Virtual Reality and Augmented Reality Applications (Online)


Virtual Reality and Augmented Reality Applications

This unique course unites technologies designed to model and simulate the physical world.

It offers innovators a first-mover advantage in this rapidly emerging suite of technologies that enable vastly superior user experiences.

The global virtual reality market size was valued at USD 15.81 billion in 2020 and is expected to grow at a compound annual growth rate (CAGR) of 18.0% from 2021 to 2028 (Grand view research).  The disruption caused by COVID is also expected to accelerate this trend.

Historically, the gaming industry was the primary user of AR/VR technologies. However, today, these technologies are rapidly becoming mainstream – especially with the deployment of new devices like Facebook’s Oculus VR, the Microsoft Hololens, and Sony's PlayStation VR. 

PCs, mobile devices, and others are also expected to support AR/VR capabilities. Thus, almost all industries are expected to be impacted by AR and VR. 

Intended Audience

This course is designed for developers, designers, and content creators interested in this space, and takes a case study approach, based on a set of critical motivating case studies.

Hence, we cover the impact of AR and VR on a variety of industries such as  

  • Automotive 

  • Field service maintenance and operations 

  • Education 

  • Media, Marketing, Events, Entertainment, Retail, and Marketing 

  • Medical and Healthcare 

  • Sports 

  • Tourism 

  • Human Resources, Work, Collaboration 

  • Manufacturing 

  • Robotics 

There are no pre-requisites to enrol on this course.

Some knowledge of coding (in any language) would be beneficial, although the course does cover coding on one of the days. It is therefore not mandatory to understand the overall code walkthroughs and flows.  

Programme details

The following terminology will be used in the course modules (see below): 

  • Virtual Reality (VR) creates an immersive experience through VR devices like headsets and simulates a three-dimensional world. 
    VR is used in instructional content and educational material for field workers, oil and gas, defence, aviation, etc. 
  • Augmented Reality (AR) overlays digital information on a physical world. Typically, AR uses conventional devices like mobile phones.
    Pokemon GO is an example of AR usage. 
  • Mixed Reality (MR) allows the manipulation of both physical and digital objects in an immersive world.
    Hololens is an example of mixed reality. 
  • digital twin is a digital representation that functions as a shadow/twin of a physical object or process.
    Digital twins are designed to model and simulate a process to understand it and predict its behaviour. Digital twin originates from engineering and is related to model-based systems engineering (MBSE) and surrogate modelling.
    The usage of digital twins is now more mainstream in software development, especially for IoT.
    Digital twins can be combined with AR and VR to model physical processes.   

Collectively, these technologies can simulate and model physical objects and processes in multiple industries. 


The course is based on a set of key/overarching case studies that we shall develop. We will also cover case studies from other industries listed above. 


  • fundamentals of augmented reality, virtual reality, and mixed reality 

  • Understanding the AR/VR experience for the user 

  • The digital twin and its relationship to AR and VR 

  • Foundations of creating content for AR, VR and MR 

  • Building professional AR/VR applications 

  • The AR/VR landscape for tools, technologies, and services 

Technology and Tools  

This module explores the technical landscape, tools, and platforms for AR/VR applications.  

Scenarios - use cases 

The course takes a  use case/case study approach, and in this section, we outline the various scenarios across industries where AR/VR can be applied 

Understanding Digital Twin 

The digital twin offers a way to model and simulate any physical process. In this module, we discuss the digital twin and its implications for modelling .

Implementing solutions for scenarios (via Unity ARCore and MARS) 

Using the Unity ARCore and MARS toolkits, in this session, you will visualize designs and bring them to life in augmented reality by:

  • Interacting with 3D digital twinned objects. 
  • Scaling simulations for teamwork and training. 
  • Develop four different prototypes using augmented reality and the Unity platform 

We will use marker-based technology and image targets to bring real-world objects to life in your environment. Then we will take the designs and add interaction points and animations to bring the creations to life. This will allow you to demonstrate models of real-world scaled items. 

For this course, we will be working on four objects which will enable you to build real-life applications across industries, and will take you through the process of building our app to be shared with our co-creators and the world. 

This session is beneficial for those who want to conceptualize designs, bring them to life, and inspect processes, allowing us to produce faster design workflows and streamline working methods. 

Our app will allow us to: 

  • Inspect: Rotate and scale our designs. 
  • Share: Take a snapshot of the design to be shared. 
  • Scale: Add multiple designs in the same space. 


We recap the key ideas in the course and summarize the main insights. 

Dates, Times and Delivery

This course will run over six live online sessions on Fridays, Saturdays and Mondays.

Session dates: Friday 19, Saturday 20, Monday 22, Friday 26, Saturday 27 and Monday 29 November 2021

Sessions will be 15:00 to 18:00 UK time (in some cases, the sessions will extend to 7 pm) and delivered online via Microsoft Teams.

A world clock, and time zone converter can be found here:

No attendance at Oxford is required and you do not need to purchase any software.


Participants who attend the full course will receive a University of Oxford electronic certificate of attendance. 

The certificate will show your name, the course title and the dates of the course you attended.

You will be required to attend all of the live sessions on the course in order to be considered for an attendance certificate. 


Description Costs
Course fee £695.00


All courses are VAT exempt.

Register immediately online 

Click the “book now” button on this webpage. Payment by credit or debit card is required.

Request an invoice

If you require an invoice for your company or personal records, please complete an online application form. The Course Administrator will then email you an invoice. Payment is accepted online, by credit/debit card, or by bank transfer. Please do not send card or bank details via email.


