Interested in learning more about virtual models and engineering prototypes in a variety of industries? In Full Sail University's Simulation & Visualization program you can develop and test new systems in groundbreaking industries such as virtual reality and simulation software. Learn more.
What are the top AR/VR school programs in the West for 2024?
Ranking | School | State |
---|---|---|
1 | Stanford University | California |
2 | University of Southern California | California |
3 | University of Washington | Washington |
4 | University of California, Berkeley | California |
5 | University of California, San Diego | California |
6 | University of California, Santa Cruz | California |
7 | University of California, Santa Barbara | California |
8 | California Institute of Technology | California |
9 | San Jose State University | California |
10 | Chapman University | California |
Our 2024 rankings -our fourth annual- of the Top 10 AR/AV School Programs in the West. For an explanation of ranking criteria, click here.
1. Stanford University, Stanford, California
At nearly a century old, Stanford University’s School of Engineering provides 16 formal undergraduate majors; the option to design your own undergraduate program; and dozens of graduate programs across nine departments and the Institute for Computational and Mathematical Engineering (ICME). All programs provide hands-on projects; study overseas for a quarter or longer; and internships with major corporations.
Within MIT’s School of Engineering is the Computer Science (CS) Department. Established in 1965, the department provides a number of programs that are ideal for students seeking careers in AR/VR. Options include a minor and BS in Computer Science (BSCS); a Computer Science MS (MSCS); and the Computer Science PhD. Options within the programs include 10 specified tracks (undergraduate) and 10 graduate specializations.
Sample tracks include Visual Computing (Graphics); Human-Computer Interaction (HCI); Artificial Intelligence (AI); Information; and Computer Engineering. In addition to an individually designed track, students may select the Unspecialized track, which allows them to study many areas in the field. Requirements for this track include AI; Systems; Applications; and general CS electives.
Graduate specialization examples Real-World Computing; Artificial Intelligence; Systems; HCI; Mobile and Internet computing; and Software Theory. The Systems specialization can be completed entirely online.
Across all MIT undergraduate tracks and graduate specializations, students have access to dozens of AR/VR courses. Examples include Virtual Reality; Intro to Virtual Reality and Avatars; How to Make VR: Introduction to Virtual Reality Design and Development; Coding for Social Good (VR component); Interactive Simulation for Robot Learning; Computer Graphics: Animation and Simulation; Emerging Technology Studio; Introduction to Automata and Complexity Theory; Physically Based Animation and Sound; Character Animation: Modeling, Simulation, and Control of Human Motion; and Topics in Computer Graphics: Agile Hardware Design.
Students may also participate in research groups across areas including Computer Graphics/HCI; Systems, Scientific Computing; and AI, as well as collaborative projects through labs such as Virtual Human Interaction Lab (VHIL), and the Virtual + Augmented Reality Design Lab (VR Design Lab).
Founded in 2003, the VHIL studies the psychological and behavioral effects of AR/VR. Examples of past projects include Psychology of Augmented Reality, Virtual Becomes Reality – Immersion and Presence, Empathy and Perspective Talking, Integrating VR into Classrooms and Curricula, Telepresence, and Design Thinking.
Located in the Reality Room at Stanford University’s Center for Computer Research in Music and Acoustics (CCRMA), the VR Design Lab focuses on collaborations with Computer Science, Art and Art History, and Communication at Stanford as well as VR, AR, and XR research projects within the CCRMA community.
Graduates of the School of Engineering at Stanford University are prepared to pursue leadership roles in AR/VR with major companies and organizations. Stanford alumni are routinely recruited by Apple, the U.S. Army, Tesla, Microsoft, Google, Walt Disney World, Amazon, LinkedIn, the U.S. Navy, Meta Platforms, Inc., Snapchat, Oracle, and Walt Disney Parks and Resorts.
Established 1885, Stanford University is a private research university that opened with just over 550 students. Today, the school serves approximately 17,530 students served by 2,325 faculty members. Nearly 300 programs are provided across seven schools, supplemented by dozens of institutes, centers, and labs. Stanford University accredited by the WASC Senior College and University Commission (WSCUC).
2. University of Southern California, Los Angeles, California
In May 2023, University of Southern California (USC) President Carol L. Folt announced a $1 billion initiative to integrate computing throughout education and research with the goal of enhancing digital literacy and the ethical use of computing for all students—regardless of major. Known as Frontiers of Computing, the initiative is the single largest comprehensive academic initiative in the USC’s history. Focus areas for the initiative include AR/VR, robotics, gaming, machine learning, data science, AI, and block chain.
