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Computing and Emerging Technology

Augmented and Virtual Reality Syllabus

Programming, 3D graphics, game engines, spatial computing, interaction design, computer vision, sensors, audio and immersive development.

B.E./B.Tech, B.Sc., BCA, B.Voc, M.E./M.Tech, diploma, postgraduate diploma and certificate pathways

Explore programming, 3D mathematics, graphics, game engines, modelling, animation, spatial tracking, interaction, audio and optimisation.

Augmented and Virtual Reality Syllabus

The following syllabus is representative. Course structure differs among B.Tech, BCA, BSc, B.Voc and postgraduate programmes.

First-Year Subjects

Programming Fundamentals: Variables, functions, conditions, loops, data structures and debugging.

C# or C++ Programming: Object-oriented programming, classes, memory and application development.

Mathematics: Calculus, vectors, matrices, coordinate geometry and transformations.

Computer Organisation: Processors, memory, graphics hardware and input-output systems.

Digital Logic: Logic gates, circuits and digital-system fundamentals.

Design Fundamentals: Composition, colour, shape, visual hierarchy and user-centred design.

Drawing and Visualisation: Perspective, sketching, storyboarding and spatial communication.

Introduction to AR, VR and XR: Concepts, history, devices, applications and limitations.

Communication Skills: Technical writing, presentation and teamwork.

Second-Year Subjects

Data Structures and Algorithms: Arrays, lists, trees, graphs, searching and complexity.

Object-Oriented Software Development: Reusable classes, design patterns and modular systems.

Computer Graphics: Rendering pipeline, transformations, lighting, cameras, textures and shaders.

Three-Dimensional Mathematics: Vectors, matrices, quaternions, coordinate systems and projections.

3D Modelling: Mesh creation, topology, UV mapping, materials and asset optimisation.

Animation Fundamentals: Keyframes, rigging, skeletal animation and motion.

Game-Engine Development: Scenes, objects, components, physics, scripting and asset workflows.

Human-Computer Interaction: User needs, interface design, usability and evaluation.

Audio for Immersive Media: Sound design, spatial audio and environmental feedback.

Third-Year Subjects

Augmented Reality Development: Tracking, anchors, plane detection, lighting estimation and mobile deployment.

Virtual Reality Development: Head tracking, controllers, locomotion, interaction and performance.

Computer Vision: Images, features, tracking, recognition and pose estimation.

Spatial Mapping: Environment understanding, depth sensing and scene reconstruction.

Immersive Interaction Design: Gaze, gestures, controllers, hand tracking, voice and direct manipulation.

XR User Experience: Comfort, accessibility, onboarding, feedback and error prevention.

Multiplayer and Networking: Real-time communication, synchronisation and shared virtual spaces.

Real-Time Rendering: Shaders, lighting, materials, optimisation and frame-rate management.

Mobile Computing: Sensors, mobile performance and application deployment.

Final-Year Subjects

Mixed Reality Systems: Spatial anchors, persistence, environmental interaction and collaborative MR.

Advanced Game Engines: Rendering systems, plugins, performance profiling and platform integration.

Haptics: Tactile feedback, force feedback and interaction devices.

Artificial Intelligence for XR: Intelligent agents, procedural behaviour, recognition and adaptive experiences.

Digital Twins: Connecting physical assets and operational data with interactive virtual representations.

Cloud and Edge XR: Streaming, remote rendering and distributed immersive systems.

Ethics, Privacy and Safety: Biometric data, tracking, accessibility, harassment prevention and responsible design.

XR Production Management: Scope, pipeline, assets, testing, budgeting and deployment.

Internship: Professional experience in immersive media, software, simulation or design.

Capstone Project: Design, development, testing and presentation of an AR/VR application.

Representative Semester-Wise AR and VR Syllabus

SemesterRepresentative subjects
Semester 1Programming, Mathematics, Design Fundamentals, Drawing and XR Introduction
Semester 2Object-Oriented Programming, Digital Logic, Data Structures and 3D Mathematics
Semester 3Algorithms, Computer Graphics, 3D Modelling, Animation and HCI
Semester 4Game Engines, Software Engineering, Audio, Physics and Database Fundamentals
Semester 5AR Development, Computer Vision, Mobile Computing and Interaction Design
Semester 6VR Development, Spatial Mapping, Real-Time Rendering and Multiplayer Systems
Semester 7Mixed Reality, Haptics, AI for XR, Internship and Electives
Semester 8Digital Twins, Ethics, XR Production, Capstone and Seminar

Unity Development

Unity is commonly used for real-time interactive applications. Students may learn:

  • scenes;
  • objects;
  • components;
  • C# scripting;
  • physics;
  • animation;
  • input systems;
  • UI;
  • lighting;
  • materials;
  • XR toolkits;
  • mobile deployment;
  • profiling; and
  • optimisation.

