Immersion technologies are growing fast. According to the XR Association by the year 2025 augmented reality, virtual reality, and mixed reality — will be as ubiquitous as mobile devices.

Immersive and Interactive Technology (Minor)

Immersion technologies are growing fast. According to the XR Association by 2025 augmented reality, virtual reality, and mixed reality will be as ubiquitous as mobile devices.

Degrees & Offerings
  • Minor
Format Option(s)
  • Hybrid (Online + In-Person)
Department
College
Program Contact
Assistant Chair; Technical Leadership Coordinator
illustration of Carver Hall

A minor in immersive and interactive technologies give students essential skills in these technologies related to knowledge they have from their major or other areas of interest. The minor adds immersive and interactive technology skills like virtual reality to the background of students from several possible areas. Virtual reality can incorporate many different skills: Storytelling skills from English, visual communication skills from art or mass communications, programming skills from computer science and more.

Courses and Curriculum

In the four specific minor courses, they get an understanding of the importance of immersive media in all aspects of their lives and careers, additional multimedia applications for training applications, the design of immersive applications for instruction, and the department of virtual reality (VR) and augmented reality (AR) applications.

CORE COURSES (12 credits)

INSTTEH.200 Introduction to Virtual and Augmented Reality
INSTTECH.228 Designing Immersive and Interactive Experiences
INSTTECH.460 Multimedia Productions
INSTTECH.428 Virtual, Augmented and Mixed Realities

ELECTIVES (6 credits)

Choose one of the department groups listed below.  Other elective choices are possible by approval of the department chair.     

Instructional Technology

INSTTECH.472 Introduction to Authoring
INSTTECH.465 Leading Virtual Teams

Art Studio

ARTSTDIO.295 Introductory Graphic Design
ARTSTDIO.296 Typography and Logo Design

Educational Foundations

EDFOUND.204 Technology for Teaching and Learning
EDFOUND.322 Digital Video Movies

English

ENGLISH.307 Writing for the Internet
ENGLISH.204 Introduction to Creative Writing

Environmental, Geographical and Geological Sciences

EGGS.242 Map Use and Analysis
EGGS.360 Principles of GIS I

ITM

ITM.301 Information Technology and Analytics  
ITM.405 Training and Development

Mass Communications

MASSCOMM.220 Multimedia in Mass Communications I
MASSCOMM.280 Introduction to Visual Communications

Mathematical and Digital Sciences

DATASCI.110 Introduction to Data Science
DATASCI.210 Data Visualization

Music

MUSIC.219 Audio Recording
MUSIC.229 Music Education Computing and Technology

The Husky Difference

7.7% Growth
Industry Demand
The worldwide AR and VR market has been forecast to grow by a factor of nearly 7.7% between 2018 and 2022.
Startups and growth-stage companies are creating scalable solutions for corporate talent leaders to deliver on the double bottom line — positive returns for businesses and workers.
Virtual Reality
One in every three small and midsize businesses in the United States is expected to be piloting a VR employee training program by 2021.
50% Faster
Effectiveness
VR and AR training could help new hires reach full productivity 50 percent faster.

Immersive and Interactive Technology Contacts

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