Global Leader in Emerging Tech Education

Virtual and Augmented Reality

Course Overview

This non-technical course to Virtual and Augmented Reality technologies will explain everything you need to know to begin planning and designing your business objectives to remain competitive in the coming decade. This course will explore the history of VR, the toolsets which currently exist, the ways in which organizations are beginning to realize value from utilizing these new tools, and the concerns to keep in mind when exploring the amazing new abilities VR technology opens up! As technology continues to expand into and mature into every facet of modern day personal and professional life, the lines between reality and our virtual environments continues to fade. Applications and the consumers which use them are increasingly blending virtual worlds with the real one to enable amazing new experiences and provide a level of information saturation about the surrounding world which only a few short years ago would have seemed impossible. VR/AR technologies are poised to radically redefine long-standing models of human interaction, communication, and collaboration over the coming decade. We are entering a world where recent developments in this technology are beginning to enable entirely new business models and means for communicating and interacting with customers, clients, partners, vendors, and colleagues.


The course is intended for senior level executives, business decision makers, technical product and program managers, and solution architects looking to learn more about the technology.

Course Outline

Chapter 1: What is Virtual Reality?

What is Augmented / Mixed Reality? The Reality-Virtuality Continuum Avatars

Chapter 2: The History of VR

The Stage as VR, Antonin Artaud Development of Perspective, Renaissance Europe Morton Heilig's "Experience Theater" and the Sensorama The Sword of Damocles The First VR Era - 1970-1990 The Second VR Era - 1990-2000 The VR Winter - 2000-2010 The Third VR Era - 2010-Today

Chapter 3: VR / AR Software

Developing VR Solutions VRML X3D WebVR

Chapter 4: VR / AR Hardware

Hardware Components Gyroscopes Displays Processors Power Consumption and Supply Hardware Devices Capture Immersion

Chapter 5: VR Use Cases

Current VR Uses Future VR Uses Chapter 6: VR Concerns VR Sickness Responsible Attention Management

Duration: 10 Hours

Course Access: 1 Year

Format: Self-Paced Learning

  • Virtual and Augmented Reality On Demand

Price: CHF 225.00

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  • One year Access to Learning Content

  • 10 Hours of Learning Content

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