

Hi,
I am glad you have decided to learn more about these very fascinating and relatively young technologies.
Course Overview
The course “Virtual and Augmented Reality” (VR/AR) is envisioned as an interdisciplinary learning experience to provide students with both an understanding of the fundamentals of VR/AR and to gain practical experience.
The overall question driving this course is how to create a satisfying, immersive, and interactive experience. This course teaches students about one of the most important aspects of VR/AR, how to design an immersive world, specifically how to build a VR/AR User Experience, and the necessary skills to implement realistic, interactive, and immersive VR/AR applications.
This course has been designed for those with no or little previous experience in VR/AR, interested in how to bring their ideas to this new platform. The course calls everyone to create, learn, and explore.
Lectures Content
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Introduction to VR/AR: Concepts and History
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Overview of what VR and AR are, including definitions and historical milestones
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Discussion of seminal works (e.g., Sutherland’s head-mounted display, early AR prototypes)
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Contextualization of VR/AR in today’s technological landscape
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Creation, Representation, and Modeling of Virtual Worlds
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3D modeling techniques (manual, procedural, and scanning).
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Introduction to scene graphs and hierarchical organization of virtual scenes.
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Techniques for model optimization (e.g., polygon reduction, level-of-detail strategies).
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Discuss file formats and integration into runtime environments.
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Technical Aspects of VR/AR Systems
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Input devices: tracking methods (optical, inertial, marker-based, etc.) and sensors
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Output devices: displays (HMDs, multi-screen setups), haptic devices, and audio systems
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XR System Architecture: Discussion of how these components are integrated into a functioning system
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Perceptual Aspects of VR
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Fundamentals of human information processing and sensory systems
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Overview of visual perception, including depth cues, stereo vision
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Overview of auditory and haptic perception and their roles in immersive experiences
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Interaction Techniques within Virtual Worlds
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Natural interaction models (gestural, speech, and body movements) versus traditional interfaces
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Methods for object manipulation, navigation, and user-guided exploration in 3D space
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Focus on Augmented Reality
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Unique challenges in AR: real-time registration, blending virtual and real content, occlusion handling
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Comparison between AR and VR in terms of system design and user experience
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Current applications and future trends in AR
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Case Studies and Practical Applications
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Examples from diverse domains (e.g., training simulators, architecture, gaming, medical applications)
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Analysis of how theoretical and technical components are applied in real-world scenarios
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Discussion on lessons learned and best practices
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Validation of Immersive User Experience: Usability and Cognitive Load
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Usability Evaluation: Methods and metrics (e.g., task success rates, error frequency, user satisfaction surveys, think-aloud protocols, SSQ, and Presence Questionnaires).
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Cognitive Load Analysis: measurement approaches like NASA-TLX, and strategies to minimize cognitive effort without sacrificing immersion.
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Validation Strategies: Case studies, experiments, and iterative refinement approaches based on objective and subjective measures.
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Laboratory Hands-On Experience
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Introduction to Unreal Engine
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Familiarize students with the Unreal Engine interface, basic navigation
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Start constructing a simple scene within Unreal Engine.
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Explore asset import, level design, and scene organization.
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Introduce Blueprint visual scripting to create interactive elements.
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Setting Up a VR Project
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Familiarize students with the VR hardware setup.
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Learn how to configure Unreal Engine for VR development.
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Understand project settings, input configurations, and hardware integration
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Discuss VR fundamentals and design considerations.
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Blueprints for VR Interactions
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Focus on VR interactions like teleportation and object selection.
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Packaging, Deployment & Cross-Platform Considerations
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Learn how to package a VR application for distribution.
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Address deployment challenges across different VR hardware.
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Creating VR User Interfaces (UI)
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Designing and implementing UIs in VR.
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Understand challenges such as depth, readability, and interaction in 3D space.
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Enhancing Interactions and Physics-Based Objects
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Integrate physics-based interactions to improve realism.
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Expand on user interaction beyond simple triggers.
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Advanced VR Interactions and Animation
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Develop more advanced VR interactions, including multi-object manipulation and animation blending.
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Enhance user feedback (haptics, visual cues).
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3D Scanning & 360° VR Capture
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Introduce techniques for 3D scanning using reality capture tools.
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Learn to record and integrate 360° video into VR experiences.
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Usability Test
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We will conduct a usability test in class using the Oculus Quest 2 to evaluate a VR application.
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Assessment Methods
The course assessments consist of two main components: weekly homework and development assignments.
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Weekly Homework (40% of final grade):
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Designed to ensure students effectively translate theoretical knowledge from lectures into practical skills. Assignments include quizzes, technological analyses, and usability testing.
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Development Assignments (60% of final grade):
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Formative Evaluation (Biweekly Assignments): Students will design, develop, and validate a series of four interactive VR projects. Each assignment introduces and reinforces specific interaction patterns, progressively building the skills needed for creating complete immersive experiences. This hands-on, incremental approach allows students to experiment with, refine, and master essential VR/AR development techniques.
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Summative Evaluation (Term-Long VR Project): A final comprehensive assignment consolidates and integrates all skills acquired through the formative biweekly development assignments. Students will design, develop, and evaluate a fully immersive VR experience, demonstrating clear mastery of all course concepts.
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Learning Resources
The learning resources for this course are diverse and designed to support your exploration of both theoretical and practical aspects of VR/AR. There is no required textbook; instead, we will rely on a combination of lecture and laboratory notes, supplemented by accessible digital assets available through the OSU Valley Library.
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The VR book: human-centered design for virtual reality, by Jerald, Jason.
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Understanding virtual reality: interface, application, and design, by William R. Sherman and Alan B. Craig.
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Virtual Reality Headsets - A Theoretical and Pragmatic Approach, By Philippe Fuchs
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Virtual Reality TechnologyLinks to an external site., by Grigore C. Burdea and Philippe Coiffet
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Designing Virtual Reality Systems, by Gerard Jounghyun Kim
Here is a suggested book that will help you explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices.
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Related Online Links and Web Resources
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Steps for installing Unreal EngineLinks to an external site.
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Building with Unreal Engine
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Contact
I'm always looking for new and exciting opportunities. Let's connect.
123-456-7890