Frontiers in Computing also includes the new USC School of Advanced Computing (USC SAC). The school launched in early 2024 and is headquartered in a seven-story, 116,000 square-foot facility known as the Dr. Allen and Charlotte Ginsburg Human-Centered Computation Hall. USC School of Advanced Computing USC’s 23rd school and the university’s first in more than a decade.
In addition to the School of Advanced Computing, students interested in studying AR/VR at USC may explore options in the Thomas Lord Department of Computer Science within Viterbi School of Engineering; the School of Cinematic Arts (SCA); the Jimmy Iovine and Andre Young Academy; and the USC Initiative for Creative Technologies (USC ICT).
Department of Computer Science programs include BS, MS, and PhD degrees in Computer Science (CS). Across programs, students have access to courses such as Augmented, Virtual & Mixed Reality; Programming in Python; Digital Infrastructure; Programming Graphical User Interfaces; Intermediate 3D Modeling and Procedural Asset Pipelines; Technical Character Animation for Games; Professional C++; Computational Thinking Through Programming; Object-Oriented Programming; and Mobile Game Development.
The USC School of Cinematic Arts is one of the university’s most recognized schools. Founded in collaboration with the Academy of Motion Picture Arts and Sciences in 1929, the school houses the Interactive Media and Games Division, which has an Interactive Media and Games MFA program, and an Immersive Media (IM) minor.
The Iovine and Young Academy houses an area in Extended Reality that can be added programs such as the BS in Arts, Technology and the Business of Innovation or the Integrated Design, Business and Technology MS. Course examples include Extended Reality Design; Constructing Experiences; Introduction to Interactive Physical Computing; Extended Reality Development; Narrative Technology and the Human Experience; Designing Digital Experiences; Digital Toolbox: Motion Graphics; and Designing Live Experiences.
Across programs, students study AR/VR through respective required and elective courses, with access to the USC Institute for Creative Technologies (USC ICT), which houses several labs. These include the Mixed Reality Lab (MxR) and the ICT Virtual Humans Group. An additional (and accessible) Extended Reality Lab (XRLab) is housed in the USC Dana and David Dornsife College of Letters, Arts and Sciences—the oldest and largest of all USC schools.
The MxR Lab works with the Interactive Media and Games Division in areas such as human-computer interaction (HCI) and immersive systems for education and training simulations using AR/VR.
The ICT Virtual Humans Group conducts research in areas such as character animation and simulation; natural language processing; integrated virtual humans; multimodal communication; and cognitive architecture.
Students and professors in the XRLab collaborate on projects that focus on extended reality experiences, environments, virtual and augmented reality experiences, and education. Course examples in the XRLab include Augmented, Virtual and Mixed Reality; Experiments in Immersive Design; Creative Production in Virtual Reality; Advanced Mobile Devices and Game Consoles; and Virtual and Digital Culture, Heritage and Archaeology.
USC also recently launched the USC Working Group on Scholarly VR, AR, and 3D Modeling. The Group is sponsored by the Humanities in a Digital World Program in the Dornsife College, and the Ahmanson Lab at the USC Sidney Harman Academy for Polymathic Study. Students in all USC programs benefit from participation in the group workshops, lectures, projects, and discussions. Past workshops have explored Mobile Augmented Reality; Immersive 3D Setting Design; and utilizing AR toolkits and platforms such as Snap (Snapchat lenses) and Niantic (Pokémon Go).
The Interactive Media and Games MFA at USC is a competitive program that admits just 15 students in the fall semester only. Program features include the access to state-of-the-art computer and digital production facilities; a mandatory internship or summer job; and the opportunity to take twelve 500-level elective units.
MFA students will take courses such as Foundations of Artificial Intelligence (AI); Experiments in Interactivity I-II; Tangible and Spatial Computing; Design for Interactive Media; Interactive Design and Production I-II; 3D Graphics and Rendering; Directing for Games and Interactive Media; Procedural Expression; Interactive Systems Design; Game Prototyping; and Motion Capture Fundamentals.
The Immersive Media minor at USC is an interdisciplinary program open to all undergraduate students at USC. The program explores virtual reality and how to create content effectively. Students have access to electives such as Storytelling for Virtual and Augmented Reality; Video Game Programming; Computer Graphics; High Performance Computing in Applied Machine Learning; and Alternative Control Workshop. Examples of requirements and capstone units include Creative Production in Virtual Reality; Digital Media Workshop; Experiments in Immersive Design; and Introduction to C++ Programming.
Graduates of the Computer Science, Interactive, and Immersive Media programs at University of Southern California are prepared to pursue leadership roles in AR/VR at major companies, studios, and organizations across the U.S. and around the globe.
