Introduction to AR/VR


Mr. Raj Trivedi


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Course Name : Introduction to AR/VR

Code(Credit) : ABC01(1-1-0)

Course Objectives

  • Provide students an understanding of various AR/VR concepts, technologies and their applications

Learning Outcomes

  • Articulate and explain AR/VR in non-technical terms
  • Apply AR/VR to solve/create alternate solutions and experiences

Course Syllabus

Module 1

Introduction to AR/VR, Applications of AR/VR in building better user interface, marketing, (e.g. TATA Motors VR Showroom Concept, AUDI AR/VR Product Marketing Experience, Fanta using AR/VR for Packaging)

Module 2

Leveraging AR/VR to create digital assets for skill delivery (Gram Tarang), Creating an immersive campus tour leveraging AR/VR and other Gaming technologies

Case Study 1

The concept of Augmented Reality in the movie “Spiderman-Far Away from Home”

Case Study 2

Unity gaming empowering students everywhere (Centurion University Unity Lab as case study)

Case Study 3

Kia Motors all new Virtual Reality design Technology

Project: Based on the above case studies develop a presentation (.ppt, video, bot etc.) to identify why and how AR/VR delivered a transformative impact which otherwise wouldn’t have been possible. Identify the areas where AR/VR can be used at Centurion University.

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