A course should teach software-development concepts, not only game-engine menu operations.

Unreal Engine Development

Unreal Engine is used for games, visualisation, virtual production and immersive applications.

Students may study:

  • visual scripting;
  • C++;
  • level design;
  • materials;
  • lighting;
  • animation;
  • physics;
  • interaction;
  • XR templates;
  • rendering; and
  • packaging.

Three-Dimensional Graphics

Core graphics topics include:

  • modelling coordinates;
  • world and camera spaces;
  • transformations;
  • projection;
  • rasterisation;
  • lighting;
  • shading;
  • textures;
  • geometry;
  • depth;
  • rendering;
  • frame rates; and
  • optimisation.

Understanding graphics helps developers diagnose performance and visual problems.

AR Tracking and Spatial Understanding

Students may learn:

  • marker-based tracking;
  • image tracking;
  • feature detection;
  • motion tracking;
  • plane detection;
  • depth sensing;
  • spatial anchors;
  • occlusion;
  • lighting estimation;
  • scene reconstruction; and
  • simultaneous localisation and mapping.

VR Locomotion and Interaction

VR movement can cause discomfort if designed poorly. Locomotion methods may include:

  • physical walking;
  • teleportation;
  • smooth movement;
  • guided movement;
  • stationary interaction;
  • room-scale navigation; and
  • redirected techniques.

Designers must test comfort, safety and accessibility.

Immersive UX Design

Immersive-interface design should address:

  • depth;
  • reach;
  • field of view;
  • text readability;
  • spatial placement;
  • visual focus;
  • feedback;
  • motion comfort;
  • physical fatigue;
  • personal space;
  • accessibility; and
  • user safety.

A standard two-dimensional interface cannot always be copied directly into AR or VR.

Spatial Audio

Spatial audio helps users locate objects and understand events beyond their current view. Students may learn:

  • direction;
  • distance;
  • attenuation;
  • room effects;
  • environmental sound;
  • voice positioning; and
  • accessibility cues.

AR and VR Electives

Possible electives include:

  • immersive game design;
  • virtual production;
  • medical simulation;
  • industrial XR;
  • architectural visualisation;
  • digital twins;
  • metaverse platforms;
  • haptic interfaces;
  • wearable computing;
  • advanced computer vision;
  • motion capture;
  • volumetric video;
  • photogrammetry;
  • procedural content generation;
  • AI characters;
  • spatial audio;
  • XR accessibility;
  • immersive storytelling;
  • human factors; and
  • extended-reality research.

AR and VR Laboratories

Programming Laboratory: C#, C++ and software fundamentals.

Computer Graphics Laboratory: Rendering, transformations and shaders.

3D Asset Laboratory: Modelling, texturing, rigging and animation.

Unity or Unreal Laboratory: Real-time application development.

AR Laboratory: Mobile and headset-based AR prototypes.

VR Laboratory: Headset interaction, locomotion and performance testing.

Computer Vision Laboratory: Tracking, recognition and spatial understanding.

UX Laboratory: Usability, comfort, accessibility and interaction evaluation.

Motion-Capture Laboratory: Body, hand or facial-motion recording, where available.

AR and VR Project Ideas

Students may create:

  • AR campus-navigation application;
  • virtual science laboratory;
  • immersive fire-safety training;
  • AR equipment-maintenance guide;
  • VR medical-anatomy lesson;
  • virtual heritage tour;
  • interior-design visualisation;
  • immersive language-learning system;
  • VR rehabilitation activity;
  • AR museum guide;
  • industrial assembly simulation;
  • virtual interview-training application;
  • accessible navigation prototype;
  • collaborative design-review space;
  • AR retail product preview;
  • immersive emergency-response training;
  • VR mindfulness application;
  • digital-twin visualisation;
  • AR agricultural advisory tool;
  • virtual classroom;
  • immersive data visualisation;
  • spatial-audio experience;
  • VR construction-safety training;
  • AR laboratory instructions; or
  • mixed-reality remote-assistance system.

Evaluating an AR or VR Project

A strong project should assess:

  • technical stability;
  • frame rate;
  • latency;
  • tracking accuracy;
  • interaction success;
  • visual clarity;
  • motion comfort;
  • accessibility;
  • safety;
  • loading time;
  • hardware compatibility;
  • user satisfaction;
  • privacy;
  • battery use; and
  • real-world usefulness.

Continue your Augmented and Virtual Reality research

Course at a Glance

  • Course AreaComputing and Emerging Technology
  • Study PathwaysB.E./B.Tech, B.Sc., BCA, B.Voc, M.E./M.Tech, diploma, postgraduate diploma and certificate pathways
  • Primary FocusProgramming, 3D graphics, game engines, spatial computing, interaction design, computer vision, sensors, audio and immersive development.

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