Alumni have been hired by the U.S. Army, Boeing, Lockheed Martin, the U.S. Navy, U.S. Customs and Border Protection, Department of Homeland Security, the Federal Aviation Administration, Aerojet Rocketdyne, DreamWorks Animation, Walt Disney Company, Google, Sony, Microsoft, Amazon, Discovery+, Tesla, Gilead Sciences, VIZIO, United Airlines, FORD, Disneyland Parks, AT&T, Branded Entertainment Network, Meta Platforms, Inc., Disneyland Resorts, and Yahoo.
University of Southern California opened in 1880 with 53 students and 10 teachers. Today, USC serves 47,000 students served by approximately 4,770 full-time faculty. This makes University of Southern California the largest private sector employer in Los Angeles, and the largest school by enrollment in the state. Students at USC have access to more than 600 graduate and professional programs across 23 schools and divisions. University of Southern California is accredited by the WASC Senior College and University Commission (WSCUC).
3. University of Washington, Seattle, Washington
In 2016, the Paul G. Allen School of Computer Science and Engineering at University of Washington became the world’s first school to offer an augmented reality capstone course. Housed in the College of Arts and Sciences, the Allen School serves more than 2,300 students enrolled in programs leading to a BS, MS, Professional Master’s (PMP), or PhD. The school also has a postdoctoral program that focuses on independent research projects, collaborations with faculty, and mentoring.
For individuals interested in studying AR/VR, the Allen School has a Computer Science (CS) BS; a Combined BS/MS; a PMP in CS; and a CS PhD. Also known as the Fifth Year Master’s Program, the BS/MS enables current and recent Allen School undergraduate majors to earn a BS and an MS in approximately five years, instead of 6.5.
Across programs, students will take courses such as Advanced Topics in HCI (Graphics & Virtual Reality); Neural Control of Movement: A Computational Perspective; Digital Circus; Human-Computer Interaction; Digital Design; Applications of AI; Interaction Programming; Software Design and Implementation; Machine Learning; The Hardware/Software Interface; Computer Vision; Interactive Learning; Advanced Digital Sound Synthesis and Processing; Software Engineering; and Advanced Topics in Digital Animation.
Students in all Allen School programs have the opportunity to take courses and work on interdisciplinary teams in the UW Reality Lab. Launched in 2018, the Lab houses the Reality Studio, which focuses on production and storytelling in immersive environments, and supporting all forms of content in AR/VR. The Studio also provides courses at the graduate and undergraduate levels.
Undergraduate course examples include Storytelling in VR; Virtual Reality Systems; Design for Virtual Reality; Computer Vision; Computational Design and Fabrication; Computer Graphics; and VR/AR Capstone. Graduate course examples include Deep Learning; Computational Fabrication; Computer Vision; Machine Learning; and Special Topics in Graphics.
Also housed in the UW Reality Lab is the Reality Lab Incubator, which focuses on the research and development of AR/VR technology. This program also provides mentoring; opportunities to work on projects; and skills development for undergraduate students. Examples of current projects include
Virtual Field Geology; AR Notetaking; GuitXR; Event Horizon: Cooperative VR Game for 2 People; Chefing: Interactive AR Cooking; Superfly: Emergent Gameplay through VR Locomotion; AR Bathymetry; and Superhero Ninja: Make-A-Wish & Virtual World Society Collaboration.
Depending on the program, Computer Science and Engineering students at University of Washington will complete a final project, portfolio, thesis, or all three. Graduates are prepared to pursue leadership roles in AR/VR at major companies, studios, and organizations. Program alumni are routinely hired at places such as Microsoft, Apple, Epic Software, Pixar Animation Studios, Google, Dell, Amazon, Oracle, Riot Games, Samsung, Adobe, Hulu, Disney, HBO, and Unity Technologies.
Founded in 1861, the University of Washington serves approximately 60,705 students, making it the largest university in the state. More than 300 separate programs and over 600 degree options are provided across three campuses including Seattle/main, Bothell, and Tacoma, and 18 colleges and schools. The University of Washington is accredited by the Northwest Commission on Colleges and Universities (NWCCU). The school is also a member of the Association of American Universities (AAU). Engineering at UW is accredited by the Accreditation Board for Engineering and Technology (ABET).
4. University of California, Berkeley, Berkeley, California
University of California, Berkeley (UC Berkeley) sends more graduates to Silicon Valley than just about any other U.S. college. With learning that takes place in state-of-the-art classrooms, labs, and research centers, UC Berkeley’s engineering and computer science programs also rank among the best in the nation.
