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Augmented and virtual Reality (AR & VR) Course Overview
DAY 1: Unity Day
1.Course Overview – Experience VR and AR
2.Introduction:
  • Introduction to AR
  • Introduction to VR
  • Difference between AR and VR
  • Commercial aspects of AR and VR
  • Developer View – Development Platforms
3. Types of Content – Creating Experiences for AR and VR
4. Introduction to Unity 3D
  • Welcome to the Third Dimension
  • Getting to grips with 3D
    • Coordinates
    • Local space versus World space
    • Vectors
    • Cameras
    • Polygons, edges, vertices, and meshes
    • Materials, Textures, and Shaders
    • Rigid Body physics
    • Collision detection
  • Essential Unity concepts
    • The Unity way
    • Assets
    • Scenes
    • Game Objects
    • Components
    • Scripts
    • Prefabs
  • The interface
    • The Scene window and Hierarchy
    • The Inspector
    • The Project window
    • The Game window
  • Working with inspector
  • Scripting Basics
  • Javascript Vs. C#
  • Measurement tools
    • Keeping a unit cube handy
    • Using a Grid Projector
    • Measuring the Ethan character
5. Unity 3D UI
  • The Canvas
  • Rect Transform
  • Image, Text, Rendering and effect.
  • Input, Selectable, Navigation and Transitions
  • Scrolls and Masks
  • Automatic Layout Groups
DAY 2: AR and MR Day
  • AR Basics
    • AR SDKs Capabilities
    • AR SDK Comparison
    • AR – Vuforia Overview
    • AR – Unity Basics (with GVR)
    • AR - the Mixed Reality way
  • Vuforia Overview
  • Image Target
  • VuMark
  • Multi-Targets
  • Cylinder Targets
  • Frame Markers
  • Text Recognition
  • Object Recognition
  • Object Target
  • Virtual Buttons
  • Cloud Recognition Service
  • Building AR Applications
  • Vuforia License overview
  • Vuforia Studio Overview
  • Vuforia – Android SDK Overview
  • Vuforia – iOS SDK Overview
Day 3 – VR Day
  • Types of VR Experiences
  • 360 Degree Content Development
    • Still Content
    • Live Action Videos
    • Photogrammetry Overview
  • Editing 360 content with Adobe Photoshop and After Effects
  • 360 Live Action – Good Practices
  • 360 Content and Unity
    • Easy Movie Texture
    • UV Sphere
    • Playing Logic
  • VR Build and Run
    • VR device integration software
    • Unity's built-in VR support
    • ii. The device-specific SDK
    • 3D worlds
    • Creating the MeMyselfEye prefab
    • Build for the HTC Vive
    • Build for Google VR
    • The device-independent clicker
    • f. How virtual reality really works
  • Gaze Based Control
    • Ethan, the walker
      • Artificially intelligent Ethan
      • The Navmesh bakery
      • A random walker in the town
      • The RandomPosition script
      • "Zombie-ize" Ethan!
    • Go where I'm looking
      • Artificially intelligent Ethan
      • The LookMoveTo script
      • Adding a feedback cursor
      • Observations
  • If looks could kill
    • The KillTarget script
    • Adding particle effects
    • Cleaning up
DAY 4 – VR Day 2.0
  • World Space UI
    • A reusable default canvas
    • The visor HUD
    • The reticle cursor
    • The windshield HUD
    • The game element UI
    • The info bubble
    • An in-game dashboard with input events
    • A responsive object UI with head gestures
  • First Person Character
    • Understanding the Unity Characters
    • Making a First Person
    • User Calibrations
    • Maintaining a sense of self
    • Locomotion, teleportation and sensors
    • Managing VR Motion Sickness
    • Making a Combo application – VR and AR
    • Question and Answers