Interactive Advertising Virtual Reality
This course explores the frontier of “Experiential Marketing” within Virtual Reality (VR) and the Metaverse. Students will learn to create immersive branded experiences—from 360-degree video tours to interactive VR showrooms. The curriculum covers the technical production of VR assets, the psychology of “presence,” and the ethical integration of brands into virtual communities.
§ 01 By the end you can
- Understand the VR/AR marketing landscape (Metaverse, WebXR)
- Produce and stitch 360-degree video content for brands
- Design immersive virtual showrooms and product demos
- Apply "Spatial Audio" to guide user attention in 360 environments
- Analyze "Gaze Tracking" and heatmaps to measure ad effectiveness
§ 02 Sixteen sessions
The whole semester.
- 01Intro to Immersive Marketing & The Metaverse
- 02360-Degree Camera Technology & Rigging
- 03Stitching & Patching 360 Footage
- 04Scripting for Spherical Video
- 05Guiding Attention without a Frame
- 06Spatial Audio: The Sound of Presence
- 07Motion Sickness & User Comfort Guidelines
- 08 · MidtermMidterm Examination
- 09Interactive VR: Unity/Unreal Basics for Ads
- 10Virtual Showrooms & Retail Visualization
- 11Branded Experiences in Gaming (Roblox/Fortnite)
- 12Haptics & Sensory Marketing
- 13Gaze Tracking & VR Analytics
- 14WebXR: VR in the Browser
- 15Ethics: Privacy & Biometric Data
- 16Final Project: The VR Brand 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 VR Brand Experience
Recommended reading
- Marketing in the Metaverse by Cathy Hackl
- Experience on Demand by Jeremy Bailenson
- Virtual Reality Filmmaking by Celine Tricart
- The VR Book: Human-Centered Design for Virtual Reality by Jason Jerald
- Spatial Computing by Shlomo Berkovsky
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