Ten years of immersive education: Overview of a Virtual and Augmented Reality course at postgraduate level

In recent years, the market has seen the emergence of numerous affordable sensors, interaction devices, and displays, which have greatly facilitated the adoption of Virtual and Augmented Reality (VR/AR) across various applications. However, developing these applications requires a solid understanding of the field and specific technical skills, which are often lacking in current Computer Science and Engineering education programs. This work details an extended version from a Eurographics 2024 Education Paper, reporting a post-graduate-level course that has been taught for the past ten years to almost 200 students, across several Master’s programs. The course introduces students to the fundamental principles, methods, and tools of VR/AR. Its primary objective is to equip students with the knowledge necessary to understand, create, implement, and evaluate applications using these technologies. The paper provides insights into the course structure, key topics covered, assessment methods, as well as the devices and infrastructure utilized. It also includes an overview of various practical projects completed over the years. Among other reflections, we discuss the challenges of teaching this course, particularly due to the rapid evolution of the field, which necessitates constant updates to the curriculum. Finally, future perspectives for the course are outlined. • Description of main features of a VR/AR course attended by almost two hundred students. • illustration of course structure, key topics, assessment methods, devices and infrastructure utilized. • overview of various practical VR/AR projects completed over the years. • reflection on challenges of the past ten years of teaching the VR/AR course. • presentation of future perspectives for a VR/AR course.

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Publication Details

Journal
Computers & Graphics
Published
2024-09-20
DOI
https://doi.org/10.1016/j.cag.2024.104088
Citations
11
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
2.74

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article

Ten years of immersive education: Overview of a Virtual and Augmented Reality course at postgraduate level

Bernardo Marques, Beatriz Sousa Santos, Paulo Dias
11 citations
Computers & Graphics
Augmented Reality Applications
2.74
article

Ten years of immersive education: Overview of a Virtual and Augmented Reality course at postgraduate level

Bernardo Marques, Beatriz Sousa Santos, Paulo Dias
article en
11 citations

Abstract

In recent years, the market has seen the emergence of numerous affordable sensors, interaction devices, and displays, which have greatly facilitated the adoption of Virtual and Augmented Reality (VR/AR) across various applications. However, developing these applications requires a solid understanding of the field and specific technical skills, which are often lacking in current Computer Science and Engineering education programs. This work details an extended version from a Eurographics 2024 Education Paper, reporting a post-graduate-level course that has been taught for the past ten years to almost 200 students, across several Master’s programs. The course introduces students to the fundamental principles, methods, and tools of VR/AR. Its primary objective is to equip students with the knowledge necessary to understand, create, implement, and evaluate applications using these technologies. The paper provides insights into the course structure, key topics covered, assessment methods, as well as the devices and infrastructure utilized. It also includes an overview of various practical projects completed over the years. Among other reflections, we discuss the challenges of teaching this course, particularly due to the rapid evolution of the field, which necessitates constant updates to the curriculum. Finally, future perspectives for the course are outlined. • Description of main features of a VR/AR course attended by almost two hundred students. • illustration of course structure, key topics, assessment methods, devices and infrastructure utilized. • overview of various practical VR/AR projects completed over the years. • reflection on challenges of the past ten years of teaching the VR/AR course. • presentation of future perspectives for a VR/AR course.

Computers & GraphicsVol. 124
University of Aveiro (PT)
Foundation for Science and Technology
Quality Education
Openalex Percentile: Top 8%
Augmented Reality Applications
2.74
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