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Augmented and Virtual Reality

People

Schmeil A.

Course director

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. The course then continues with a deep dive into the Metaverse and the Spatial Web, highly active new fields of application of immersive (and other recent) technologies. In addition, the related fields of Wearable Technology and Haptic Interfaces are introduced. 

Objectives

  • Understand the underlying theory and the technical aspects of VR & AR
  • Experience VR devices and AR applications hands-on and get an overview of the state-of-the-art of these immersive technologies
  • Get to know some VR and AR examples and case studies relevant to the individual field of study (i.e., Fashion, Tourism)
  • Learn how to critically evaluate what makes a VR or AR experience effective and valuable – and what doesn’t
  • Be aware of different ways and approaches of creating VR and AR experiences
  • Understand the idea behind the Metaverse and the technologies and trends that lead to its development
  • Learn about the Spatial Web, and understand the basics of wearable technology and haptic interfaces

Teaching mode

In presence

Learning methods

All students are required to participate in group/pair work and presentations during course hours. 

Single absences that make it impossible to participate in group work for serious reasons require prior notice; an alternative work might be required in written form. 

Examination information

Grading

  • Class work: 30% of final grade
  • Written exam: 70% of final grade

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

Education