Technical Expertise Master Class

Next Level Hand Tracking and

Advanced Interaction Design

Hands-on. Live, 2x per week online. 12th of October to 7th of December 2020.

Learn from the Creators of the renowned Hand Physics Lab.

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Curriculum & Course Structure

Learning objective: Mastering Hand Tracking and Interaction Design

This remote course is for intermediate-to-expert-level VR developers looking to master Unity Physics skills with hands-on lectures, assignments and group mentorship. Students learn to master hand tracking and interaction design. They build a state of the art extensible Interaction framework for hand tracking including custom interfaces, kinematic and physics based interactions. In the end of the 8 weeks, they conclude with a twin factory of a remotely controlled robotic arm.

Meet Your Instructors

The Swiss ETH graduates Roger Kung and Dennys Kuhnert are fascinated by the endless opportunities in VR since 2018. Founders of Holonautic, a next gen VR studio, they have a team of 7 employees working with them on the game Holoception, available on Steam. Both of them bring diverse expertise to the table. Roger has a degree in Economics, Life Sciences and Computer Science, while Dennys, after a degree in Neuroengineering and Biotech specialized in Spatial Computing early on. Both of them are eager to go beyond the current standards of VR and build the future of spatial computing. They are the creators of the famous hand physics lab, one of the most downloaded games on sidequest! Dennys and Roger are keen on sharing their knowledge with you!

Key Benefits

Team Mentorship

In weekly technical mentorship classes, you'll apply what you learned in the lectures, hitting regular milestones on the V.I.R.A.L. project. You will get actionable feedback and advice on how to improve your skills.

Direct access to sample code

Dennys and Roger will share insights and sample code from the projects they are currently working on and guide you on how to design and build amazing interactive demos in which touch controllers become unnecessary.

Project-Based Learning

We can't say it enough – project-based learning is the best way to go from zero to infinity in the fast-paced world of VR. In the live lectures and mentorship hours, we will focus on honing your understanding and technical skills.

Networking and Teamwork

Connect with your project team daily. Get to know each team member during our weekly hangouts. Support each other and find your next colleague or startup cofounders.

Enterprise level VR Project

The project you will create is a top industry level VR project, that will open doors for you and apply to advanced level positions.

In-VR pitch event to industry advisors

At the end of the program, it's time to celebrate and shine! You and your classmates will attend a VR pitch party and showcase your portfolio piece to a group of recruiters and industry representatives.

What others say

Inquire the Curriculum, Attend the V.I.R.A.L. Info Sessions, Apply!


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FAQ

Are there any prerequisites to take the course?

Prerequisites to take this course are:

  • Unity Engine experience
  • Programming experience (C#)
  • Basic understanding of Unity’s physics components
  • Access to a headset with controllers (preferentially Oculus)
  • Access to Oculus Quest for hand tracking optional exercise

Can I participate as a group/company?

Please contact us under hello@xrbootcamp.com for corporate workshops or group discounts.

Will I get to know the others from my class?

As in all our live classes, you will get to know your classmates. We organize social breaks, team meetings, master-minds and get-togethers for everyone to get to know each other and build a great new network!

Will I be able to ask questions to the trainers?

Yes, after every lecture, there is scheduled time for Q&A. You can submit your questions at any time before or during the course in the chat window. We will make sure to answer a maximum number of questions from participants as time allows. In the group mentorship hours, you will get time with technical experts to go over your implementation questions from the lectures and assignments.

Do I need special equipment to participate in the course?

Yes, you will need access to a headset with controllers (preferentially Oculus). Owning an Oculus Quest is optional. Please let us know if you have difficulties accessing equipment. An Oculus Quest 2 is distributed to participants (based on availability and regional accessibility).

How practical/hands-on will the class be?

The class is implementation focused. Students implement a hand tracking application from scratch.

Why did you choose the robotic arm lab as portfolio project?

The components and interaction of a robotic arm are typical for industry-wide applications. Working on the robotic arm, you will understand the benefits and difficulties of multiple types of interaction components (kinematics, physics, etc). The robotic arm will use inverse kinematics which is also used for full body simulations (legs, arms, shoulders). These principles are the basic building blocks for full avatar representations with limited data input.

Will I be able to try the robotic arm before the class starts?

Yes, we are going to release it before the class starts so that you know exactly what you will be working on.

Why do I need a VR Ready PC for the deep dive?

You will be testing the application directly in the editor. Iteration times would take too much time, if not executed with the right PC.

What parts of the robotic arm will I develop myself?

You will develop the whole interaction system on top of the hand tracking system from Oculus (including the hand posing system, implementing interactive buttons and physics based components).

Which UIs will I work on?

  • Hologram UI
  • Touch Screen UI
  • Physics based components (levers, buttons…)

How do I know if my level of VR/AR development is sufficient to participate in the class?

Please attend to one of the upcoming info sessions and ask to our trainers or apply via the form. We will get back to you with an evaluation soon afterwards.