For students looking to pursue a career in AR/VR, the College of Engineering (CoE) and the College of Letters and Science (L&S) provide two undergraduate degree options. Housed in the CoE’s Engineering and Computer Sciences (EECS) Department is the BS in EECS. And in UC Berkeley’s largest college—Letters and Sciences—students can earn a BA in Computer Science (CS).
All EECS and CS students have access to the XR Lab@Berkeley—a Virtual, Augmented, and Mixed Reality Laboratory (AR/VR/MR), the student-run Extended Reality@Berkeley (est. 2015), and the FHL Vive Center for Enhanced Reality, which sponsors research and applications in AR/VR and AI.
Collectively, the Labs and Centers at UC Berkeley train Computer Scientists and Engineers in all areas of AR/VR. The Labs also advance the field of AR/VR through development plans, actions, and state-of-art research, while bringing attention to the unlimited possibilities associated with advancements in technology.
The EECS BS and the CS BA have the same technical requirements, with differing admissions and breadth requirements. EECS students have the option to focus in areas such as Communications or Robotics and Mechatronics. BS and BA students also have opportunities to complete an internship with a local company or organization in places such as San Francisco, New York, or Los Angeles; study abroad for a semester or summer; or complete a global internship in places such as London, Spain, France, Argentina, Tokyo, Canada, or Portugal.
Across programs, students have access to courses such as Designing Information Devices and Systems; Introduction to Digital Design and Integrated Circuits; Machine Structures; Foundations of Computer Graphics; Great Ideas in Computer Architecture; Electronics for the Internet of Things; Human-Computer Interaction Research; Robotic Manipulation and Interaction; Programming Languages and Compilers; Introduction to Digital Electronics; Structure and Interpretation of Computer Programs; Computer Vision; Designing, Visualizing and Understanding Deep Neural Networks; and Natural Language Processing.
Both programs culminate with a final project. Graduates of the CS and EECS programs at UC Berkeley are prepared to pursue advanced roles in areas such as AR/VR, AI and machine learning, computer vision, robotics, aerospace, healthcare, defense, engineering, software development, production, design, entertainment, computer systems design, and production.
UC Berkeley graduates are routinely hired by technology companies such as Apple, Tesla, Google, and Meta Platforms, Inc.
Chartered in 1868, University of California, Berkeley was named after 18th-century philosopher George Berkeley. The school serves approximately 45,700 students enrolled in more than 400 degree programs across 15 colleges and schools. UC Berkeley has been fully accredited since 1949 and had its accreditation reaffirmed in 2015 under the WASC Senior College and University Commission (WSCUC).
5. University of California, San Diego, San Diego, California
University of California, San Diego (UC San Diego or UCSD) Computer Science and Engineering (CSE) Virtual Reality Lab (VR Lab) in 2017. Less than a year later, the school hosted its very first Virtual Reality, Augmented Reality Hackathon. Sponsors included Google, Sony, Oculus, and HTC.
Today, the CSE VR Lab has expanded to include workshops, research opportunities in the field of AR/VR, AR/VR project support, and networking opportunities. The VR Lab also houses the 300+ member VR Club at UC San Diego.
In addition to the CSE VR Lab, UC San Diego houses the Extended Reality (XR) Lab and the Design Lab. The XR Lab focuses on AR/VR/MR (Mixed Reality). The XR Lab works with faculty, staff, and student's faculties on XR project development and brainstorming. Participants come from many departments within UC San Diego’s colleges.
The Design Lab houses collaborative studios; the MakerSpace; the Human-Centered Design minor and graduate specialization; and the Basement, which focuses on start-up incubators, entrepreneurial workshops, design and innovation programs, and leadership opportunities.
In addition to the minor and graduate specialization in Human-Centered Design, students seeking an AR/VR-related degree can earn a BS, MS, BS/MS, or PhD in Computer Science (CS), or Virtual Reality App Development certificate. Provided by UCSanDiegoX, the certificate can be added to any degree program or taken alone. Courses include Creating Virtual Reality Apps; How Virtual Reality Works; and Computer Graphics.
The CS degree programs are housed in the Department of CSE in Jacobs School of Engineering. Required electives for each program allow students to customize a focus area such as AR/VR. Undergraduates may choose seven electives worth four units each. Graduate students may choose 16 units of electives and research, along with 12 units in a Depth Area such as Human-Computer Interaction (HCI), AI Programming Languages, Graphics and Vision, Robotics, Software Engineering, or Compilers.
The MS program also allows students to choose from three pathways: MS Plan I: Thesis; MS Plan II: Comprehensive Exam, Standard Option; and MS Plan II: Comprehensive Exam, Interdisciplinary Option. The Interdisciplinary Option provides additional opportunities to focus on a customized or formal area of interest. Examples of CSE focus areas include AI, HCI, Robotics, Programming Systems, Software Engineering, and Visual Computing (Computer Graphics and Computer Vision).
