Virtual Reality Foundations
35mGeneral2017-06-29
Authors

Craig Barr
Leading Educator and Author in 3D
Course details
Virtual reality has been in existence for a while, but has many new uses in architecture, engineering, and construction (AEC), manufacturing, and dozens of other industries, allowing for innovative ways to visualize and collaborate. New tools including 3D scanning, drones, and photogrammetry, along with access to CAD data, have opened the door to VR in the enterprise space. Tools for real-time visualization have also become easier to use and less expensive. With these advances, it's possible for almost anyone to leverage VR technology to create innovative narratives for seeing, selling, and communicating information. Join 3D artist Craig Barr for an overview of virtual reality: what it is, where it's used, and what's in store for the future of VR. Plus, learn how the VR content creation process works and what you need to know to get started in this exciting (and expanding) field.
Learning objectives
What is virtual reality?
Types of virtual reality
Using virtual reality in business, filmmaking, AEC, and more
Developing VR content
The future of VR
Learning objectives
What is virtual reality?
Types of virtual reality
Using virtual reality in business, filmmaking, AEC, and more
Developing VR content
The future of VR
Skills covered
Virtual RealityFoundationsVisualization and Real-Time
Concepts
0. Introduction
- 01 - Welcome
1. What Is Virtual Reality (VR)
- 02 - What is VR
- 03 - VR - A brief history
2. VR Today - Where Are We Now
- 04 - VR - Film vs. 3D
- 05 - Types of virtual reality
- 06 - Virtual reality - equipment
3. VR Applications
- 07 - Entertainment
- 08 - VR delivering business value
- 09 - Journalism and filmmaking
- 10 - Visualization
- 11 - Architecture, engineering, and construction (AEC) and manufacturing (MFG)
4. VR Development - Process Overview
- 12 - VR development considerations
- 13 - Content creation for VR
- 14 - VR and business considerations
5. VR Tomorrow - Where Are We Headed
- 15 - The fourth tech wave
- 16 - VR as a design tool
- 17 - VR standards
Conclusion
- 18 - Next steps