Master's Degree in Extended Reality (masterXR)

General Data

ECTS Credits: 90
Level: EQF-7 (Master)
Fields of study: 06 Information and Communication Technologies (ICTs)
Study Modality: Full time
Professional Practices: Yes
Available for Mobility Students: Yes

Coordination

Antonio Pena Giménez
teleco.masterxr@uvigo.gal

Presentation

Extended Reality (XR) refers to the technology capable of complementing the reality we perceive (what we see, hear, and touch) with virtual elements—or even replacing it entirely with a virtual environment.

Its cross-sectoral nature and disruptive character make it indispensable in well-defined applications such as Industry 5.0 and Web 4.0, as well as in less defined emerging fields like the metaverse.

Offered jointly by the University of Vigo and the University of A Coruña, the Interuniversity Master’s in Extended Reality (masterXR) is a specialized and in-depth academic program focused on XR-related technology.

The program places strong emphasis on the agile production of projects developed in work teams, with the ability to progressively adapt to changes during the product development process.

The masterXR curriculum is structured into three semesters, totaling 90 ECTS credits. Two of these semesters include a specialization pathway that accounts for 25% of the program. The professional development module includes training in project management, entrepreneurship, and innovation, along with mandatory industry internships and a Master’s Thesis aimed at solving a real-world problem—fostering innovation and an entrepreneurial mindset.

Why Study This Degree?

The European Commission’s Virtual Worlds and Web 4.0 Initiative confirms the importance of Extended Reality (XR) in Europe’s current and future competitiveness. An annual growth rate of 36% is projected. Low-latency mobile technology (5G, 5.5G, 6G), combined with edge computing techniques, will facilitate the implementation of XR in individual applications that accompany users throughout their daily lives. The terms Industry 5.0 and Web 4.0 are directly associated with immersive technologies powered by XR.

Various reports indicate that 90% of numerous and diverse sectors—including aerospace, agri-food, audiovisual, automotive, social welfare, commerce, construction, education, energy, wood, maritime, healthcare, ICT, logistics, and more—are investing in extended reality and believe that expertise in these applications will be essential in the near future.

Globally, immersive technologies are expected to reach a combined market value of $650 billion by 2028, with an annual growth rate of 38%.

 

 

Main Objective

Extended Reality (XR) is a combination of technologies with cross-cutting applications in a wide variety of sectors, including manufacturing, logistics, healthcare, entertainment, education, advertising, tourism, and social welfare. This breadth results in a diverse graduate profile.

Among others, the following professional roles are possible, with applications across all the aforementioned sectors:

  • XR Systems Developer: Ability to efficiently and scalably structure programming code and integrate it with available hardware devices.
  • Designer of XR Experiences in Manufacturing and Logistics: Ability to advise companies on the implementation of custom XR solutions tailored to their production systems. This facilitates process improvement, cost reduction, and adds value to training and equipment handling experiences.
  • Designer of XR Experiences in Healthcare and Wellbeing: Ability to advise companies and organizations on implementing XR solutions for disease treatment, rehabilitation, diagnostics, active wellbeing, prevention, and more.
  • Consultant in XR Systems Optimization: Ability to analyze existing systems, identify issues, and solve them to improve performance.
  • Project Management and Production: Ability to lead multidisciplinary teams using agile methodologies. The goal is always to develop a Minimum Viable Prototype (MVPr) as a critical step toward achieving a Minimum Viable Product (MVP).
  • Digital Twin Design and Implementation: Ability to contribute to the creation of virtual environments with physical models that optimize industrial processes through performance monitoring and prototype design. Relevant to Industry 4.0 and 5.0.
  • Technology Consultant in Educational, Advertising, or Entertainment Applications: Ability to apply XR technologies to product promotion and sales, industry job simulators, audiovisual content production (films, video games, etc.), education support, and heritage promotion and enjoyment.
  • Consultant in Disruptive Technologies: Ability to apply technologies related to the Augmented Connected Workforce to enhance employee capabilities. Web 4.0. A holistic view of the entire process of creating and applying multi-user virtual environments, with user experience and innovation as core values.
  • Pathway to a Research Career: The depth of content covered facilitates integration into a research team and the development of a doctoral thesis.

Competencies

Specializations:
The Master’s degree comprises 90 ECTS, distributed across three semesters of 30 ECTS each. A total of 52.5 ECTS are compulsory (OB), and students must choose one of two available specializations, totaling 22.5 ECTS (OP, OB-E).

An external internship (6 ECTS) is mandatory. Finally, students must complete and defend a Master’s Thesis (9 ECTS).

During the first two semesters, students complete 46.5 core compulsory credits, which can be grouped into:

  • Technological (27 ECTS): These subjects focus on programming, image rendering, real-world environment analysis, user interaction, mobile Extended Reality (XR), and collaborative virtual environments.
  • Production (19.5 ECTS): These subjects address content production and workflows within multidisciplinary teams, as well as reviewing available market equipment.

To develop the two distinct professional profiles supported by this master’s program, two specializations have been defined. Choosing one of them is mandatory. Each specialization includes 6 compulsory subjects, totaling 13.5 ECTS in the second semester and 9 ECTS in the third semester. The two specializations are:

  • Advanced XR Technician: This specialization delves into algorithms, programming, and the optimization of system performance for implementing virtual environments.
  • XR Experience Designer: This specialization focuses on integrating virtual spaces into existing production processes, enhancing user satisfaction, and developing innovative solutions across a wide range of areas (design, production, maintenance, training…) and sectors (Industry 4.0, healthcare, education…).

The third semester, in addition to further developing the chosen specialization, covers two key components:

  • Professional Development (12 ECTS): This includes a subject focused on entrepreneurship, innovation, and business project management. It also promotes career integration through mandatory internships in a company within the sector.
  • Master’s Thesis (9 ECTS): Students are encouraged to carry out thesis projects that are useful to companies and foster collaboration between students from both specializations.

Structure and Distribution of Credits

To obtain the masterXR degree, students must complete 90 ECTS credits, divided as follows:

TYPE OF COURSEECTS CREDITS
Compulsory (OB)52,5
Electives (OP)22,5
External Internships6
Master’s Thesis9
Total90

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