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Extended Reality (XR) Course
More than 20 lakh learners worldwide

Extended Reality (XR) Course

Master the full spectrum of Extended Reality — from VR and AR fundamentals to advanced development, UX design, and enterprise deployment. This course gives you the technical skills and strategic frameworks to build, optimise, and scale real-world XR solutions. Whether you are entering the field or levelling up, you will finish ready to lead XR projects with confidence.

Dedika for businesses

What you will learn:

You will start by mastering the XR spectrum — VR, AR, and MR — and the hardware that powers it. From there, you will learn to create and optimise 3D assets, configure Unity or Unreal Engine for XR, and implement physics, haptics, and multi-user networking. You will apply evidence-based UX principles to design comfortable, accessible immersive experiences. The course also covers performance profiling, rendering optimisation, and enterprise deployment using MDM platforms. Finally, you will build business cases, define KPIs, and measure the real-world impact of XR programmes.

How you study in a practical way Extended Reality (XR) Course

How you practise Extended Reality (XR) Course

For companies looking to train their teams

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 Extended Reality

  • Lesson 1 • Core Hardware Components

    Identifies displays, sensors, processors, and tracking systems common to XR devices. Connects hardware knowledge to understanding device capabilities and limitations.

  • Lesson 2 • History and Evolution of XR

    Traces XR from early stereoscopes and Sensorama to modern headsets. Contextualises current capabilities within decades of iterative innovation.

  • Lesson 3 • XR Software Ecosystem

    Maps the software stack from operating systems and SDKs to content platforms. Prepares learners to navigate tool selection in later chapters.

  • Lesson 4 • Industry Applications Overview

    Surveys XR use cases across healthcare, manufacturing, education, retail, and entertainment. Motivates learners by anchoring technology to professional outcomes.

  • Lesson 5 • Defining the XR Spectrum

    Covers VR, AR, MR, and XR as a unified continuum using Milgram's Reality-Virtuality model. Establishes shared vocabulary used throughout the course.

Chapter 2See details

XR Hardware and Platform Selection

  • Lesson 1 • Tracking Technologies Compared

    Analyses inside-out, outside-in, and markerless tracking methods for accuracy and setup complexity. Guides tracking technology selection based on environment constraints.

  • Lesson 2 • Hardware Selection Framework

    Applies a structured decision matrix to match hardware to use-case requirements and budget. Produces a reusable evaluation tool for professional procurement decisions.

  • Lesson 3 • VR Headset Categories and Specs

    Compares standalone, PC-tethered, and console-based VR headsets across resolution, FOV, and refresh rate. Enables informed device selection for VR projects.

  • Lesson 4 • AR and MR Device Landscape

    Examines optical see-through, video see-through, and projection-based AR devices. Connects device type to appropriate enterprise and consumer scenarios.

  • Lesson 5 • Platform Ecosystems and Lock-in

    Evaluates proprietary vs. open platform ecosystems and their long-term strategic implications. Helps learners avoid costly platform dependencies in project planning.

Chapter 3See details

3D Content Fundamentals for XR

  • Lesson 1 • Asset Optimisation for XR

    Applies LOD systems, draw call reduction, and batching to meet XR frame-rate targets. Directly prepares assets for integration in the development chapters ahead.

  • Lesson 2 • Texturing and Materials

    Covers UV mapping, PBR material workflows, and texture compression for XR targets. Connects material quality to visual fidelity within performance budgets.

  • Lesson 3 • Animation and Rigging Essentials

    Teaches skeletal rigging, blend shapes, and animation state machines for interactive XR objects. Enables learners to create responsive animated assets for XR interactions.

  • Lesson 4 • Lighting in XR Scenes

    Explains real-time vs. baked lighting, light probes, and reflection captures for XR. Balances visual quality against the strict performance limits of XR devices.

  • Lesson 5 • 3D Modelling Basics for XR

    Introduces polygon modelling, mesh topology, and scale conventions specific to XR environments. Establishes the asset creation baseline for all subsequent content work.

Chapter 4See details

XR Development Environments and Tools

  • Lesson 1 • Build, Deploy, and Test Cycles

    Executes iterative build-deploy-test workflows for target XR devices and emulators. Instils professional development discipline for rapid iteration.

  • Lesson 2 • Scripting for XR Interactions

    Implements C# or Blueprint scripts for XR input, object manipulation, and event handling. Provides the programming foundation for interactive XR feature development.

  • Lesson 3 • XR SDKs and Middleware

    Integrates OpenXR, platform SDKs, and hand-tracking middleware into engine projects. Connects SDK knowledge to cross-platform deployment strategies.

  • Lesson 4 • Scene and World Building

    Constructs XR scenes using terrain tools, prefabs, and spatial anchoring systems. Builds the scene-creation skills needed for all subsequent experience development.