Dr Lars Kunze

Course Director

Lars Kunze is a Departmental Lecturer in Robotics in the Oxford Robotics Institute (ORI) and the Department of Engineering Science at the University of Oxford. At ORI, he leads the Cognitive Robotics Group (CRG).

Lars is also a Stipendiary Lecturer in Computer Science at Christ Church, a Programme Fellow of the Assuring Autonomy International Programme (AAIP), and an Editor of the German Journal of Artificial Intelligence (KI Journal, Springer).

His areas of expertise lie in the fields of robotics and artificial intelligence (AI). His goal is to enable robots to understand their surroundings, to act autonomously, and to explain their own behaviour in meaningful human terms. To this end, his research concerns the design and development of fundamental AI techniques for autonomous robot systems. He focusses on the combination of knowledge representation, reasoning, machine learning, and robot perception; motivated by applications in complex, real-world environments.

Lars studied Cognitive Science (BSc, 2006) and Computer Science (MSc, 2008) at the University of Osnabrück, Germany, and partly at the University of Edinburgh, UK.

He received his PhD (Dr. rer. nat.) from the Technical University of Munich, Germany, in 2014. During his PhD, Lars worked on methods for naive physics and common sense reasoning in the context of everyday robot manipulation. He contributed to several national, European and international projects including RoboHow, RoboEarth, and the PR2 Beta program.

In May 2013, Lars was appointed as a Research Fellow in the Intelligent Robotics Lab at the School of Computer Science at Birmingham University.  Here he worked on qualitative spatio-temporal models for perception planning and knowledge-enabled perception, contributing to the European research projects STRANDS and ALOOF.

He was a visiting researcher in the JSK Lab at the University of Tokyo, Japan (Summer 2011) and the Human-Robot Interaction Laboratory at Tufts University, US (Spring 2015).

Ajit Jaokar

Course Director

Based in London, Ajit's work work spans research, entrepreneurship and academia relating to artificial intelligence (AI) and the internet of things (IoT). 

He is the course director of the course: Artificial Intelligence: Cloud and Edge Implementations. Besides this, he also conducts the University of Oxford courses: Developing AI Applications and Computer Vision.

Ajit works as a data scientist through his company feynlabs - focusing on building innovative early stage AI prototypes for domains such as cybersecurity, robotics and healthcare.

Besides the University of Oxford, Ajit has also conducted AI courses in the London School of Economics (LSE), Universidad Politécnica de Madrid (UPM) and as part of the The Future Society at the Harvard Kennedy School of Government.

He is also currently working on a book to teach AI using mathematical foundations at high school level. 

Ajit was listed in the top 30 influencers for IoT for 2017 along with Amazon, Bosch, Cisco, Forrester and Gartner by the German insurance company Munich Re.

Ajit publishes extensively on KDnuggets and Data Science Central.

He was recently included in top 16 influencers (Data Science Central), Top 100 blogs (KDnuggets), Top 50 (IoT central), and 19th among the top 50 twitter IoT influencers (IoT Institute). 

His PhD research is based on AI and Affective Computing (how AI interprets emotion).

Ms Ayşe Mutlu


Ayşe Mutlu is a data scientist working on Azure AI and devops technologies. Based in London, Ayşe’s work involves building and deploying Machine Learning and Deep Learning models using the Microsoft Azure framework (Azure DevOps and Azure Pipelines).

She enjoys coding in Python and contributing to Open Source Initiatives in Python.

Mr Keith Myers


Keith Myers is an artist, professional speaker, and the creative director of AVimmerse, who have produced immersive content for clients including: The NHS; BBC Arts; The Wildlife Trust; Liverpool John Moores University; and Gymshark. 

He also teaches immersive media production techniques and has worked with institutions in the UK, including The University of Manchester, and Manchester Metropolitan University.  In addition, he has taken an active role in Virtual Reality Labs across the North-West region for the last 4 years, where he has shared production techniquesdesign approaches, and led teams of artists to fulfil briefs.   

His tech talks focus on immersive production, critical analysis of a new medium, and immersive storytelling techniques. He has spoken at Leeds Digital Festival, Tech Week Humber, and the annual AR/VR conference in Manchester.   

Social channels include: 

Mr Phil Chacko


Francesco Ciriello


Technical Account Manager, MathWorks  

Francesco is the Technical Account Manager at MathWorks for the University of Oxford. He works in the Education Customer Success Engineering Group and consults educators and researchers on the use of MATLAB & Simulink for their projects. Francesco has broad expertise in Artificial Intelligence, including machine, deep and reinforcement learning techniques with application to Robotics & Control systems, signal processing and IoT. He also holds a PhD in Engineering from the University of Cambridge for his work in image analysis applied to experimental fluid dynamics and a MEng in Civil Engineering from Imperial College London.

Course aims

We hope you enjoy this pioneering course, with its particular focus on: 

  • Unity platform (ARCore and MARS toolkits) 

  • Creating new experiences using AI/VR 

  • Designing new services especially using the idea of the Digital Twin 

  • Applying AR/VR to a variety of industry use cases 

  • Understanding the issues around the professional deployment of AR/VR applications  

  • Using AR/VR technologies to solve problems 

  • Simplifying the technical landscape and the tools 


If you would like to discuss your application or any part of the application process before applying, please click Contact Us at the top of this page.

IT requirements

To participate you must be familiar with using a computer for purposes such as sending email and searching the Internet. You will also need regular access to the Internet and a computer meeting our recommended minimum computer specification.

It is advised to use headphones with working speakers and microphone.