Appendix H: XR Curriculum and Syllabus (UG–PG)

Below is Appendix H, prepared in a curriculum-aligned, outcome-based education (OBE) format, suitable for universities, colleges, AICTE/UGC-style syllabi, and autonomous institutions.


**Appendix H

XR Curriculum and Syllabus (UG–PG)**

This appendix provides a structured curriculum framework for teaching Extended Reality (XR) at Undergraduate (UG) and Postgraduate (PG) levels. It is aligned with industry needs, academic standards, and practical exposure.


H.1 COURSE OVERVIEW

Course Title: Extended Reality (XR)
Course Type: Theory + Laboratory
Credits: 3–4
Duration: One Semester (12–14 weeks)


H.2 COURSE OBJECTIVES

  • To understand XR concepts and technologies

  • To develop XR applications using industry tools

  • To explore XR use cases across domains

  • To analyze ethical and social implications of XR


H.3 COURSE OUTCOMES (COs)

After completing the course, students will be able to:

  • CO1: Explain XR fundamentals and components

  • CO2: Design basic VR and AR applications

  • CO3: Apply XR tools for real-world problems

  • CO4: Evaluate usability and ethical concerns

  • CO5: Develop XR-based mini projects


H.4 UG SYLLABUS STRUCTURE

Unit 1: Introduction to XR (Weeks 1–2)

  • Definition and scope of XR

  • VR, AR, MR comparison

  • XR evolution and applications


Unit 2: XR Hardware and Platforms (Weeks 3–4)

  • VR headsets and sensors

  • AR devices and mobile AR

  • Tracking technologies


Unit 3: XR Software and Development (Weeks 5–6)

  • Unity and Unreal engines

  • ARCore and ARKit

  • OpenXR and SDKs


Unit 4: XR Interaction and UX (Weeks 7–8)

  • Interaction techniques

  • UX design principles

  • Cybersickness and ergonomics


Unit 5: XR Applications and Case Studies (Weeks 9–10)

  • Education, healthcare, industry

  • Entertainment and gaming

  • Retail and tourism


Unit 6: Ethics and Future Trends (Weeks 11–12)

  • Privacy and security

  • Accessibility

  • XR + AI, Metaverse


H.5 PG SYLLABUS STRUCTURE

Unit 1: Advanced XR Concepts

  • Spatial computing

  • Digital twins

Unit 2: XR System Architecture

  • Rendering pipelines

  • Networking in XR

Unit 3: AI Integration in XR

  • Computer vision

  • Intelligent agents

Unit 4: Research Methodologies in XR

  • UX evaluation

  • Experimental design

Unit 5: XR Industry Applications

  • Smart manufacturing

  • Healthcare XR systems


H.6 XR LAB SYLLABUS

  1. Unity XR setup

  2. VR scene development

  3. AR object placement

  4. Gesture interaction

  5. Mini project


H.7 ASSESSMENT SCHEME

ComponentWeightage
Internal Assessment30%
End-Semester Exam50%
Lab & Project20%

H.8 RECOMMENDED TEXTBOOKS & REFERENCES

  1. Sherman & Craig – Understanding Virtual Reality

  2. Unity Documentation

  3. IEEE XR Journals


H.9 SUMMARY

This curriculum ensures conceptual clarity, hands-on expertise, and industry alignment, preparing learners for careers and research in XR.

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