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There are 4 modules in this course
This third course in the XR for Everybody specialization is geared toward the technical development of XR experiences. The course provides learners with a more technical mental model of XR technologies and the tools to approach XR development with confidence. It walks through the stages of development for both VR and AR projects, introducing the main XR development platforms as well as the key methods and tools. This third course also helps learners infer advanced XR requirements from physical/digital prototypes and teaches them how to differentiate major technical concerns, estimate development costs, and plan research necessary to advance XR.
This course also has an honors track that guides learners in the implementation of 3D, VR, and AR scenes in WebXR using A-Frame and in Unity, and helps them generate a development plan with clear milestones and deliverables.
This first module will cover three main approaches to XR development: WebXR, Unity, and Unreal. Each approach requires different development tools, programming languages, and technical skills. They also differ in the fidelity and quality that can be achieved and in how many devices and users can be reached with each. In addition to getting a fundamental overview of XR development platforms and tools, a main goal this week is to make the jump from 2D to 3D: many of our learners will be familiar with web and mobile development, but 3D development is quite different. In the honors track, I will guide you through the creation of your first 3D scene using WebXR, Unity, or Unreal. I will also provide first steps instructions in each of them, allowing you to analyze and compare before choosing your approach and tools.
Module 1 of 4: XR Development Approaches•5 minutes
Intro to XR Development•10 minutes
Paths to Being an XR Creator•15 minutes
Discussion and Help Forums•5 minutes
XR Platforms and Toolkits•10 minutes
Why 3D Is Hard•15 minutes
How to Use the Gallery Tool•10 minutes
First Steps in WebXR with A-Frame, Unity, and Unreal•8 minutes
Your First Quiz•5 minutes
NEW! Office Hours & YouTube Playlist•10 minutes
Assignment 1: 3D Scene•120 minutes
How to Submit to the Gallery Tool•10 minutes
1 assignment•Total 20 minutes
XR Development Approach•20 minutes
2 app items•Total 40 minutes
Submission of Your 3D Scene•20 minutes
Discussion of 3D Scenes•20 minutes
4 discussion prompts•Total 40 minutes
Introduce Yourself•10 minutes
How Do You See Yourself?•10 minutes
What Makes A Good Toolkit•10 minutes
How to Get Started•10 minutes
Developing VR Applications
Module 2•9 hours to complete
Module details
This second module will focus on the development of VR applications. We will learn what it takes to create a virtual reality, about menus and navigation techniques in VR, as well as object selection and manipulation. I’ll share various examples that I have implemented using WebXR to illustrate the concepts. I will also cover approaches in Unity and Unreal. You will also see me give demos directly in VR to better understand how navigation and interactions work in VR. Many of the lessons are rooted in a VR design case study inspired by the Detroit Zoo, which my student Kara Dailey and I created specifically for this XR MOOC. In the honors track, I will guide you through the creation of your first VR scene using A-Frame, Unity, or Unreal. And, I will provide more hands-on lectures on how to create basic and immersive VR scenes with WebXR using A-Frame.
What's included
12 videos2 readings1 assignment2 app items
Show info about module content
12 videos•Total 302 minutes
Designing a Virtual Reality (Part 1)•25 minutes
Designing a Virtual Reality (Part 2)•14 minutes
VR Design Case Study•12 minutes
Interview with Kara Dailey•23 minutes
Menus & Navigation in VR (Part 1)•11 minutes
Menus & Navigation in VR (Part 2)•15 minutes
Object Selection & Manipulation in VR (Part 1)•12 minutes
Object Selection & Manipulation in VR (Part 2)•9 minutes
Basic VR with WebXR•40 minutes
Immersive VR with WebXR•59 minutes
Your VR Scene•19 minutes
Office Hour #2: VR with Unity•66 minutes
2 readings•Total 185 minutes
Module 2 of 4: Developing VR Applications•5 minutes
Assignment 2: VR Scene•180 minutes
1 assignment•Total 20 minutes
Developing VR Applications Quiz•20 minutes
2 app items•Total 40 minutes
Submission of Your VR Scene•20 minutes
Discussion of VR Scenes•20 minutes
Developing AR Applications
Module 3•8 hours to complete
Module details
This third module will focus on the development of AR applications. We will learn about marker-based and marker-less approaches to augmenting the environment, about the design and role of markers for prototyping and deployment, and about the differences to marker-less AR. Again, I’ll share various examples that I have implemented using WebXR to illustrate the concepts. I will also cover approaches in Unity and Unreal. We will also learn about the differences in design between hand-held and head-worn AR. Many of the lessons are rooted in an AR design case study bringing Kepler’s Laws of Planetary Motion, which my student Shwetha Rajaram and I created in an independent study project. In the honors track, I will guide you through the creation of your first AR scene using A-Frame, Unity, or Unreal. And, I will provide more hands-on lectures on how to create marker-based and marker-less AR scenes with WebXR using A-Frame.
