Developing AR/VR/MR/XR Apps with WebXR, Unity & Unreal

所在平台: Coursera

课程主页: https://www.coursera.org/learn/develop-augmented-virtual-mixed-extended-reality-applications-webxr-unity-unreal

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课程简介

课程名称:通过WebXR、Unity与Unreal开发AR/VR/MR/XR应用 课程概述: 本课程是“XR for Everybody”专业化中的第三门课程,专注于XR体验的技术开发。课程旨在帮助学习者构建更为专业的XR技术思维模型,并提供自信进行XR开发的工具。课程内容涵盖了VR和AR项目的开发阶段,介绍主要的XR开发平台及关键方法和工具。此外,课程还帮助学习者从物理/数字原型中推导出高级XR需求,教会他们如何区分主要的技术问题、估算开发成本并规划必要的研究以推进XR。 课程还设有荣誉跟踪路径,引导学习者使用A-Frame在WebXR中以及在Unity中实现3D、VR和AR场景,并帮助生成具有明确里程碑和交付物的开发计划。 课程大纲: 1. **XR开发方法**: - 介绍WebXR、Unity和Unreal三种主要的XR开发方法。每种方法需用到不同的开发工具、编程语言和技术技能,并在保真度和用户覆盖方面各有区别。学习者将做出从2D跃升至3D的转变,在荣誉路径中,学习者将创建第一个3D场景。 2. **开发VR应用**: - 专注于VR应用的开发,学习创建虚拟现实所需的元素,菜单和导航技术,以及对象选择和操作的相关知识。通过示例和实际VR演示,深入理解VR的导航与交互。在荣誉路径中,学习者将创建第一个VR场景。 3. **开发AR应用**: - 关注AR应用的开发,讨论基于标记和无标记的环境增强方法,原型与部署的设计要求,以及手持和头戴AR的设计差异。通过案例研究促进学习,在荣誉路径中,学习者将创建第一个AR场景。 4. **XR中的专题研究**: - 引入高级技术和XR研究,学习程序生成、重定向行走、定制控制器等技术,同时探讨3D重建、对象识别和AR的定制显示。关注可及性、协作及个性化XR体验等前沿议题,分析研究项目的迭代过程。课程最后,参与者将在荣誉路径进行同伴评审。 本课程为学习者提供了进入XR开发领域的全面路径,帮助掌握关键技能并创建具有创新与实用性的XR应用。

课程大纲

Name:XR Development Approaches

Description:This first module will cover three main approaches to XR development: WebXR, Unity, and Unreal. Each approach requires different development tools, programming languages, and technical skills. They also differ in the fidelity and quality that can be achieved and in how many devices and users can be reached with each. In addition to getting a fundamental overview of XR development platforms and tools, a main goal this week is to make the jump from 2D to 3D: many of our learners will be familiar with web and mobile development, but 3D development is quite different. In the honors track, I will guide you through the creation of your first 3D scene using WebXR, Unity, or Unreal. I will also provide first steps instructions in each of them, allowing you to analyze and compare before choosing your approach and tools.

Name:Developing VR Applications

Description:This second module will focus on the development of VR applications. We will learn what it takes to create a virtual reality, about menus and navigation techniques in VR, as well as object selection and manipulation. I’ll share various examples that I have implemented using WebXR to illustrate the concepts. I will also cover approaches in Unity and Unreal. You will also see me give demos directly in VR to better understand how navigation and interactions work in VR. Many of the lessons are rooted in a VR design case study inspired by the Detroit Zoo, which my student Kara Dailey and I created specifically for this XR MOOC. In the honors track, I will guide you through the creation of your first VR scene using A-Frame, Unity, or Unreal. And, I will provide more hands-on lectures on how to create basic and immersive VR scenes with WebXR using A-Frame.

Name:Developing AR Applications

Description:This third module will focus on the development of AR applications. We will learn about marker-based and marker-less approaches to augmenting the environment, about the design and role of markers for prototyping and deployment, and about the differences to marker-less AR. Again, I’ll share various examples that I have implemented using WebXR to illustrate the concepts. I will also cover approaches in Unity and Unreal. We will also learn about the differences in design between hand-held and head-worn AR. Many of the lessons are rooted in an AR design case study bringing Kepler’s Laws of Planetary Motion, which my student Shwetha Rajaram and I created in an independent study project. In the honors track, I will guide you through the creation of your first AR scene using A-Frame, Unity, or Unreal. And, I will provide more hands-on lectures on how to create marker-based and marker-less AR scenes with WebXR using A-Frame.

Name:Special Topics in XR

Description:This fourth and final module will broaden the scope of this course by introducing you to advanced techniques and also research in XR. In terms of advanced techniques, we will learn about procedural generation, redirected walking, and custom controllers for VR. I will also cover 3D reconstruction, object recognition, and custom displays for AR. I will include examples from recent research. We will also go over important topics such as accessibility, collaboration, personalization of XR experiences. These topics are receiving increased attention in current research and will significantly shape the XR landscape in the next five to ten years. I will also give a lecture on XR research, where I’ll use one of our recent research projects and present the many iterations through which it went based on user and system performance evaluations. I will also talk about good and bad research questions, which mostly has to do with scoping and how far you want to push the envelope. Finally, I will share my Making of the XR MOOC through which I hope to share some of the techniques I’ve employed in giving, recording, and sharing demos with AR/VR technologies. In the honors track, we will conclude our projects with a peer review of 3D, VR, or AR scenes.

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课程详情

This third course in the XR for Everybody specialization is geared toward the technical development of XR experiences. The course provides learners with a more technical mental model of XR technologies and the tools to approach XR development with confidence. It walks through the stages of development for both VR and AR projects, introducing the main XR development platforms as well as the key methods and tools. This third course also helps learners infer advanced XR requirements from physical/digital prototypes and teaches them how to differentiate major technical concerns, estimate development costs, and plan research necessary to advance XR. This course also has an honors track that guides learners in the implementation of 3D, VR, and AR scenes in WebXR using A-Frame and in Unity, and helps them generate a development plan with clear milestones and deliverables.

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