Graduates of the CS and Virtual Reality App Development certificate programs at University of California, San Diego are prepared to pursue positions in AR/VR across industries. Examples of possible job titles include AR/VR Developer, XR Gameplay and Tools Engineer, Software Developer, Graphics Engineer, AR/VR Technician, Design Engineer, and AR/VR Maintenance and Support.
While University of California, San Diego was founded on November 18, 1960, the campus dates back to the late 1800s, when zoologists at UC Berkeley chose La Jolla as a location for a marine field station. The school enrolled its first undergraduates in 1964. Today, UC San Diego serves approximately 43,000 students enrolled in hundreds of programs across all degree levels and eight colleges. University of California San Diego is accredited by the WASC Senior College and University Commission (WSCUC).
6. University of California, Santa Cruz, Santa Cruz, California
University of California, Santa Cruz (UC Santa Cruz or UCSC) is home to the Jack Baskin School of Engineering. Founded in 1997 as the first professional school at UC Santa Cruz, Baskin Engineering provides a number of programs that feature collaborative projects, faculty and student research, and opportunities to work with Silicon Valley companies such as Amazon, Google, HP, and Samsung.
UCSC also provides a number of programs and labs that support AR/VR education, projects, and research. Labs include the VizLab and the Cave Automatic Virtual Environment (CAVE) Lab.
The VizLab hosts workshops, class sessions, and project development meetings. The lab also provides access to high-end VR equipment that can be used to develop AR/VR content and interact with imaginary worlds. Equipment includes VIVE headsets, Google Cardboard, 360 cameras, Gear VR, video cameras, GoPros, DSLR cameras, and other media capture devices.
The Cave Automatic Virtual Environment (CAVE) Lab houses a room-sized, advanced visualization system (also called the CAVE), which combines high-resolution, stereoscopic projection and 3D computer graphics to create and fully immerse in virtual environments. Students in the CAVE can create 3D virtual environments that allow multiple users to interact at the same time.
The CAVE Lab is also outfitted with Mechdyne CAVE and FLEX technology along with adjustable walls that allow environments to be modified for different applications. The Unity development platform is used to create 3D interactive environments.
Baskin School of Engineering houses the Computational Media Department (CM) and the Computer Science and Engineering (CSE) Department. The CM Department houses interdisciplinary programs such as the Computational Media MS; Human Computer Interaction MS; and Computational Media PhD. The Computer Science Department houses interdisciplinary programs such as the Computer Science BA, BS, and minor; Computer Engineering BS and minor; Computer Science and Engineering BS/MS Pathway; Computer Science and Engineering MS; and the Computer Science and Engineering PhD.
Students in all programs may study AR/VR by selecting courses such as Introduction to Augmented Reality and Virtual Reality; Immersive Analytics; Mobile Sensing and Interaction; Human-Computer Interaction (HCI); Artificial Intelligence (AI); Interactive Narrative; User Experience for Interactive Games; Seminar in Player Experience and Modeling; Game AI; Data Programming for Visualization; Creative Coding; Rapid Prototyping; Human Centered AI; C Programming; Advanced Computer Graphics and Animation Lab; Programming Abstractions: Python; Data Visualization and Statistical Programming in R; Interaction Design Studio; Advanced Topics in Human-Robot Interaction; Game Technologies; Applied Machine Learning; Software Engineering; Advanced Topics in Machine Learning; and Game Systems.
Across all programs, students will complete a variety of projects, both assigned and in a specific area selected by the student. Graduate students will also complete a thesis OR additional project with written report.
For students in other programs across UC Santa Cruz or professionals looking to develop skills in AR/VR, the school has a number of certificate programs provided through UCSC Silicon Valley Extension. Examples include User Experience and Web Design; Mobile Application Development; and Software Engineering and Quality.
Across options, students have access to courses such as Designing User Experience for AR, Smart Things, Virtual Reality, and Wearable Technology; Data Structures and Algorithms Using Python; and Mobile Interface Design. Students in the certificate programs at UCSC Silicon Valley Extension also benefit from hands-on projects; guest speaker events; and a variety of AR/VR-related study topics. Examples include Augmented Reality - UX Design; Designing Glasses for AR; Visual Design; Design Implementation; Virtual Reality - UX/UI Design (Oculus Rift and Samsung Gear VR); Software Engineering; and Interface Design.
The certificate programs at UCSC Silicon Valley Extension culminate with a professional portfolio of the student's best projects and research.
