Module 1: Introduction to Augmented and Virtual Reality
- Define augmented reality (AR), virtual reality (VR), and mixed reality (MR)
- Explain the difference between AR and VR
- Predict and discuss whether AR or VR will be the more widely adopted technology
- Describe the 3 primary components of a Heads Up Display (HUD)
- Evaluate the historical contributors and contributions that have led to today’s AR/VR systems
Module 2: Augmented Reality Systems
- Define key terms related to Augmented Reality (AR)
- Differentiate between augmented reality modes on phones, headsets, and contact lenses
- Examine technologies that allow AR to function, including motion tracking, mapping, light estimation, and software
- Compare the 4 types of AR technology categories
- Evaluate companies that make AR systems
- Identify potential career opportunities within AR systems and educational paths to enter those career
Module 3: Virtual Reality Systems
- Define key terms related to VR
- Examine the hardware used in VR, including headsets, controllers, sensors, audio, sensory (haptics) and other components
- Describe tracking and other technologies that make VR work
- Describe categories of virtual reality based on levels of immersion, including computer-assisted virtual environments
- Compare companies that make VR systems and distinguish between tethered and un-tethered systems
- Identify potential career opportunities within VR systems and educational paths to enter those careers
Module 4: AR and VR in Gaming
- Define key terms related to AR/VR gaming
- Evaluate features, genres, and types of AR gaming
- Evaluate features, genres, and types of VR gaming
- Predict when they will first use AV/VR in a gaming application
- Determine the impact that AR/VR gaming will have on society
- Discuss the pros and cons of AR/VR gaming
- Identify potential career opportunities within AR/VR game development and educational paths to enter those careers
Module 5: AR and VR in Education
- Define key terms related to AR/VR in education
- Evaluate applications of AR/VR in education in the classroom and in corporate training
- Predict when they will first use AV/VR in school
- Determine the impact that learning using AR/VR could have on educational outcomes
- Discuss potential drawbacks and distractions that AR/VR could cause in education
- Identify potential career opportunities within AR/VR in education and educational paths to enter those careers
Module 6: AR and VR in Entertainment
- Define key terms related to AR/VR in entertainment
- Predict when they will first use AV/VR to watch a live event
- Examine applications of AR/VR in entertainment, including sports applications, location-based entertainment, and cinematic virtual reality
- Compare cinematic VR with traditional movies and TV and describe the changes in writing and production that cinematic VR will require
- Discuss whether AR and VR devices isolate or connect people
Module 7: AR and VR in Healthcare
- Define key terms related to AR/VR in healthcare
- Evaluate uses of AR/VR in healthcare by patients
- Describe how AR/VR are used to in therapy to overcome psychological issues
- Examine the use of AR/VR systems by medical professionals
- Determine the impact that AR/VR healthcare applications will have on society and jobs
- Identify potential career opportunities within AR/VR in healthcare and educational paths to enter those careers
Module 8: AR and VR in Architecture, Engineering, and Construction
- Define key terms related to AR/VR in architecture, engineering, and construction
- Evaluate applications of AR/VR in architecture, real estate, engineering, and construction
- Describe ways that AR/VR technology can improve safety and save money on construction projects
- Evaluate companies that make virtual reality systems or solutions for the engineering and construction industries
- Discuss potential risks from product liability of VR and AR devices
- Identify potential career opportunities within AR/VR in engineering and educational paths to enter those careers
Module 9: AR and VR in Shopping
- Define key terms related to AR/VR in shopping and retail
- Predict when they will first use AV/VR while shopping
- Evaluate applications of both AR and VR in shopping
- Discuss the potential impact of AR/VR in shopping on jobs and the economy
- Describe the pros and cons of marketing within AR/VR
- Identify entrepreneurs within AR/VR in shopping and explain their ideas and contributions to this field
- Research a startup company in the AR/VR shopping field and describe their product or service
Module 10: Social VR and TelepresenceDefine key terms related to AR/VR in telepresence and telerobotics
- Evaluate telepresence, telerobotics, and social applications of AR/VR
- Examine potential courtroom applications of AR/VR technology
- Discuss and predict the long-term impact of AR/VR on brain functioning
- Identify potential career opportunities within telerobotics/telepresence and educational paths to enter those careers