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Ar and vr course
More than 2 million students worldwide

Ar and vr course

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Master the full stack of augmented and virtual reality development, from 3D asset creation to multiplayer networking and enterprise deployment. This course gives you hands-on skills in Unity-based XR development, interaction design, and AR tracking that employers and clients are actively seeking. Build real, deployable applications and launch your career in one of tech's fastest-growing fields.

Dedika for businesses

What you will learn:

You will gain a solid understanding of the XR spectrum, including AR, VR, and mixed reality, along with the hardware and software that powers each. You will create and optimise 3D assets, set up real-time engines, and implement physics and lighting systems built for immersive performance. You will design intuitive interactions using controllers, hand tracking, and gaze input, then apply those skills to complete VR and AR applications. You will also explore multiplayer architecture, spatial audio, AI-driven NPCs, and enterprise deployment strategies. By the end, you will have a portfolio of functional XR projects ready to ship.

How you study in practice Ar and vr course

How you practise Ar and vr course

For businesses looking to train their team

With Dedika for businesses, the course includes exercises and examples tailored to your own business and the way your company needs.

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Course content

8 Chapters • 40 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of AR and VR Technology

  • Lesson 1 • Software Ecosystems and Platforms

    Surveys operating systems, SDKs, and app stores specific to XR devices. Prepares students to select appropriate platforms for development projects.

  • Lesson 2 • History and Evolution of Immersive Tech

    Traces XR development from early head-mounted displays to modern consumer devices. Contextualises current capabilities within decades of research.

  • Lesson 3 • Core Hardware Components

    Examines displays, sensors, tracking systems, and input devices that power XR hardware. Connects hardware choices to user experience outcomes.

  • Lesson 4 • Defining the XR Spectrum

    Clarifies the distinctions amongst AR, VR, and MR using the reality-virtuality continuum. Establishes shared vocabulary used throughout the course.

  • Lesson 5 • Human Perception and Immersion Principles

    Explains how vision, hearing, and proprioception contribute to presence in XR. Grounds design decisions in perceptual science.

Chapter 2See details

3D Content Creation Essentials

  • Lesson 1 • Rigging and Basic Animation

    Introduces skeletal rigs, weight painting, and keyframe animation for interactive characters. Supports later work on interactive and animated XR experiences.

  • Lesson 2 • Asset Optimisation for Real-Time Rendering

    Applies polygon reduction, LOD systems, and texture compression to meet XR performance targets. Directly enables smooth frame rates on target hardware.

  • Lesson 3 • Introduction to 3D Modelling Concepts

    Covers polygonal geometry, mesh topology, and coordinate systems used in XR assets. Establishes the modelling vocabulary needed for all subsequent asset work.

  • Lesson 4 • Asset Pipeline and File Formats

    Covers export formats, import workflows, and version control for 3D assets. Ensures consistent asset delivery across team-based XR projects.

  • Lesson 5 • Texturing and Material Workflows

    Teaches UV unwrapping, PBR material creation, and texture map types. Connects material quality to visual fidelity within performance constraints.

Chapter 3See details

XR Development Environments and Engines

  • Lesson 1 • Audio Integration in XR Engines

    Implements spatialised audio, audio mixers, and environmental reverb within the engine. Reinforces the perceptual immersion principles introduced in Chapter 1.

  • Lesson 2 • Lighting and Rendering Pipelines

    Covers real-time lighting models, baked lighting, and XR-specific rendering pipelines. Balances visual quality against the strict frame-rate demands of XR.

  • Lesson 3 • Engine Selection and Project Setup

    Compares leading real-time engines on performance, licensing, and XR support. Guides students through initial project configuration for XR targets.

  • Lesson 4 • Scene Hierarchy and Object Management

    Explains scene graphs, parent-child relationships, and object transforms in XR scenes. Establishes organisational habits that scale to complex projects.

  • Lesson 5 • Physics and Collision Systems

    Introduces rigid-body physics, colliders, and trigger volumes for interactive XR objects. Enables realistic object behaviour in VR and AR environments.

Chapter 4See details

Interaction Design for XR

  • Lesson 1 • Hand Tracking and Gesture Recognition

    Implements controller-free hand tracking and discrete gesture detection for natural interaction. Extends interaction design beyond physical controllers.

  • Lesson 2 • XR Interaction Design Principles

    Establishes affordance, feedback, and natural mapping principles specific to immersive interfaces. Frames all subsequent interaction implementation work.

  • Lesson 3 • Gaze and Dwell Interaction

    Builds gaze-based raycasting and dwell-time selection for hands-free XR interfaces. Addresses accessibility and industrial use cases requiring hands-free control.

  • Lesson 4 • Controller-Based Input Systems

    Maps physical controller inputs to in-engine actions using input abstraction layers. Covers button, trigger, thumbstick, and haptic output handling.

