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XR Development

Code

IT-XRD1

Version

1.0

Offered by

ICT Engineering

ECTS

5

Prerequisites

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.

Knowledge

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
- The Vuforia Engine
- 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

Skills

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

Competences

​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.

Topics

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.

The total workload of the student is expected to be 140 hours, with the workload distribution depicted in the model below.

Student Activity Model
CATEGORY 1
Participation of lecturer and students
Initiated by the lecturer
30 hours- 21 %
Lessons, scheduled
Exercises
Written exam

CATEGORY 2
Participation of students
Initiated by the lecturer
46 hours - 33 %
Exercises, self-study
Homework and preparation for exam

CATEGORY 3
Participation of students
Initiated by students
46 hours - 33 %
Preparation for exams
Self-study
Project work
Literature search

CATEGORY 4
Participation of lecturer and students
initiated by students
18 hours - 13 %
Study guidance

Resources

​Select material from online resources

Evaluation

Examination

Prerequisites:
If the compulsory projects and course activities are not approved by the lecturer, the student will be denied access to the exam and will thus have used one exam attempt.

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 group member 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.

Allowed tools:
NA

Re-exams:
Students who fail the ordinary exam will be given a new deadline for handing in a revised assignment.

Grading criteria

Grading based on the Danish 7-point scale.
Exam accounts for 100 % of final grade.

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)

Responsible

Kasper Knop

Valid from

8/1/2022 12:00:00 AM

Course type

Keywords