VR & AR Production
This course explores the frontier of “Immersive Media.” Students will learn to produce content that surrounds the audience, moving from 360-degree video production to interactive Virtual Reality (VR) and Augmented Reality (AR) experiences. The curriculum covers the unique challenges of directing without a frame, spatial audio, and using game engines (Unity) to build interactive worlds.
§ 01 By the end you can
- Differentiate between 360 Video (passive) and Real-Time VR (interactive)
- Master 360-degree camera operation, stitching, and nadir patching
- Design "Spatial Audio" soundscapes that react to head tracking
- Build basic AR filters and experiences (using Spark AR or Unity)
- Understand the "Presence" theory and minimizing motion sickness
§ 02 Sixteen sessions
The whole semester.
- 01Introduction to XR: VR, AR, and MR
- 02The 360 Camera: Monoscopic vs. Stereoscopic
- 03Stitching Workflow: Mistika / Premiere
- 04Directing Attention in 360 degrees
- 05Moving the Camera in VR: Motion Sickness
- 06Post-Production for VR: Removal & VFX
- 07Writing for Immersive Media
- 08 · MidtermMidterm Examination
- 09Interactive VR: Introduction to Unity
- 10Building Environments in VR
- 11Spatial Audio: Ambisonics
- 12Augmented Reality (AR): Mobile use cases
- 13Creating AR Filters (Spark AR Studio)
- 14Volumetric Capture (Holograms)
- 15Distribution: SideQuest, Steam, & WebXR
- 16Final Project: The Immersive VR/AR 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 Immersive VR/AR Experience
Recommended reading
- The VR Book: Human-Centered Design for Virtual Reality by Jason Jerald
- Virtual Reality Filmmaking by Celine Tricart
- Learning C# by Developing Games with Unity by Harrison Ferrone
- Experience on Demand by Jeremy Bailenson
- Augmented Human by Helen Papagiannis
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