What's included
13 videos2 readings1 assignment2 app items
Show info about module content
13 videos•Total 247 minutes
Designing an Augmented Reality•17 minutes
AR Design Case Study•9 minutes
Interview with Shwetha Rajaram•32 minutes
Marker-based AR (Part 1)•15 minutes
Marker-based AR (Part 2)•11 minutes
Marker-less AR (Part 1)•17 minutes
Marker-less AR (Part 2)•12 minutes
Hand-held vs. Head-worn AR (Part 1)•15 minutes
Hand-held vs. Head-worn AR (Part 2)•8 minutes
AR Demo•3 minutes
Marker-based AR with WebXR•39 minutes
Marker-less AR with WebXR•43 minutes
Your AR Scene•26 minutes
2 readings•Total 185 minutes
Module 3 of 4: Developing AR Applications•5 minutes
Assignment 3: AR Scene•180 minutes
1 assignment•Total 20 minutes
Developing AR Experiences Quiz•20 minutes
2 app items•Total 40 minutes
Submission of Your AR Scene•20 minutes
Discussion of AR Scenes•20 minutes
Special Topics in XR
Module 4•5 hours to complete
Module details
This fourth and final module will broaden the scope of this course by introducing you to advanced techniques and also research in XR. In terms of advanced techniques, we will learn about procedural generation, redirected walking, and custom controllers for VR. I will also cover 3D reconstruction, object recognition, and custom displays for AR. I will include examples from recent research. We will also go over important topics such as accessibility, collaboration, personalization of XR experiences. These topics are receiving increased attention in current research and will significantly shape the XR landscape in the next five to ten years. I will also give a lecture on XR research, where I’ll use one of our recent research projects and present the many iterations through which it went based on user and system performance evaluations. I will also talk about good and bad research questions, which mostly has to do with scoping and how far you want to push the envelope. Finally, I will share my Making of the XR MOOC through which I hope to share some of the techniques I’ve employed in giving, recording, and sharing demos with AR/VR technologies. In the honors track, we will conclude our projects with a peer review of 3D, VR, or AR scenes.
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Learner reviews
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EW
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Reviewed on Aug 5, 2024
that was awesome, thanks for creating such a nice course
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CS
5·
Reviewed on Feb 10, 2024
I learnt a great deal from the example of others. Namely reviewing other students submissions as well as from the instructor directly. Grateful to to have had the opportunity to take this course.
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ST
5·
Reviewed on Aug 13, 2023
Very good learning experience, highly recommended for anyone interested in XR.
No. This course briefly reviews key concepts and technologies in XR. However, the first course in the specialization provides a stronger foundation. This course is focused on AR/VR development. It explores possible paths to being an XR creator and introduces you to the platforms and tools for creating XR experiences. If you are already familiar with web and mobile development, this course will show you ways to transfer that knowledge to XR.
Do I need to have programming experience?
No. To complete the main track of the course, it is ideal if you already have experience with developing web or mobile applications but not required. To complete the honors track, you should be willing to work with AR/VR software tools. Many aspects of these tools are often experimental and not very well documented. This makes it hard for beginners. However, we provide many examples and code as a starting point. Even simple adaptations of our examples will help you build more confidence and feel productive. If you have previously created an XR app, this course should still help you develop a broader understanding of possible development approaches and strategies.
Do I need access to AR/VR devices?
No. To complete the main track of the course, it is recommended but not required. However, to complete the honors track, you will need access to AR/VR devices. For marker-based AR, you need to have access to a computer with a webcam and/or a smartphone. For marker-less AR, you will need access to an ARCore or ARKit capable phone. For VR, we recommend a 6DOF headset like Quest, Rift, or VIVE. For a basic VR solution of the assignments, it would be sufficient to use a Google Cardboard compatible display wrapper that turns your smartphone into VR goggles.
When will I have access to the lectures and assignments?
To access the course materials, assignments and to earn a Certificate, you will need to purchase the Certificate experience when you enroll in a course. You can try a Free Trial instead, or apply for Financial Aid. The course may offer 'Full Course, No Certificate' instead. This option lets you see all course materials, submit required assessments, and get a final grade. This also means that you will not be able to purchase a Certificate experience.
What will I get if I subscribe to this Specialization?
When you enroll in the course, you get access to all of the courses in the Specialization, and you earn a certificate when you complete the work. Your electronic Certificate will be added to your Accomplishments page - from there, you can print your Certificate or add it to your LinkedIn profile.
Is financial aid available?
Yes. In select learning programs, you can apply for financial aid or a scholarship if you can’t afford the enrollment fee. If fin aid or scholarship is available for your learning program selection, you’ll find a link to apply on the description page.