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Course Outline

Core Concepts of Augmented Reality

  • Exploring AR: key concepts, historical context, and modern applications.
  • Technical foundations: sensors, camera input, and the basics of computer vision.
  • A review of ARCore’s capabilities and the range of supported devices.

Establishing the Development Environment

  • Preparing the ARCore SDK for integration with Android Studio and Unity.
  • Installing necessary libraries, build tools, and project dependencies.
  • Adjusting project configurations and setting up device debugging.

Deep Dive into ARCore Components and APIs

  • Exploring motion tracking techniques and environmental awareness.
  • Applying plane detection, light estimation, and the depth API.
  • Utilizing Cloud Anchors to enable shared AR experiences.
  • Integrating 3D models, textures, and materials within AR scenes.

Hands-On Project Development

  • Conceptualizing and building an AR-based simulation app for commercial purposes.
  • Developing interactive interfaces and features for product visualization.
  • Adding basic user interaction elements such as touch, rotation, and scaling.

Integration and Release Process

  • Performing quality assurance tests on compatible Android devices.
  • Managing app export, packaging, and distribution via the Play Store or internal channels.
  • Applying best practices for performance optimization, user experience, and data handling.
  • Preparing comprehensive documentation and project assets for final presentation.

Final Project Execution

  • Designing and developing an AR prototype for commercial educational use.
  • Demonstrating and evaluating the technical functionality of the project.
  • Conducting a pedagogical review and discussing real-world practical applications.

Recap and Future Directions

Requirements

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

Intended Audience

  • Academic faculty and instructors within technology and innovation programs.
  • Software developers and content creators eager to explore AR applications.
  • Educators seeking to integrate immersive tools into academic and commercial settings.
 21 Hours

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