Introduction to Augmented, Virtual, and Mixed Reality

Introduction to Augmented, Virtual, and Mixed Reality

Fall (14 hours or more) | This course is completed

6025 Baker Berry Library Hanover, NH 03755 United States

Jones Media Center - Second Floor

Repeat Course

9/16/2019-11/4/2019

3:00 PM-5:00 PM EDT on Mon

$80.00

No Class: September 30

What is reality? Merriam-Webster defines reality as 1) the quality or state of being real; 2a) a real event, entity, or state of affairs; 2b) something that is neither derivative nor dependent but exists necessarily. While these definitions refer to the concrete, technology has enabled the development of realities that exist on top of or augment reality. It has also enabled the development of virtual realities, often defined as “artificial environments experienced through sensory stimuli provided by a computer in which one’s actions partially determine what happens within that environment.”

This seven-week course sets out to explore virtual (VR), augmented (AR), and mixed reality (MR). By the end of the course, participants will be able to:
1) describe the differences between virtual, augmented, and mixed reality
2) utilize a variety of VR, AR, and MR applications
3) create basic augmented reality experiences.

Topical readings and short discovery assignments outside of class will support discussions and experiences during each session.

  • Participants will engage with the content hands-on, primarily using personally owned devices (iOS devices capable of running iOS 12 or higher preferred), so familiarity with smartphone operation is suggested. Please note, virtual reality experiences can cause motion sickness. Some walking to points on campus will occur during various sessions.
  • Charlie Fink’s Metaverse - An AR Enabled Guide to AR & VT - Charlie Fink (ISBN-13: 978-1640079793)
Albright, Amanda

Amanda Albright is an Instructional Designer at Dartmouth’s Geisel School of Medicine. She has a M.S. in Instructional Design and Technology from Philadelphia University and a B.S. in Elementary Education from Pennsylvania State University. Her investigation of VR began designing experiences for faculty and students in Second Life. She follows trends in and explores the use of VR, AR, and MR in education and medicine. Prior to working in higher education, she was a museum educator for 10 years.