Credit points: 15

Subject outline

This subject will cover the topic of Augmented Reality (AR) - that is, interactively overlaying computer-generated information on the real world - addressing both theory and implementation of effective AR applications. You will implement AR applications using off-the-shelf software (with a particular focus on Unity and Vuforia) and hardware (including mobile phones and the Microsoft HoloLens platform). You will also lead an in-class discussion regarding a specific AR publication and/or application, discussing the design principles and implementation choices that were employed. Topics include: AR displays, AR tracking, Unity development, human factors, computer graphics, and AR interaction techniques.

SchoolEngineering and Mathematical Sciences

Credit points15

Subject Co-ordinatorRichard Skarbez

Available to Study Abroad/Exchange StudentsYes

Subject year levelYear Level 5 - Masters

Available as ElectiveNo

Learning ActivitiesN/A

Capstone subjectNo

Subject particulars

Subject rules



Incompatible subjectsN/A

Equivalent subjectsN/A

Quota Management StrategyN/A

Quota-conditions or rulesN/A

Special conditionsN/A

Minimum credit point requirementN/A

Assumed knowledgeN/A

Learning resources

Augmented Reality: Principles and Practice

Resource TypeBook

Resource RequirementPrescribed

AuthorSchmalstieg and Höllerer





Chapter/article titleN/A



Other descriptionN/A

Source locationN/A

Career Ready


Work-based learningNo

Self sourced or Uni sourcedN/A

Entire subject or partial subjectN/A

Total hours/days requiredN/A

Location of WBL activity (region)N/A

WBL addtional requirementsN/A

Graduate capabilities & intended learning outcomes

Graduate Capabilities

Intended Learning Outcomes

01. Define augmented reality (AR by listing its essential characteristics.
02. Compare augmented reality (AR and virtual reality (VR in the context of the Milgram (Reality-Virtuality and Weiser (Ubiquitous-Monolithic continuums.
03. Describe the various types of visual displays used in AR (optical see-through, video see-through, handheld, stationary, projected and appraise their strengths and weaknesses.
04. Develop mobile/handheld AR apps using Unity and Vuforia.
05. Develop head-worn AR apps for the Microsoft HoloLens platform.
06. Discuss interaction techniques relevant to the development of AR applications and apply these techniques in the development of AR applications.

Subject options

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Start date between: and    Key dates

Melbourne (Bundoora), 2021, Semester 1, Day


Online enrolmentYes

Maximum enrolment sizeN/A

Subject Instance Co-ordinatorRichard Skarbez

Class requirements

Computer LaboratoryWeek: 10 - 22
One 3.00 hours computer laboratory per week on weekdays during the day from week 10 to week 22 and delivered via face-to-face.

LectureWeek: 10 - 22
One 2.00 hours lecture per week on weekdays during the day from week 10 to week 22 and delivered via face-to-face.


Assessment elementCommentsCategoryContributionHurdle% ILO*

One mobile/handheld AR development assignment (1500 words equivalent)Subject of tutorial sessions, due in Week 6.

N/AAssignmentIndividualNo15 SILO4, SILO6

One head-worn AR development assignment (2500 words equivalent)Subject of tutorial sessions, due in Week 12.

N/AAssignmentIndividualNo25 SILO5, SILO6

1 x 10 min in-class presentation analysing a specific AR publication and/or application (500 words)

N/AOral presentationIndividualNo10 SILO2, SILO3, SILO6

One 2-hour final examination (2,000-words equivalent)

N/ACentral examIndividualNo50 SILO1, SILO2, SILO3, SILO6