Extended Reality Professional University Course Structure, Hackathon | Workshops and Industry Guide.
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Several AR and VR tools as SDK, software development engines and technological stack formed XR as an eco-system which was highly distributed and didn't have a centralised learning course or process and platform for advanced learning in this subject. Therefore, it was a immediate need for many educational institutions to structure/form a specially designed course where formal training, learning and certifications could be given to students.
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The emerging technologies were certain to create a huge pool of requirements and support the eco-system. As adoptation of XR technology in enterprises and consumer eco-system were fast penetrating and many innovative business solutions were focusing on XR Technology. Training and Educational Institues looked forward for exprertise and guidance from industry professionals, pioneers who could support and draft/formalise such a XR platform who could bridge a base model for XR entusiasts to advance in the industry.
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The educational institues are looking forward to offer students in graduate/masters programme as a specially designed course-subject to enroll and form as a their career.
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Naturally, as requirements in the industry, fast-growth and future potential of emerging technologies created a huge demand for skilled workforce to cater the advancements of technology, The educational institues are prepped and ready to set-up the foundation to offer such programmes.
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Our course is designed for in context skillsets with programnming, design(artists) and management as primary divisions who are adopting XR technology and other front-end technologies in thier curriculum, industrial training and offering masters or graduate programme for the Educational Institues, Training Centres, Enterprises and Startups.
This course is designed for software engineering students who have selected 'Computer Science' subject as their major
The most recent and updated document is here
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Chapter 1: Seeing is Interacting (3 hours)
- Sub Chapter 1.1 Introduction to 4.0.(30 min)
- Sub Chapter 1.2 XR terminologies - What is AR, VR and MR. - (30 min)
- Sub Chapter 1.3 Evolution of AR and VR as XR (History of AR|VR and Technology as a whole) - (30 min)
- Sub Chapter 1.4 How AR Technology Works- Spatial Computing - (45 min)
- Sub Chapter 1.5 How VR Technology Works- Virtual CG(Simulation) - (45 min)
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Session 2: Computer Vision: From Pixel To Programming (5 hours)
- Sub Chapter 2.1 What is Computer Vision and Camera Processing (AR) - (2 hour)
- Sub Chapter 2.2 Hardware Sensors and Digital Displays( AR Camera Systems + VR hardware | VR systems) - (1 hour)
- Sub Chapter 2.3 Spatial Computing Systems for AR and VR - (1 hour)
- Sub Chapter 2.4 Different Types of AR - (1 hour)
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Session 3: AR and VR Development - (8 hours)
- Sub Chapter 3.1 Life Cycle of AR | VR Product Design Systems. - (1 hour)
- Sub Chapter 3.2 Types of AR and VR Devices. - (1 hour)
- Sub Chapter 3.3 Different interaction modalities (eye gaze, gesture, hand and voice). - (1 hour)
- Sub Chapter 3.4 Content and Production means for XR. - (1 hour and 30 min)
- Sub Chapter 3.5 Demonstration of various types of XR system implementations - (30 min)
- Sub Chapter 3.6 AR Principles for Complex Systems. - (1 hour)
- Sub Chapter 3.7 Design Principles for XR Software Systems. - (1 hour)
- Sub Chapter 3.8 Collaborative (Multiplayer) platform for XR Products. - (1 hour)
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Session 4 : 3D User Interfaces (6 hours)
- Sub Chapter 4.1 Virtual World, 3D Vision. - (1 hour)
- Sub Chapter 4.2 Visualization. - (30 min)
- Sub Chapter 4.3 Virtual prototyping. - (30 min)
- Sub Chapter 4.4 Develop 3D virtual environments. (30 min)
- Sub Chapter 4.5 Develop 3D interaction techniques. (30 min)
- Sub Chapter 4.6 Annotating environment. (30 min)
- Sub Chapter 4.7 Haptic rendering. - (30 min)
- Sub Chapter 4.8 Stereoscopic Vision. - (30 min)
- Sub Chapter 4.9 Manipulating the virtual world. - (30 min)
- Sub Chapter 4.10 VR paradigms. - (30 min)
- Sub Chapter 4.11 System Interaction. - (30 min)
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Session 5: AR | VR System Development (6 hours)
- Sub Chapter 5.1 Platforms for AR and VR. - (1 hour)
- Sub Chapter 5.2 What is Unity 3D Engine and Unreal Game Engine. - (1 hour)
- Sub Chapter 5.3 Augmenting your digital content. - (1 hour)
- Sub Chapter 5.4 Software Development Environment PC. - (1 hour)
- Sub Chapter 5.5 Software Tech Stacks. - (1 hour)
- Sub Chapter 5.6 Comparison of AR and VR SDK’s and their supported platform. - (1 hour)
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Session 6 : Comparison with MR(HMD Systems) - (3 hours)
- Sub Chapter 6.1 What is Mixed Reality and MR technology. - (1 hour)
- Sub Chapter 6.2 HMD Systems and Display. - (30 min)
- Sub Chapter 6.3 HMD Interactions. - (30 min)
- Sub Chapter 6.4 Differences and Similarities with AR and MR. - (30 min)
- Sub Chapter 6.5 Advantages of HMD over VR and AR(Handheld Devices). - (30 min)
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Session 7 : Business case studies (3 hours)
- Sub Chapter 7.1 Real world case studies of organizations/Industry implementing AR. - (30 min)
- Sub Chapter 7.2 Potential applications and use cases. - (30 min)
- Sub Chapter 7.3 Organizations involved with AR Technology. - (30 min)
- Sub Chapter 7.4 AN ART Catalog.(Design Principles with Use-Case Examples). - (30 min)
- Sub Chapter 7.5 Industries that must deploy AR Solutions. - (30 min)
- Sub Chapter 7.6 Analyse forms of emerging media and development in digital field. - (30 min)
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Session 8 : Limitations and Challenges of AR and VR (4 hours)
- Sub Chapter 8.1 Use Cases and Existing Solutions for the Industries using AR. - (1 hour)
- Sub Chapter 8.2 Current Limitations of Technology. - (1 hour)
- Sub Chapter 8.3 Challenges of AR Software Development. - (1 hour)
- Sub Chapter 8.4 AR with other industry like VR, MR and Gaming. - (30 min)
- Sub Chapter 8.5 Current Stage and Challenges and Hardware Constraints. - (30 min)
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Session 9 : XR Ecosystem (4 hours)
- Sub Chapter 9.1 Technological Advancements of XR. - (2 hour)
- Sub Chapter 9.2 Current Trend in the Industry and potential market. - (30 min)
- Sub Chapter 9.3 Future Forecast in XR Technology. - (30 min)
- Sub Chapter 9.4 XR Companies, Job Market and SkillSets. - (30 min)
- Sub Chapter 9.5 XR Industry for Computer Science Developers. - (30 min)
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