Graduates of the certificate, Computer Science and Engineering, and Computational Media programs at University of California, Santa Cruz are prepared to pursue technology careers across industries. Possible job titles include AR/VR Developer, AR/VR Researcher, AR/VR Capture Systems Engineer, XR Gameplay and Tools Engineer, AR/VR Maintenance and Support, Software Developer, Senior Software Engineer, and Design/Graphics Engineer.
UC Santa Cruz graduates have been hired at places such as Adobe, Microsoft, Apple, Google, Amazon, Cisco, Meta Platforms, Inc., Kaiser Permanente, NVIDIA, Tesla, LinkedIn, and Baskin Engineering at UCSC.
Established in 1965, University of California, Santa Cruz opened with 652 students. Today, the school’s Santa Cruz and Silicon Valley campuses serve more than 19,000 students enrolled 130+ programs across 10 colleges and the Graduate Division. University of California, Santa Cruz is accredited by the WASC Senior College and University Commission (WSCUC).
7. University of California Santa Barbara, Santa Barbara, California
University of California Santa Barbara (UC Santa Barbara or UCSB) houses several labs, centers, and degree programs that support AR/VR education and research. Programs are housed in the Department of Computer Science in UCSB’s College of Engineering or provided jointly by the College of Engineering and the College of Arts and Letters. Options include BS and MS degrees in Computer Science (CS), and jointly provided MS and PhD degrees in Media Arts and Technology (MAT).
All students have access to the UCSB Four Eyes (Imaging, Interaction, and Innovation Interfaces) Lab. Housed in the Department of Computer Science and in partnership with the MAT program, the lab focuses on AR/VR; mobile and wearable computing; user interface and human-computer interaction UI/HCI; machine learning; computer vision; visualization; recommender systems, and data mining.
Examples of past and current research in the lab include Relative Effects of Real-World and Virtual-World Latency on an Augmented Reality Training Task: An AR Simulation Experiment; Gesture-Based Augmented Reality Annotation; Enhanced Geometric Techniques for Point Marking in Model-Free Augmented Reality; Hybrid Orbiting-to-Photos in 3D Reconstructed Visual Reality; and Sphere in Hand: Exploring Tangible Interaction with Immersive Spherical Visualizations.
Graduate students, postdocs, and faculty members have access to an additional lab known as the Research Center for Virtual Environments and Behavior (ReCVEB). Established in the 1990s, the ReCVEB was designed for the use of virtual environments in psychological research. Today, the Lab is open to all forms of VR research and projects.
Current ReCVEB research groups include Future of Interactive Technologies; Social Interactions and Communication; Physiological and Behavioral Responses to Stress and Novelty; Education and Training; Navigation and Spatial Cognition; and Low Vision and Sight Restoration. In addition, the RECVEB houses a 30-by-30 foot open room and a tracking system, which allows for experiments in fully immersive walking VR.
Other UC Santa Barbara labs include the transLAB (Worldmaking + Social VR, Immersion, Performative Interactive Arts); RE Touch Lab (Haptics, Robotics, and VR); and the Systemics Lab (Robotics, Interface Design, Sustainable Computing Paradigms). The RE Touch Lab is based in the California NanoSystems Institute and is affiliated with the Communication and Signal Processing Group in the Department of Electrical and Computer Engineering, with the Dynamic Systems, Control, and Robotics group in the Department of Mechanical Engineering, and the Media Arts and Technology program.
In addition to UCSB labs and centers, CS and MAT students have access to courses such as Mixed and Augmented Reality; Mediated Worlds: Enacting the Metaverse - Generative Worldmaking and Virtual Reality; , Haptics: Touch Perception, Interaction, and Engineering; Python Programming; Human-Computer Interaction (HCI); Translation of Programming Languages; Artificial Intelligence; , Transvergence Studio I-II; Advanced Computer Architecture; Interactive Media Theory and Design; Computer Graphics; Machine Learning; Automata and Formal Languages; Software Engineering; and Advanced Applications Programming.
MAT MS and PhD students may also focus in a specific area of emphasis such as AR/VR; Visual and Spatial Arts; Sound Design; Multimedia Engineering; or Electronic Music. All emphasis areas have a place in the world of AR/VR.
The CS and MAT programs at University of California Santa Barbara culminate with a final project, thesis, or both. UC Santa Barbara graduates are prepared to pursue technology-related careers across industries—and across Silicon Valley.
Note that UC Santa Barbara is one of the nation’s top 20 universities most likely to lead to a job in SV. Some of the top hiring companies in Silicon Valley include Cisco, IBM, Adobe, Gilead Sciences, Microsoft, HP, Google, Dell, Apple, Oracle, Amazon, NVIDIA, Intel, Meta Platforms, Inc., Intuit, Tesla, and H2O.ai. Many of these companies are also the top hiring companies for UCSB graduates.
