
Course overview
How to Design Augmented & Virtual Experiences
41 modules
·166 lessons
·—
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9
Part 10
Part 11
Presence, Embodiment, and Simulator Sickness
Part 12
Tracking Fundamentals: 3DoF, 6DoF, and Fusion
Part 13
Inside-Out vs Outside-In Tracking
Part 14
Coordinate Spaces in XR
Part 15
Part 16
Distortion Correction, Reprojection, and Timewarp
Part 17
Spatial Audio and Haptics for Presence
Part 18
Optical vs Video See-Through AR
Part 19
Camera Pose Estimation and SLAM
Part 20
Occlusion, Lighting Estimation, and Visual Integration
Part 21
Input Paradigms: Controllers, Hands, Gaze, Voice
Part 22
Locomotion and Spatial Navigation
Part 23
Spatial UI and Information Layering
Part 24
Interaction Design for Comfort and Usability
Part 25
Spatial Mapping and Meshes
Part 26
Scene Understanding and Semantics
Part 27
Persistent Spatial Anchors and World Persistence
Part 28
Multi-User Shared Environments
Part 29
Safety Boundaries and Real-World Constraints
Part 30
XR Engine Architecture and Subsystems
Part 31
Tools, Content Pipelines, and Authoring Workflows
Part 32
Networking, Cross-Device, and Cloud Services
Part 33
Performance, Optimization, and Testing
Part 34
Accessibility, Ethics, and Well-Being
Part 35
Shipping and Operating XR Products
Part 36
Interaction Patterns for XR
Part 37
Spatial UX Design Patterns
Part 38
Comfort and Performance Patterns
Part 39
Multi-Platform and Abstraction Patterns
Part 40
Prototyping, Storyboarding, and Narrative Patterns
Part 41