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Status

Open

Estimated Completion Time

18 weeks

Overview

Course Description: Separating hype from reality is hard… especially in the fast-growing and evolving space of augmented and virtual reality (AR/VR). Recent advances in technology have allowed AR/VR systems to become extremely sophisticated and realistic. This course introduces students to the technologies that underpin AR/VR systems. Then the course walks through 7 applications of AR/VR and how they will change and impact numerous aspects of our lives and the economy. Students will also learn about and discuss the risks and side effects of these systems, including health, privacy, and ethical implications.

During this course, you will learn career-related skills and earn a badge for this accomplishment. A badge is a digital certification of your career-related learning that you can share on social media or with higher education platforms, colleges, potential employers, peers, and colleagues. Select this link to learn more about badges.

Major Topics and Concepts

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

Credits .5

Competencies

  • Foundations of Augmented and Virtual Reality
    Students will demonstrate an understanding of the foundations of augmented and virtual reality by differentiating between augmented and virtual reality, evaluating the future of augmented and virtual reality, and explaining contributions leading to heads-up display.
  • Augmented Reality Systems
    Students will demonstrate an understanding of augmented reality systems by explaining key components of augmented reality systems, describing types of augmented reality systems, comparing augmented reality headset systems, and summarizing augmented reality career opportunities.
  • Virtual Reality Systems
    Students will demonstrate an understanding of virtual reality systems by explaining key components of virtual reality systems, describing the importance of tracking and technologies critical to virtual reality systems, comparing company use of virtual reality systems, and summarizing virtual reality career opportunities.
  • Augmented and Virtual Reality in Gaming
    Students will demonstrate an understanding of augmented and virtual reality in gaming by describing elements of augmented and virtual reality games, explaining the pros and cons of gaming, evaluating the augmented and virtual impact on gaming, and summarizing augmented and virtual reality gaming career opportunities.
  • Augmented and Virtual Reality in Education
    Students will demonstrate an understanding of augmented and virtual reality in education by evaluating applications of augmented and virtual reality in the education setting, explaining the impact of augmented and virtual reality in the education setting, and explaining the career opportunities within augmented and virtual reality in the education setting.
  • Augmented and Virtual Reality in Entertainment
    Students will demonstrate an understanding of augmented and virtual reality in entertainment by describing applications of augmented and virtual reality in entertainment, and comparing cinematic virtual reality with traditional entertainment.
  • Augmented and Virtual Reality in Healthcare
    Students will demonstrate an understanding of augmented and virtual reality in healthcare by comparing applications of augmented and virtual reality in healthcare, evaluating impacts of augmented and virtual reality applications, and explaining the career opportunities within augmented and virtual reality in healthcare.
  • Augmented and Virtual Reality in Architecture, Engineering, and Construction
    Students will demonstrate an understanding of augmented and virtual reality in architecture, engineering, and construction by describing applications of augmented and virtual reality in architecture, engineering and construction, evaluating safety and liability considerations of augmented and virtual reality, and explaining career opportunities within augmented and virtual reality in architecture, engineering and construction.
  • Augmented and Virtual Reality in Shopping
    Students will demonstrate an understanding of augmented and virtual reality in shopping by evaluating applications of augmented and virtual reality in shopping, describing pros and cons of marketing with augmented and virtual reality, and explaining augmented and virtual reality contributions to entrepreneur career opportunities.
  • Social Virtual Reality and Telpresence
    Students will demonstrate an understanding of social virtual reality and telepresence by explaining applications of virtual reality of telepresence, evaluating pros and cons of virtual reality and telepresence, and explaining virtual reality contributions within telerobotics and telepresence career opportunities.

Pre-Requisites

None

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We offer regular online open house webinars where VLACS staff members provide parents and students with an overview of our programs and answer questions about online learning.