Founded in 1891, University of California Santa Barbara serves approximately 24,675 students enrolled in more than 200 programs across the College of Creative Studies the College of Engineering; the College of Letters and Science; Bren School of Environmental Science & Management; Gevirtz Graduate School of Education; the Graduate Division; and the Technology Management Program. UC Santa Barbara is accredited by the WASC Senior College and University Commission (WSCUC).
8. California Institute of Technology, Pasadena, California
California Institute of Technology (Caltech) is considered one of the most technologically advanced universities in the U.S. The school owns and operates large-scale research facilities and labs such as the Seismological Laboratory; a global network of astronomical observatories, including the W. M. Keck and Palomar Observatories; and the Jet Propulsion Laboratory (JPL) for NASA.
The school also houses the Virtual Reality Lab, which provides opportunities to create projects, conduct research, and collaborate with peers. The lab also houses Virtech. Part of the Center for Data-Driven Discovery at Caltech, Virtech is an experimental platform for online education. Virtech students have opportunities to create their own 3D content, collaborate, and network, while Caltech faculty utilize the lab for online lectures; experiments with other online technologies and learning modalities; seminars; discussions; and group meetings.
In addition to the Virtual Reality Lab and Virtech, Caltech provides several paths to study AR/VR. This includes the BS, MS, and minor in Computer Science (CS). Housed in the Computing and Mathematical Sciences (CMS) Department within Caltech’s Division of Engineering and Applied, the programs provides access to a many AR/VR-related courses.
Examples include Making Data Visual (including virtual/technological media); Computer Graphics (including animation, human-computer interaction, and modeling); Experimental Robotics; Machine Learning; Advanced Topics in Vision: Large Language and Vision Models; Digital Ventures Design; Algorithms; Digital Logic and Embedded Systems; Computer Language Shop; Operating Systems; Software Engineering; GPU Programming; and Computer Graphics Projects.
The Computer Science programs at California Institute of technology culminate with an undergraduate or graduate thesis. These individual research and design projects are carried out under the supervision of CS faculty or others by approval.
Graduates are prepared to pursue roles across industries such as aerospace, game design and development, science, aviation, medicine, architecture, film and television, advertising, government, museums, theme park design and development, law enforcement training, education, and research. Caltech alumni have been hired at places such as the National Science Foundation, Apple, Northrop Grumman, Meta Platforms, Inc., Jet Propulsion Laboratory, The Aerospace Corporation, and SpaceX.
California Institute of Technology was founded in 1891 by Amos Gager Throop. The school opened as Throop University in a rented space in the Wooster Block—a building that still stands today. A few years after the school opened, the name was changed to Throop Polytechnic Institute. And in 1913, the name was changed again to Throop College of Technology. The school became California Institute of Technology on February 10, 1920.
Today, with more than 300 faculty and staff and 2,400 students, Caltech sits on a 124-acre campus in Pasadena, California. The school provides 28 undergraduate options and 30 graduate programs across six academic divisions. California Institute of Technology is accredited by WASC Senior College and University Commission (WSCUC).
9. San Jose State University, San Jose, California
San Jose State University (SJSU) provides several paths to study AR/VR. The school also houses several institutes and labs that support AR/VR/XR education, research, and projects. Examples include the eCampus Immersive Learning Institute and the King Library Experiential Virtual Reality (KLEVR) Lab. Students in all related degree paths have access to the SJSU institutes, labs, and other facilities.
The eCampus Immersive Learning Institute focuses on AR/VR/XR technology and learning. Faculty members here work together to explore AR/VR/XR and create immersive learning activities for courses through workshops and hands-on projects. Workshop examples include Integrating AR/VR into Curriculums; Building Immersive Learning Experiences; Hands-on AR/VR Exploration; and Best Practices and Showcase.
The eCampus Immersive Learning Institute at SJSU also provides the opportunity for faculty to apply what they have learned to their classrooms, while helping students learn about and develop skills in AR/VR/XR. Examples of immersive environments built by faculty and students include the virtual reality art exhibition Children Draw War, Not Flowers (Spring 2024); Exploring Hubs Room; and ALiVE! Room.
The KLEVR Lab provides the opportunity for students to experiment and develop their own projects. The lab is equipped with two state-of-the-art VR gaming computers and a Playstation 4 Slim for use with VR games and software; Playstation VR; Oculus Rift Business Edition, Steam and Unity with pre-installed VR games and software; and HTC Vive Business Edition. VR systems are connected to a 55-inch Samsung QLED 4K HDR TV.
