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Introduction to XR systems

Individual course

The course provides you with an overview of XR hardware, XR systems software and a high level overview of human physiology, neuroscience, and human perception in relation to XR hardware and software. The practical part consists of homework assignments where you learn to build an XR experience with Unity.

Course contents

  • XR systems overview
  • Human perception and XR
  • XR development

Learning outcomes

After having passed the course you will be able to

  • recall all of the components of modern XR systems
  • understand the interaction between the hardware, software, and human senses during and XR experience
  • understand how the choices in hardware and software components influence human perception and the quality of XR experiences
  • identify challenges facing next generation XR systems
  • develop a basic VR experience using Unity

Course material

Course materials can be found in Lovelace open learning environment. Lectures take place January-March and are streamed, however, the lecture materials will be available in Lovelace for later reference.

To earn credits in this course, you’ll need access to a laptop or a computer with a GPU that is powerful enough to support VR and can run Unity. You also need access to a VR headset. Whether you decide to buy one or borrow it doesn’t matter; the key is having access to a VR headset for your assignments. Remember, understanding VR is impossible without firsthand experience. Examples of headsets we use in our on-campus courses include Oculus Quest 2 and Oculus Rift. During this course, students have made it work with other headsets. As long as you can connect Unity with your headset, you’ll be good to go.

Teaching schedule

  • Lectures on Tuesdays and Fridays at 14:15-16 in Zoom (14 sessions: starting on 9.1.2024,  last lecture on 23.2.2024)
  • 1st exam online 5.3.2024 at 16-19
  • 2nd and 3rd exams are online on a date specified later

Completion methods

The course consists of live lectures and lab exercises. The practical part of the course can be done (depending on students’ preference) either face-to-face or independently using online materials and instructions.

The course will consist of:

  • lectures (28h)
  • individual lab exercises (28h)
  • solo/team project (28h)
  • self-study (42h)
  • quizzes (6h)
  • final exam (3h)

Students can borrow equipment from the lab to minimise the need for lab attendance. It is also possible, in small groups (<10), to do the exercise in the lab, however we aim to minimise any need for face to face teaching with other arrangements.

More information in the University of Oulu study guide.

You can get a digital badge after completing this course.

Responsible teacher

University of Oulu
Paula Alavesa

Further information about the course and studying

University of Oulu
FITech contact person Oulu

Contact person for applications

FITech Network University
Fanny Qvickström, Student services specialist
Application period has ended
Application period has ended
Game development,
User interfaces and usability
Course code:
Study credits:
0 €
Course level:
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Application deadline:
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Host university:
University of Oulu
Who can apply:
Adult learner,
Degree student
Teaching method:
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General prerequisites:
Please note that the course is a third-year bachelor's degree course.
Course suitable for:
People with interest in XR.
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