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XR-MetaVerse-Ecosystem

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Extended Reality Professional University Course Structure, Hackathon | Workshops | Events Updates | Industrial Guide

As the adoption of XR technology in enterprises and consumer eco-system is fast penetrating and innovative business solutions were focusing on XR Technology. Training and Educational Institutes looked forward to expertise and guidance from industry professionals, Emerging Technology pioneers who could support and formalize such an XR knowledge Hub where it would provide a complete package, one-stop learning material and latest (current) upto-date information. These resources in the project are carefully organized and curated offering a study syllabus, designed courses, training centres, learning materials, conducting workshops, setting up AR-VR Lab, assignments, Industry events, industry insights, course books on subjects like AR, and VR.

Table of Contents

Vision

  • The Augmented Reality, Virtual Reality and Mixed Reality collective as Extended Reality Technology (also called Metaverse) terms were not known to many and learning programme in the Universities and Educational Institues wasn't available until the year of 2015. One reason we have started this open project is because we felt that there weren't enough educational resources and materials as a centralised learning process and platform to educate, learn, guide as it evolves for advanced learning in this subject.

  • The front-tech technologies were inter-dependent on several other industries such as Gaming, VFX & Animations, hardware technologies such as digital displays, camera sensors, motion sensors, micro-controllers, etc and software technology layers Computer Vision, Computer Graphics.

  • There is a lot of hidden treasure lying across pages scattered across the internet. This project is an attempt to bring to light everything which makes our platform as an Eco-system. This project intially started with offering AR-VR Course and have extended and not limited to others such as conducting workshop, setting up AR-VR Lab, Training Centres, Practicals/Assignments, Recruitment Assesments, Guidance on conducting Lectures, examinations, etc.

  • Additionally, We also bring forward other verticals (sharing knowledge/guidelines/curate learning materials) which formulates XR, such as software tools, development SDK, Gaming Engines, Hardware Technologies, Virtual Production, VFX Advancements, Industry Patents, Learning Course Content, Online Materials, Expo & Events, Industry Insights, Corporates/Enterprises in XR, 360 Video Production, XR Open Source Projects, XR Innovative Use-cases and Industry Adoption as defined below as "Scope" for our platform and initative.

  • The information is available for students, proffessors, trainers, innovators, scientists, educational institutes, Universities, Online Course platforms, Youtube Educational Channels & Creators and technology enthusiasts, VFX Artists, Designers, Content Creators in the XR Industry.

  • We have specially designed curated reference material (HUB) for advisors, mentors, startups who looks forward to cater services/innovation in this industry.

Scope

"The scope refers to what this project offers as contribution towards XR Eco-system. Below are a list of all the learning materials that are offered by our community as learning tools in XR Technology."

  • AR-VR Course Guidelines

      • For Programming Students - Link
      • For Designers & Artists
      • For Product Management & Executives
  • AR-VR Courses Available

      • Universities
      • Online Courses
      • Training Centres
      • Youtube Channels
  • Setting up AR-VR Lab

  • Organising Workshop & Hackathons

  • Educational E-Books & Other Study Material

  • Enterprises Associated with XR

  • Global XR Expo & Events, Conferences

  • Patents filed in the XR Industry

  • Important PR and Marketing & Current Blogs | Articles for XR

  • Open Source Projects (where you can contribute on XR)

  • Community Building (Active Players and Pioneers)

    • Individuals

    • Groups

      • Discord Channels
      • LinkedIn Groups
      • Telegram Channel
      • Whatsapp Groups
  • Startups in this Industry (country wise listing)

  • Others

Technologies

"The XR Technology is evolved with underlying software and hardware tech stacks such as Computer Graphics, Computer Vision. Below are a list of all the divisions that form as a whole in XR Technology."

The evolution of XR as Extended Reality comprising of AR, MR and VR, integrated tech stacks, software and content development platforms, integrated with the hardware components and technologies. Below we provide complete list of each tool, SDK, development engine and platforms, technologies associated as a whole in XR.

The Software suites such as Unity, Unreal were the base software platform to create VR Experiences. The SDK Tools such as Oculus, VIVE, Open XR and Web VR for VR and Qualcomm's Vuforia, Google's ArCore, Apple's ARKit, Google Tango, OpenCV, Unity ARFoundation software framework formed as an eco-system. There are 1000's of patents evolving in the XR Industry in the last few years and businesses are looking to adopt XR technology for the future.

