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Augmented and Virtual Reality


Schmeil A.

Course director


Course Objectives

  • Understand underlying theory and technical aspects of VR & AR
  • Have an overview of key components and state-of-the-art of VR and AR
  • Hands-on experience of VR devices and AR applications
  • Know some VR and AR examples and case studies relevant to the individual field of study (i.e., Fashion, Tourism)
  • Know how to critically evaluate what makes a VR or AR experience effective and compelling – and what doesn’t
  • Be aware of different ways of creating VR and AR experiences
  • Understand the basics of wearable computing
  • Understand the basics of haptic technology / tactile displays

Course Description

This course is designed as a comprehensive introduction to the rapidly evolving technologies of Augmented Reality (AR) and Virtual Reality (VR). While the former augments our physical environment with digital contents, the latter creates fully immersive digital environments. The course combines a look at the underlying theory and technical aspects with an analysis and discussion of the key components of AR/VR and immersive technologies. It analyzes the various applications of AR and VR in terms of content development and business implications, looking at case studies from both Fashion and Tourism industries. In addition, the related fields of Wearable Computing and Haptic Technology and introduced.

Evaluation procedures and Grading criteria

  • Written exam
  • Exam counts 100% of the grade
  • Language of the exam: English
  • Additional tasks for those who do not regularly attend the course: formal descriptions of new case studies of the discussed technologies


Attendance is not compulsory but strongly encouraged. All students are required to take part in group work and presentations that happen during the course hours. If it is not possible to participate in group work and presentations for serious reasons, an alternative work will be required in written form.

Required Materials

  • Lauria, R.M., & Morie, J.F. (2015) Virtuality: VR as metamedia and herald of our future realities, in Handbooks of Communication Sciene Volume 5: Communication and Technology, Cantoni, L., & Danowski, J.A. (Eds.)
  • Porter, M. E., & Heppelmann, J. E. (2017). Why every organization needs an augmented reality strategy. HBR’S 10 MUST, 85.

Optional Materials

  • Milgram, P., & Kishino, A.F., (1994) Taxonomy of Mixed Reality Visual Displays IEICE Transactions on Information and Systems, E77-D(12), pp. 1321–1329