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Course Outline

Core Concepts of Augmented Reality

  • Demystifying AR: exploring concepts, historical context, and modern applications.
  • The mechanics of AR: sensors, camera inputs, and the basics of computer vision.
  • An overview of ARCore’s capabilities and compatible hardware devices.

Setting Up the Development Environment

  • Integrating the ARCore SDK into Android Studio and Unity projects.
  • Installing necessary libraries, build tools, and external dependencies.
  • Adjusting project configurations and setting up device debugging tools.

ARCore Architecture and API Utilization

  • Exploring motion tracking and environmental awareness features.
  • Applying plane detection, light estimation, and depth APIs to scenes.
  • Implementing Cloud Anchors to enable shared AR experiences.
  • Managing 3D models, textures, and materials within AR contexts.

Hands-On Project Development

  • Conceptualizing and building an AR-based simulation for commercial use.
  • Designing interactive interfaces and product visualization components.
  • Enabling basic user interactions such as touch, rotation, and scaling.

Integration and Release Strategy

  • Conducting tests on supported Android devices to ensure stability.
  • Packaging and distributing apps via the Play Store or internal distribution channels.
  • Applying best practices for performance optimization, user experience, and data handling.
  • Preparing comprehensive documentation and project assets for final presentation.

Capstone Project

  • Developing an AR prototype focused on commercial educational applications.
  • Presenting and evaluating the technical functionality of the solution.
  • Reviewing pedagogical impact and discussing real-world practical applications.

Recap and Future Pathways

Requirements

  • Foundational knowledge of Android development workflows or the Unity interface.
  • A working familiarity with 3D graphics principles and mobile application structures.
  • A genuine interest in educational technology and interactive digital media formats.

Target Audience

  • Academic staff and instructors within technology and innovation programs.
  • Software developers and content creators exploring AR application possibilities.
  • Educators seeking to implement immersive tools for both academic and commercial contexts.
 21 Hours

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