While Virtual Reality and Augmented Reality been around since the 1960s, only recently have consumer-level displays ranging from smartphones with gyroscopes, through google cardboard, to the relatively inexpensive recent head mounted displays like the Oculus Rift, HTC Vive, and Samsung Gear VR become more popular for both entertainment and visualization work. We are also seeing a rise in the number of consumer augmented reality devices ranging from smartphones to dedicated devices such as Google Glass, and the Microsoft HoloLens which overlay computer generated imagery onto a tracked version of the real world.
This new course is a 400 level version of the graduate level VR course that I have been teaching for 20 years. It will expose students to current virtual reality and augmented reality hardware and software, and help them create interactive environments that make effective use of their particular affordances.
The class will make use of a range of devices including google cardboard, Oculus Rift, HTC Vive, Google Glass, Microsoft HoloLens, and evl's CAVE2.