Syllabus

«Introduction to and ARCore»

Approved by

The Academic Council

Protocol No 19/2 June 25, 2019.

Author Nadezhda Trubochkina, Prof Dr

Credits 2

Contact work 10 (hours)

Individual work 66 (hours)

Course 1

The format of the Blended learning discipline

I. Purpose, Learning Outcomes and Prerequisites

Purpose

Purpose of the course is to master the foundation of augmented reality (AR) and how to create an AR experience using ARCore.

Course Description

This course will teach you the fundamentals of augmented reality (AR), and how to build an AR experience using ARCore. This course will break down complex AR concepts to make them easy to understand, while also sharing expert tips and knowledge from Daydream's ARCore team. The course is great for beginners who are just getting started with AR or ARCore.

Learning Outcomes

On completion of the course, the student should

– know:

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• How to identify different types of AR experiences • Tools and platforms used in the AR landscape • What makes AR feel "real" • Popular use cases for AR • How AR experiences work

– be able to:

• to create an AR use flow • make next steps to start building an AR experience using ARCore and other tools

– acquire experience in:

• using Tools like and to build AR experiencs • experience using ARCore and other tools

Prerequisites

• Computing systems and networks. • Computer science. • Computer graphics

Post requisites

Knowledge and skills that a student will gain after successful accomplishment of the course he can apply to prepare a master's thesis.

II. Topic-wise Course Content

Topic 1. Introduction to augmented reality (AR)

In this module, you'll be introduced to the basics of augmented reality and some surrounding context-- how and why it was developed, and how it compares to and differs from its technological cousin, . You will also learn more about the current industry landscape, the hardware needed to view AR content, and how people are using AR today.

Introduction. The history of augmented reality. AR today: smartphone vs. Standalone. Google AR. AR for shopping and retail. AR for business. AR for social media. AR for gaming. AR for education. AR for healthcare. AR for nonprofits.

Self-study materials The similarities and differences between AR and VR. Learning checkpoint - the basics of augmented reality.

Practical exercises Module 1 practice quiz.

Topic 2. The basics of AR functionality 2

In this module we’ll dive into the hardware components inside mobile devices that power augmented reality, and you'll discover ways in which AR assets can feel real and keep users immersed. You'll learn about ARCore features that help make a digital object behave as though it exists in a real world space, as well as a few constraints facing AR today.

Placing and positioning assets. Scale and the size of assets. Occlusion. Lighting for increased realism. Solid augmented assets. Context awareness. Tracking in AR. Outside-in tracking. Inside-out tracking. Motion tracking. Environmental understanding: feature points and plane- finding. Light estimation. Anchors. Interface issues and lack of UI metaphors. AR’s technical constraints: size, power, heat. The 3D barrier. Computer vision limitations. Constraints of occlusion and shading.

Self-study materials The hardware that makes mobile AR work. Learning checkpoint - AR functionality. Learning checkpoint - inside-out vs. outside-in tracking. Learning checkpoint - fundamentals of ARCore. Learning checkpoint - constraints with current AR.

Practical exercises Module 2 practice quiz..

Topic 3. Taking the next steps with ARCore

In this section you’ll dive into a few specific examples of how AR applications are being used in the real world. You’ll learn about the strengths and current constraints of the ARCore platform, user considerations, and basic AR interaction options. You’ll also gain more knowledge about the tools and team you’ll need to build an AR app.

The Android OS is everywhere. How low-light conditions limit AR on mobile. How simple surfaces challenge. User flow. Working with technical limitations. If you build it, they might try to break it. Preparing your tools. Outlining: drafting your design. Building the team to execute your vision.

Self-study materials Cloud Anchors for shared AR. Learning checkpoint - use cases and current powers/limitations of AR. User experience (UX) and user interface (UI) to consider. Basic AR interaction options. Learning checkpoint - think like a user. Learning checkpoint - next steps on the AR journey.

Practical exercises Module 3 practice quiz.

Topic 4. Bringing ARCore to life

In this last module we’ll dive deeper into some important elements of augmented reality and bring them to life with existing ARCore apps. You’ll also learn more about how to create 3D assets for AR with tools like Google Poly and Unity, as well as discover further resources to continue your augmented reality learning journey. 3

Surface detection and creating planes. User interaction: hit-testing and pose. Placing with anchor points. Occlusion between virtual assets. Light estimation: matching virtual light to real light. Multi-plane detection and spatial mapping. Processing needs in mobile AR. Breaking immersion. Framing as a creative device. What is Poly?. What is Unity?

Self-study materials Learning checkpoint - a closer look at mechanics of ARCore. Poly, a library of 3D assets for your AR app. Sceneform for easier AR content creation. Learning checkpoint - using Poly and Unity to create ARCore assets. Glossary of AR. Resources.

Practical exercises Module 4 practice quiz.

III. Assessment

Current control of knowledge is not provided.

An exam at the end of the course involves practical work for all students enrolled in the course. Topics covered by the test embraces all course material. If a student misses the exam because of some valid reason, s/he receives «absence» grade. The exam is assessed on usual 10-point scale.

IV. Evaluation tools for student certification assessment

Oral exam at the end of the course includes a theoretical question and a practical task.

The topics covered cover all course materials.

V. Reading list

5.1 Required

1. Radikal'nye tekhnologii. Ustrojstvo povsednevnoj zhizni. Sammari knigi. IoT, Cifrovaya pechat'. VR/AR Virtual'nye den'gi i blokchejn. Tekhnobudushchee. 2. Michael Wohl. The 360° Video Handbook: A step-by-step guide to creating video for virtual reality (VR) Paperback – July 1, 2017 3. Micheal Lanham. Learn ARCore - Fundamentals of Google ARCore: Learn to build augmented reality apps for Android, Unity, and the web with Google ARCore 1.0 Paperback – March 30, 2018 4. Paul Mealy. Virtual & Augmented Reality For Dummies (For Dummies (Computer/Tech)) 1st Edition. 2018.

5.2 Optional

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1. Charles Palmer, John Williamson. Virtual Reality Blueprints: Create compelling VR experiences for mobile and desktop Paperback – February 28, 2018 2. Jonathan Linowes. Krystian Babilinski. Augmented Reality for Developers: Build practical augmented reality applications with Unity, ARCore, ARKit, and Vuforia Paperback – October 9, 2017

5.3

№ Title Access conditions п/п

1. HoloBuilder Free Trial

2. InfinityAR Free Trial

3 Poly https://poly.google.com/

4 Unity https://store.unity.com/

Personal free

5 https://play.google.com/store/apps/details?id= web com.google.ar.core&hl=ru

5.2 Professional databases, information reference systems, Internet resources (electronic educational resources)

№ Title Access conditions п/п

Professional databases, information reference systems

1. Consultant Plus From the university’s internal network (contract)

2. Electronic library system Urayt URL: https://biblio-online.ru/

Internet resources (electronic educational resources)

1. Open education URL: https://openedu.ru/

5.3 Material and technical support of the discipline

Computer classroom with Internet. 5