Augmented and Virtual reality technologies (Viborg)





Offered by

ICT Engineering




AR/VR specialization accepted from ICT Engineering.

The course must be passed before 15/6 for spring semester and 15/12 for autumn semester.

Main purpose

The purpose of the course is to provide students with knowledge, practical skills and competences to develop Augmented / Virtual reality experiences for various platforms.
The course provides general knowledge about VR / AR regarding their respective histories, general concepts and
general theory about current development techniques.

The students will also be provided with knowledge and skills about hardware included in the curriculum.


After successfully completing the course, the student will have gained knowledge about:
  • General understanding of what Virtual, Augmented and Mixed reality is.
  • History and past development of VR/AR.
  • Core mechanics in AR/VR from a user point of view.
  • General knowledge about Mobile VR.
  • How does GearVR work and what are the differences between other mobile VR devices.
  • Core components of Oculus VR SDK.
  • General knowledge about Mobile AR.
  • General understanding of hardware that makes AR possible.
  • In-depth knowledge of Vuforia and how does Vuforia Fusion 7 work.
  • Another AR SDKs, such as ARCore or ARKit.
  • General differences between Camera based AR and Holographically based AR.
  • What is Microsoft HoloLens and how does it work (programmatically and hardware).
  • Core components of Microsoft Mixed reality toolkit related to MS HoloLens.
  • Spatialized Audio and human hearing.
  • Spatialized audio framework FMOD.
  • Reverberation on sound reflection synthetization made with Google Resonance SDK
  • General understanding of Desktop VR.
  • What is and how HTC Vive works.
  • Differences between Oculus Rift and HTC Vive.
  • Core components of Steam VR SDK and VRTK.
  • What is and how LeapMotion works.
  • Core components of LeapMotion SDK.
  • Advantages of technology / different SDK combinations (i.e. HTC Vive + LeapMotion or FMOD + Resonance SDK + Vive / HoloLens).


After successfully completing the course, the student will have acquired skills in:
  • Choosing appropriate technology for the assigned project.
  • Building VR / AR interactive experiences for various technologies and platforms in Unity 3D.
  • Utilizing various SDKs related to creation of VR/AR experiences.
  • Structuring AR / VR projects.
  • Creating applications with appropriate AR/VR ergonomics.
  • Creating and modifying existing C# scripts used with related SDKs.
  • Applying theories to achieve as deep immersion as possible.
  • Navigating the SDKs documentations.
  • Handling and optimizing performance for taught technologies.


After successfully completing the course, the student will have acquired competences in:
  • Developing industry standard interactive AR / VR experiences using Unity3D.
  • Possessing the developer position within a multidisciplinary AR / VR experience development pipeline.
  • Identifying and executing on the technical requirements of the developed product.
  • Having a solid foundation to further professional skills in AR / VR industry.



Teaching methods and study activities

Theory lessons, practical exercises and working in groups on AVR solutions.
After theorem lessons about each technology, an assignment is given to students. Therefore, the course schedule contains lessons where students implement their solution to these assignments and where they can seek help from their lecturer about implementation challenges.
After this period, each group presents their solution to the whole class. Each group is evaluated upon their performance in each assignment respectively, using the 7 grade system.
The groups must contain at least two, but not more than four, students.
Student Activity Model
Participation of lecturer and students
Initiated by the lecturer
85 hours -  34 %
  • Lessons, scheduled
  • Excursions
  • Project guidance
  • Laboratory work
  • Exams and tests
Participation of students
Initiated by the lecturer
78 hours - 31 %
  • Assignments, self-study
  • Project and group work
  • Homework and preparation for exams
  • Evaluation of the teaching
Participation of students
Initiated by students
85 hours - 34 %
  •  Homework and preparation for exams
  •  Self-study
  •  Project work
  •  Study groups
  •  Literature search

Participation of lecturer and students

Initiated by students

2 hours - 1 %

  • Debate meetings
  • Study guidance


• HoloLens Blueprints, ch. 1 - isbn 9781787281943, Packt Publishing Limited
• Virtual Reality Blueprints, Appendix A – isbn 9781786462985, Packt Publishing Limited
• Unity Virtual Reality Projects - Second Edition, ch. 1.5 – isbn 9781788478809, Packt Publishing Lim-ited
• Boletsis, Costas. "The New Era of Virtual Reality Locomotion: A Systematic Literature Review of Techniques and a Proposed Typology." Multimodal Technologies and Interaction 1 no. 4 (2017): 24-. doi: 10.3390/mti1040024.
• S. Islam, B. Ionescu, C. Gadea and D. Ionescu, "Indoor positional tracking using dual-axis rotating laser sweeps," 2016 IEEE International Instrumentation and Measurement Technology Conference Proceedings, Taipei, 2016, pp. 1-6. doi: 10.1109/I2MTC.2016.7520559
• Mastering Oculus Rift Development, ch. 1.3 – isbn: , Packt Publishing Limited
• All you need to know about SteamVR Tracking 2.0
• How NVIDIA Research is Reinventing the Display Pipeline for the Future of VR, Part 2
• Oculus Development Guide
• Vuforia Developer Library, Unity Section
• Vuforia Developer Library, Vuforia Fusion Section
• SteamVR Api Documentation
• Virtual Reality Toolkit Documentation
• Leap Motion’s Unity SDK Documentation
• Building Blocks: A Deep Dive Into Leap Motion Interactive Design
• Karl Guttag, AR/MR Optics for Combining Light for a See-Through Display
• James Udiljak, Display Persistence
• Microsoft Mixed Reality Documentation, Unity Development Section
• Oculus Developers Guide, VR Audio Section
• This Is How Valve’s Amazing Lighthouse Tracking Technology Works
• Google VR Fundamental Concepts
• Google VR Degrees of Freedom
• IMU Explained
• eVRydayVR Guide to Barrel Distortion
• eVRydayVR Guide to Time Warping
• ARCore Overview


Permit criteria for attending examination:
  • Mandatory course activities completed
  • Mandatory assignments handed in before deadline and accepted.
  • Tests in laboratory accomplished and accepted



Each group is evaluated upon their performance in each assignment respectively using the 7 grade system.
Allowed tools: All
The course must be passed before 15/6 for spring semester and 15/12 for autumn semester. 

Grading criteria

 Course assignments account for 100 % of final grade.


Additional information



Nicolai Brobak (NBRO)

Valid from

2/1/2019 12:00:00 AM

Course type

Compulsory Course for all ICT Engineering
4. Viborg
Compulsory for the specialization AR/VR (Viborg)