    • Computer Vision
    • Computer Graphics
    • Machine Learning
    • Artifical Intelligence
    • Block Chain Technology
    • Software Platforms
      • Unity 3D Game Engine
      • Unreal Engine
    • Hardware Platforms

      • Virtual Reality Headsets

        • Oculus

        • HTC Vive

        • Hololens

        • Magic Leap

      • Motion Capture Suites

      • 360 VR Cameras

    • Content Creation Platforms

      • Sketchfab
      • Quixel
    • Technologies Associated for Development
    • Hardware Tools
    • Software SDK
    • 360 VR Video Production

XR Hub

"We are still working on this section. We are looking forward to update each section and create a complete database in the XR eco-system."

Project Status & Modifications

    • Current Status, Updates & Modifications

Miscellanous

  • Advisors | Mentorship

      • Setting up an XR Production House (as s a service).
      • Develop AR & VR Enterprise (SAAS) or Product company.
      • The XR Market and Industry Use-cases & Industry Adoptation.
      • The Networking of XR service vendors respective to Media, VFX, Realtime Production, Animation, Gaming.
      • The Hiring agencies/channels and Recruitment channels globally for XR Startups.
      • The challenges / limitations in development XR as a product / service.
      • Business Opportunities / Challenges of XR Industry Products.
      • Agencies affiliated to XR Industry.
  • Patents

  • Whitepapers

  • Assignments

  • Technical Assesments (Examinations)

  • Industry Insights (Newsletters)

    • Inside XR

Credits

This Course and Project is initially designed, developed, authored, maintained and contributed by Sumit Jain. The learning resources such as Learning content, Course study materials, E-Books and other listing or files are offered for open source community and ecosystem. The Project and it's content are made available to the public to view, use, modify, and distribute under a permissive license.

License

This Project is authored and conrtributed under a GNU- GPL (v3) Open Source Licence. The Content (if any) is under a CC-BY V4 licence and adheres to all the open source standards and best practices. See notices for complete details, including attribution guidelines, contribution terms, and software and third-party licenses and permissions.

Disclaimer

  • These materials are not sponsored by or affiliated with any University or educational institutions, Technologies or its affiliates.

  • "Unity" is a trademark or registered trademark of Unity Technologies or its affiliates in the U.S. and elsewhere.

  • "Unreal Engine" is a trademark or registered trademark of Epic Games or its affiliates in the U.S. and elsewhere.

  • The contributors have offered the course, listing of several affiliated programs for industry to thrive and no personal attachment or inclination towards any of it.

  • Our goal is to aggregate community best practices keeping in mind our vision, our guidelines are cumulative as a community and not what a individual or some company or entity thinks is best. Therefore, we must use examples, quotations, citations, reasoning from others to illustrate our points/suggestions/guidelines/modifications. We are providing a platform and an opportunity to bring further value to this Industry.

Contributing

The Resources, Books, Materials and Listings, Events and Industry Insights are a collection of resources for individuals, communities, institutions and companies who want to learn and keep upto-date latest industry events and contribute to an open source project.

  • The project course and learning materials would be periodically updated. The link for the contributions will be shared and updated to all the contributors and will list their name in the credits/Acknowledgments. Please refer to the guidelines for CONTRIBUTING to the project.

How can you contribute to this project?

We would request and welcome all the XR Industry professionals to share their knowledge, and expertise by formulating and recommending industry insights, providing resource materials, and available online references as defined under its scope and roadmap. The intent of every contributor should be in suggesting and drafting robust guidelines periodically and keeping this platform up to date via periodically contributing a shared centralized platform for everything pertinent to the XR Innovation HUB.

Check out our contributing guidelines for ways to offer feedback and contribute.

Please use the issue tracker and discussion section for all conversations.

Acknowledgments

  • The initial release of these guides were authored by @summitgames. The author, maintainers looks forward for contribution from industry professionals for their valuable insights.

  • The project materials will be regularly updated and provide one stop bookmarks in context of XR Industry Innovation and Insights, every commit counts and to bring forward your contribution for the vision. We ar still exploring and growing and driving Innovation. Endless opportunities are awaiting.

Here we will list of all those who contributed to this project

References | Sources

  • Third Party & Proprietary Links or Materials

      • Please refer to the mentioned sources, and references (if any) to any THIRD-PARTY proprietary, private, or any such context embedded into the project.

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