  • Lesson 5 • Game Engine Setup for XR

    Guides installation and XR-specific configuration of Unity and Unreal Engine. Establishes the development environment used throughout the practical chapters.

Chapter 5See details

XR User Experience Design

  • Lesson 1 • Immersive UX Principles

    Adapts traditional UX heuristics to 3D spatial environments and first-person perspectives. Grounds all subsequent design decisions in evidence-based immersive design principles.

  • Lesson 2 • Comfort, Safety, and Accessibility

    Addresses motion sickness causes, locomotion comfort techniques, and inclusive design for XR. Ensures experiences are safe and accessible to diverse user populations.

  • Lesson 3 • Prototyping and User Testing in XR

    Applies paper prototyping, grey-box builds, and in-headset usability testing to XR design. Validates design decisions before full production investment.

  • Lesson 4 • Spatial UI and HUD Design

    Designs world-space, head-locked, and body-locked UI elements for XR contexts. Connects UI placement strategy to user comfort and interaction efficiency.

  • Lesson 5 • Interaction Design Patterns

    Catalogues gaze, gesture, controller, and voice interaction patterns with selection criteria. Equips designers to choose appropriate input modalities for each use case.

Chapter 6See details

Immersive Interaction Development

  • Lesson 1 • AI-Driven NPC Behaviours

    Programmes non-player characters with navigation meshes, behaviour trees, and conversational AI. Adds dynamic, responsive agents that enrich training and entertainment XR scenarios.

  • Lesson 2 • Spatial Audio Implementation

    Integrates 3D positional audio, reverb zones, and occlusion for immersive soundscapes. Reinforces spatial awareness and emotional engagement in XR environments.

  • Lesson 3 • Multi-User Networking in XR

    Builds shared XR sessions using networking frameworks, avatar systems, and state synchronisation. Prepares learners for collaborative and social XR application development.

  • Lesson 4 • Physics-Based Interactions

    Implements rigidbody physics, collision detection, and constraint systems for realistic object behaviour. Enables believable physical interactions that increase user presence.

  • Lesson 5 • Haptic Feedback Systems

    Designs and triggers controller haptics and advanced haptic suit signals for tactile feedback. Strengthens immersion by coupling physical sensation to virtual events.

Chapter 7See details

XR Performance Optimisation

  • Lesson 1 • Performance Profiling Fundamentals

    Uses engine profilers and GPU analysis tools to identify CPU, GPU, and memory bottlenecks. Establishes a data-driven optimisation mindset for all subsequent tuning work.

  • Lesson 2 • Memory and CPU Management

    Controls garbage collection, object pooling, and multithreading to stabilise CPU performance. Prevents frame spikes that break immersion and cause discomfort.

  • Lesson 3 • Thermal and Battery Optimisation

    Manages thermal throttling and power consumption on standalone XR devices. Extends session duration and prevents performance degradation during extended use.

  • Lesson 4 • Scene and Asset Optimisation

    Reduces scene complexity through LOD tuning, culling, and asset streaming strategies. Complements rendering optimisation by minimising data sent to the GPU.

  • Lesson 5 • Rendering Optimisation Techniques

    Applies foveated rendering, single-pass stereo, and shader optimisation to reduce GPU load. Directly improves frame rate stability on resource-constrained XR devices.

Chapter 8See details

XR Deployment, Strategy, and Evaluation

  • Lesson 1 • XR Project Management

    Applies agile and hybrid project management methods to XR production timelines and teams. Ensures on-time, on-budget delivery of complex XR development projects.

  • Lesson 2 • Building the XR Business Case

    Constructs ROI models, stakeholder maps, and risk assessments for XR investment proposals. Equips learners to secure organisational buy-in for XR initiatives.

  • Lesson 3 • Measuring XR Effectiveness

    Defines KPIs, collects in-experience analytics, and conducts outcome evaluations for XR programmes. Closes the loop between deployment and continuous improvement.

  • Lesson 4 • Scaling and Future-Proofing XR

    Plans modular content architectures and vendor-agnostic strategies for long-term XR scalability. Prepares organisations to adapt as XR technology and standards evolve.

  • Lesson 5 • Enterprise Deployment and MDM

    Manages fleet deployment, mobile device management, and remote update workflows for XR devices. Enables scalable, maintainable XR rollouts across large organisations.

Certification

Your valid completion certificate

This course is for you:

  • Software developers curious about building their first immersive application.

  • UX designers ready to move from flat screens into spatial environments.

  • IT managers tasked with rolling out XR tools across their organisation.

  • Game developers wanting to apply their skills to enterprise XR projects.

  • Instructional designers seeking to create immersive, simulation-based training programmes.

  • Career changers drawn to XR from fields like architecture, healthcare, or education.

What our students say

Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of my interest without needing to change platforms... I thank you 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 that I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way of presentation and video transcription, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast, simple to use. The diversity of content and complementary videos help a lot in learning.
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André FelipePrompt Engineering Student

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