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About the Programme Academic Staff Program Qualifications Lessons Matrix of Course & Program Qualifications Turkish Qualifications Framework (TQF) TQF & Program Qualifications
  1. Vocational School of Information Technologies
  2. Department of Software, Application Development and Analysis
  3. Program in Game Development and Programming
  4. Course Structure Diagram with Credits
  5. Virtual and Augmented Reality Applications in Games
  6. Description
  • Description
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Last Updated: 26/06/2026

Code - Course Title Course Type Laboratory + Practice ECTS
OGP224 - Virtual and Augmented Reality Applications in Games IV. SEMESTER 2 +1 3.0
Language of Instruction Türkçe
Course Type Area Elective Courses
Course Instructor(s) ÖĞR. GÖR. GÜVENÇ USANMAZ
Mode of Delivery This course is delivered through face-to-face instruction. Theoretical lectures and laboratory sessions are integrated throughout the semester. The default environment for practical work is Unity XR/AR Foundation; the instructor may prefer an equivalent platform (e.g., Unreal Engine, native ARKit/ARCore).
Place of Delivery
Used Educational Platforms
Prerequisites There are no prerequisites or co-requisites for this course.
Courses Recomended It is recommended to have completed OGP104 Programming II, XXX7954 Game Engine Technologies and OGP108 2D Game Development Studio before taking this course. Having completed XXX7961 Audio and Music Technologies in Games may help reinforce spatial audio topics.
Recommended Resources Unity. XR documentation: https://docs.unity3d.com/Manual/XR.htmlUnity. AR Foundation: https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@latestOpenXR: https://www.khronos.org/openxr/
Work Placement This course has no internship or placement requirement.
Aims of the Course

Weeks Learning Outcomes Topics Teaching Methods
Week - 1 Introduction to extended reality; VR/AR/MR differences, historical development, hardware types.
Week - 2 Virtual reality mechanics: head tracking, image rendering, IPD and field of view.
Week - 3 Motion sickness prevention; comfort settings, vignette, fixed reference point.
Week - 4 Interaction design: hand/controller input, laser pointer, object grabbing and throwing.
Week - 5 Locomotion systems: teleportation, smooth locomotion, focus narrowing (tunneling) techniques.
Week - 6 Augmented reality basics: camera calibration, environment mapping, plane detection.
Week - 7 AR content placement: anchor, scale and orientation; aligning game objects with the real world.
Week - 8 Image processing: marker/image target tracking, face and hand tracking overview.
Week - 9 Spatial audio: 3D auditory cues, sense of direction; audio positioning in VR/AR scenes.
Week - 10 XR interface design: world-space UI, gaze/pinch interaction, accessibility.
Week - 11 Performance: stereo rendering cost, frame rate targets, mobile XR limits.
Week - 12 XR game design patterns: room-scale vs seated, social VR, mini game scenarios.
Week - 13 Build and deployment: Quest/Android or mobile AR build process; testing and iteration.
Week - 14 End-of-term VR/AR prototype presentation; comfort, interaction and performance evaluation.

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Assessment Method and Passing Requirements
Quamtity Percentage (%)
Toplam (%)

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