Immersive Storytelling with VR/AR/XR
“Don’t just show them the story; put them inside it.” This course explores the narrative frontiers of Extended Reality (XR). Students will move beyond the rectangular frame to design 360-degree and interactive experiences. The curriculum covers the unique challenges of directing attention in spherical environments, designing “Gaze-based” interactions, and utilizing “Spatial Audio” to guide the user through Virtual (VR) and Augmented (AR) worlds.
§ 01 By the end you can
- Differentiate between 360 Video (Passive) and Real-Time Engine XR (Active/Unity)
- Master the "Swayze Effect" (Ghost) vs. "Embodied Presence" in storytelling
- Design spatial narratives where user agency effects the outcome
- Utilize "Spatial Audio" (Ambisonics) as a primary storytelling tool
- Prototype AR experiences that overlay digital narrative onto physical space
§ 02 Sixteen sessions
The whole semester.
- 01Introduction to XR: The Reality Spectrum
- 02The Psychology of Presence & Immersion
- 03Storyboarding for 360 Degrees
- 04360 Video Production: Camera & Stitching
- 05Directing Attention: Visual & Audio Cues
- 06Introduction to Unity for Storytellers
- 07World Building: Scale & Environment
- 08 · MidtermMidterm Examination
- 09Interaction Design: Gaze & Controllers
- 10Branching Narratives in VR
- 11Spatial Audio: Ambisonics & HRTF
- 12Augmented Reality (AR) Storytelling
- 13Volumetric Capture (Holograms)
- 14Ethics: Trauma & The "Empathy Machine"
- 15User Testing: Comfort & Motion Sickness
- 16Final Project: The Interactive XR Experience
Midterm around session 8. Final project briefed at session 8 or 9 and developed in stages until the juries.
§ 03 Final project
Final Project: The Interactive XR Experience
Recommended reading
- Storytelling for Virtual Reality by John Bucher
- The VR Book: Human-Centered Design for Virtual Reality by Jason Jerald
- Experience on Demand by Jeremy Bailenson
- Unity for Absolute Beginners by Sue Blackman
- Creating Augmented and Virtual Realities by Erin Pangilinan
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