  • Lesson 5 • AR Touch and Surface Interaction

    Implements touch-screen input, plane detection, and surface anchoring for mobile AR. Connects AR-specific input patterns to the broader interaction design framework.

Chapter 5See details

VR Experience Development

  • Lesson 1 • Object Grabbing and Manipulation

    Implements grab, throw, and two-handed manipulation of physics-enabled objects. Builds on Chapter 4 controller input and Chapter 3 physics systems.

  • Lesson 2 • VR Locomotion Systems

    Implements teleportation, smooth locomotion, and comfort settings to reduce motion sickness. Directly applies interaction principles from Chapter 4 to movement.

  • Lesson 3 • Narrative and Environmental Storytelling

    Structures VR scenes with spatial narrative cues, lighting direction, and audio storytelling. Integrates asset, audio, and interaction skills into a cohesive experience.

  • Lesson 4 • VR Performance Profiling and Optimisation

    Uses engine profiling tools to identify and resolve CPU, GPU, and memory bottlenecks in VR. Ensures the experience meets target frame-rate requirements on device.

  • Lesson 5 • VR User Interface Design

    Designs world-space UI panels, menus, and HUDs optimised for VR readability and reach. Addresses the unique spatial constraints of in-headset interfaces.

Chapter 6See details

AR Experience Development

  • Lesson 1 • Occlusion and Environmental Understanding

    Applies depth-based occlusion and semantic scene understanding to blend virtual objects with reality. Elevates AR realism beyond simple overlay rendering.

  • Lesson 2 • AR Tracking Technologies

    Compares image tracking, plane detection, object tracking, and face tracking for AR. Guides technology selection based on use-case requirements.

  • Lesson 3 • AR UI and Information Overlays

    Designs screen-space and world-space AR overlays for data visualisation and guidance. Applies XR UI principles from Chapter 5 to the AR context.

  • Lesson 4 • AR App Deployment and Testing

    Covers build settings, device provisioning, and on-device testing workflows for AR apps. Validates tracking stability and performance on physical hardware.

  • Lesson 5 • World Anchors and Persistence

    Implements spatial anchors and cloud-based persistence so AR content survives app restarts. Enables multi-session and multi-user AR scenarios.

Chapter 7See details

Multiplayer and Social XR

  • Lesson 1 • Voice and Spatial Communication

    Integrates positional voice chat and proximity-based audio falloff into shared XR spaces. Enhances social interaction quality in collaborative environments.

  • Lesson 2 • Shared AR Experiences

    Synchronises AR world anchors and virtual objects across multiple devices in the same physical space. Extends multiplayer concepts to co-located AR scenarios.

  • Lesson 3 • Avatar Systems and Representation

    Builds full-body and half-body avatar rigs driven by tracked head and hand data. Addresses social presence and identity in shared virtual spaces.

  • Lesson 4 • State Synchronisation and Authority

    Implements object ownership, state synchronisation, and conflict resolution for shared XR objects. Ensures consistent world state across all connected users.

  • Lesson 5 • Networking Fundamentals for XR

    Introduces client-server and peer-to-peer models, latency constraints, and XR-specific networking challenges. Establishes the technical foundation for all multiplayer work.

Chapter 8See details

XR Project Deployment and Strategy

  • Lesson 1 • Enterprise XR Deployment Models

    Covers MDM solutions, sideloading, and kiosk-mode deployment for enterprise XR fleets. Addresses the distinct distribution needs of business and industrial clients.

  • Lesson 2 • Monetisation and Business Models

    Evaluates premium, subscription, freemium, and enterprise licensing models for XR products. Connects technical delivery to sustainable revenue strategies.

  • Lesson 3 • Maintenance, Updates, and Roadmapping

    Establishes patch management, backward compatibility, and feature roadmap planning for live XR apps. Ensures long-term product health after initial release.

  • Lesson 4 • Analytics and User Telemetry

    Integrates XR-specific analytics to track gaze, interaction, and session data. Enables data-driven iteration after launch.

  • Lesson 5 • Platform Submission and Certification

    Walks through store submission requirements, content rating, and certification review processes for XR platforms. Prevents common rejection causes before submission.

Certification

Your valid completion certificate

This course is for you:

  • Software developer: eager to expand into immersive application development professionally.

  • Game designer: ready to apply existing creative skills to XR experiences.

  • UX designer: wanting to move beyond flat interfaces into spatial interaction design.

  • Career changer: transitioning from a non-tech background into the XR industry.

  • Educator or trainer: looking to build immersive simulations for professional learning programmes.

  • Entrepreneur: planning to launch an AR or VR product for a niche market.

What our students say

Your lessons are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to change platforms... I'm grateful for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast and simple to use. The diversity of content and complementary videos really help with learning.
André Felipe
André FelipePrompt Engineering Student

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