/or equivalent industry experience.