The College of Information, Data and Society (previously known as the College of Professional and Global Education), is home to the School of Information (iSchool), which houses an Information Science and Data Analytics BS (BSISDA) program that explores AR/VR, artificial intelligence, big data, and blockchain. SJSU’s College of Science (CoS) houses the Computer Science Department, which has BS and MS degree options with heavy VR/AR-related coursework.
Students in the Computer Science (CS) BS and MS programs may also choose six to 12 elective units from lower or upper division courses. Elective examples include Advanced C++ Programming; Computer Vision; Programming Paradigms; Machine Learning; Advanced Programming with Python; Game Studies; Computer Game Design and Programming; Computer Graphics Algorithms; and Programming in Java.
Both ISDA and CS students have access to other courses such as Human Centered Design; The Emerging Future: Technology Issues and Trends; Software Engineering; Information Visualization; User Centered Interface Architecture; Technology, Culture, and Society; Object-Oriented Design; Tools Lab; and Query Languages.
Graduates of the iSchool and the College of Science at San Jose State University are prepared to pursue careers in areas such as aerospace, software design, architecture, electronic and computer hardware, aviation, government, computer networking, web design, healthcare, advertising, and education.
Some of the top hiring companies for SJSU alumni include NASA, Cisco, Microsoft, IBM, Apple, Google, Adobe, Oracle, Amazon, Intel, Western Digital, SAP America, Fisher Scientific, Meta Platforms, Inc., Walmart, Infosys, Lam Research Corporation, Fortinet, Inc., Applied Materials, and the City of San Jose.
San Jose State University was established in 1857 as the first State Normal School for teacher training. Today, SJSU is Silicon Valley’s Public University and one of the 23 campuses of the California State University (CSU) system. The school serves approximately 35,800 students enrolled in 250 areas of study across nine colleges and dozens of departments and schools. San Jose State University has been accredited by the WASC Senior College and University Commission (WSCUC) since 1949.
10. Chapman University, Orange, California
Chapman University provides several paths to study AR/VR. The school also houses a number of resources that support AR/VR education, projects, and research. Examples include Noctvrnal; the Institute for Creative Reality (ICR); and the Virtual Reality Club (VR Club).
In addition to programs and internship opportunities for AR/VR students, Champman University is home to several labs and centers
Noctvrnal provides audio services for VR/AR/MR, location-based entertainment, installations, and 360 video. Noctvrnal partners include Prosper VR, TedxMileHigh, Embodied Labs, Culturehub, World Light, Light Sail VR, Eye Q Productions, and USC School of Cinematic Arts.
Housed in Dodge College of Film and Media Arts and supported by Advanced Micro Devices (AMD), the ICR focuses research and development related to virtual and augmented reality.
The VR Club supports students who are interested in AR/VR by providing access to education and professional materials; assisting with projects in AR/VR, games, and emerging technologies; and hosting game design sessions, showcases, workshops, and other events.
Degree options for AR/VR students include the Computer Science BS and Computer Engineering BS in the Fowler School of Engineering; the Animation and Visual Effects BFA in Dodge College of Film and Media Arts; the Digital Media BFA, also in the Dodge College; and the Computational and Data Sciences MS in Schmid College of Science and Technology.
Students in all programs may add the VR and AR minor, or the Entertainment Technology (ET) minor. Both programs consist of 21 credit hours, including 15 credit hours of required courses and six credit hours of electives. Required courses for the VR and AR minor include Introduction to VR and AR; Storytelling in Immersive Media; Advanced VR/AR Workshop; Object-Oriented Programming in C#; and The Landscape of Emerging Media.
Elective options include Immersive Cinematography; Overview of Post-Production for Emerging Media; Spatial Audio Design; and Independent Internship.
Entertainment Technology students have access to all VR and AR minor courses as electives. The Landscape of Emerging Media course is required for this program. Students may also select Overview of Post-Production for Emerging Media from one of three options under required courses.
Other ET course examples include Unreal Previs; Virtual Production Workshop; and Virtual Production Workshop: Production Design.
Depending on the program, students may have opportunities to complete an internship at places such as Boeing, Lockheed Martin, Disney, Google, The Aerospace Corporation, Pixar, Amazon, Blizzard Entertainment, DreamWorks, and Blur Studio. Chapman University graduates are often recruited for full-time positions by many of these companies.
Founded in 1861 as Hesperian College, Chapman University is a business, entertainment, and technology college that serves 10,000 students from 49 states, two territories, and 82 countries. The school provides approximately 200 programs across 11 colleges and schools. Chapman University is accredited by the WASC Senior College and University Commission (WSCUC).