GMU:Critical XR Lab: Difference between revisions

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'''The course will be taught in two phases:''' <br>
'''The course will be taught in two phases:''' <br>
In phase one participants will be introduced to an overview of the Unity interface and different techniques (Lights, Skyboxes, Prefabs, Timeline, Animation). The learning phase will be accompanied by lectures and discussions that are focused on finding strategies for dealing with the possibilities and challenges of working artistically with Game Engines and VR/AR technologies. At the end of phase one, students will have created an experience with Unity.
In phase one participants will be introduced to an overview of the Unity interface and different techniques (Lights, Skyboxes, Prefabs, Timeline, Animation) and technologies (VR headsets, 360 video, AR apps).  
The learning phase will be accompanied by lectures and discussions that are focused on finding strategies for dealing with the possibilities and challenges of working artistically with Game Engines and VR/AR technologies. At the end of phase one, students will have created an experience with Unity.


In phase two students are challenged to reflect, discuss, rethink and rework their Unity experience, based on individual research and experienced insights. The course emphasises on artistic and opposing ways of working with XR concepts. It’s aim is to establish individual approaches to VR/AR, challenging new mediums that offer artists new possibilities for expression and intercultural communication.
In phase two students are challenged to reflect, discuss, rethink and rework their Unity experience, based on individual research and experienced insights. The course emphasises on artistic and opposing ways of working with XR concepts. It’s aim is to establish individual approaches to VR/AR; challenging new mediums that offer artists new possibilities for expression and intercultural communication.


==Recommended Requirements==
==Recommended Requirements==