XR Development





Offered by

ICT Engineering




It is recommended to have proficiency with game development, the Unity game engine and C# equivalent to having taken the GMD course.

Main purpose

​In this course students learn how to implement augmented- and virtual reality applications, reflect on their relevant use cases and gain an understanding of the underlying technology that enables the experiences.


After successfully completing the course, the student will have gained knowledge about:
- XR, AR, VR, AV & MR terminology
- State of the art and the evolution of AR & VR hardware
- Use cases for AR and VR applications
- Tracking technologies for XR
- Display technologies for XR
- ARCore and ARFoundation
- XR Interaction Toolkit
- The Unity XR tech stack & OpenXR
- XR Interaction techniques
- Rendering challenges in XR
- Spatialized audio
- OVR and similar integrations for hand tracking, locomotion and specialized interactions


After successfully completing the course, the student will have acquired the skills to:
- Analyze and optimize an AR or VR development workflow
- Compare and utilize various SDK offerings and libraries for XR development
- Work with and reflect on the theory behind prominent challenges in the XR industry such as tracking, rendering, locomotion and input
- Reflect on underlying sensor and display technologies for XR hardware
- Classify XR applications and reflect on their use cases
- Describe, compare and apply various interaction techniques in XR


​​After successfully completing the course, the student will have acquired competencies to develop marker based and markerless augmented reality applications and mobile virtual reality applications.


Teaching methods and study activities

​The lessons alternate between presentation of theory and students working on group projects in VIAs XR lab, where relevant equipment will be available. By the end of the course, an XR Expo will be conducted with mandatory attendance from all groups.​




​Exam prerequisites:

Type of exam:
Written assignment spanning the semester.
Assessment is based on projects developed in groups where it must be clearly marked which parts of the applications each group member contributed to.
Furthermore, each student must hand in an additional 1-2 pages (one page is considered 2400 characters) of individual reflections on the work they have done.
Assessed by the lecturer and an internal assessor without oral presentation or defence.     

Tools allowed:

Same as the ordinary exam (individually or group assignment if possible). Students who fail the ordinary exam will be given a new deadline to hand in.

Grading criteria

​Grading based on the Danish 7-point scale.

Additional information

​The course is based on 4 projects:

Marker based augmented reality
Markerless augmented reality
Mobile virtual reality
Freedom of choice (PBL based XR project)


Kasper Knop (kasr)

Valid from

8/1/2023 12:00:00 AM

Course type