2024

What are the top private college AR/VR programs in the US for 2024?

Top 25 Private Augmented/Virtual Reality (AR/VR) Schools in the U.S. – 2024 College Rankings
RankingSchoolState
1Massachusetts Institute of TechnologyMassachusetts
2Stanford UniversityCalifornia
3University of Southern CaliforniaCalifornia
4Carnegie Mellon UniversityPennsylvania
5New York UniversityNew York
6Rochester Institute of TechnologyNew York
7Savannah College of Art and DesignGeorgia
8Drexel UniversityPennsylvania
9Cornell UniversityNew York
10Northwestern UniversityIllinois
11University of PennsylvaniaPennsylvania
12Rensselaer Polytechnic InstituteNew York
13Duke UniversityNorth Carolina
14Northeastern UniversityMassachusetts
15Harvard UniversityMassachusetts
16DePaul UniversityIllinois
17Ringling College of Art and DesignFlorida
18Full Sail UniversityFlorida
19Columbia College ChicagoIllinois
20The New School’s Parsons School of DesignNew York
21University of ChicagoIllinois
22University of RochesterNew York
23Southern Methodist UniversityTexas
24California Institute of TechnologyCalifornia
25Embry-Riddle Aeronautical UniversityArizona

Our 2024 rankings - our fourth annual- of the Top 25 private college AR/VR programs in the US. For an explanation of ranking criteria, click here.

1. Massachusetts Institute of Technology, Cambridge, Massachusetts
Massachusetts Institute of Technology

Massachusetts Institute of Technology (MIT) is home to several centers, departments, and labs that provide programs designed to support AR/VR education, projects, innovation, and research. In addition, MIT’s Stephen A. Schwarzman College of Computing houses the Center for Computational Science and Engineering (CCSE)—home to the Computational Science and Engineering (CSE) MS and the CSE PhD program. Both provide paths to study AR/VR. 

The MS is an interdisciplinary program consisting of a core that covers simulation, numerical analysis, and optimization. Both core and elective courses allow CSE students to study AR/VR. Course examples include Introduction to Modeling and Simulation; Advances in Computer Vision; Machine Learning; Artificial Intelligence and Machine Learning for Engineering Design; Atomistic Modeling & Simulations of Materials & Structures; Modern Control Design; Flight Vehicle Aerodynamics; and Multidisciplinary Design Optimization. 

All MIT CSE students have the opportunity to work with faculty within the CCSE and across the Institute. Other program benefits include hands on projects and the Experiential Learning in Computational Science and Engineering course, which allows students to work off-campus in a CSE-related area. 

The MIT CSE PhD is provided jointly across eight participating departments. Students in this program have the opportunity to focus in a computation-related field such as AR/VR through coursework and the doctoral thesis. 

Also housed in Schwarzman College of Computing is the Department of Electrical Engineering and Computer Science (EECS). A joint venture between Schwarzman and the School of Engineering, the EECS is provides intensive hands-on coursework; opportunities to engage in independent study or research for academic credit; and AR/VR related programs such as the Computer Science minor (72 units), the Computer Science PhD, and a PhD in Computer Science and Engineering. 

Across programs, students have access to all AR/VR related courses as well as opportunities to take up to 24 units of unrestricted electives across departments. The MIT PhD degree is awarded interchangeably with the Doctor of Science (ScD). 

All Schwarzman College of Computing students have access to other MIT centers and labs including the Center for Advanced Virtuality, the MIT.nano Immersion Lab, and MIT Media Lab. 

The MIT Center for Advanced Virtuality brings together experts, students, and resources in a studio/laboratory environment to support research and creative projects. The Center focuses on innovation across technologies and platforms such as virtuality (XR, VR, AR, MR, etc.), videogames, social media, and others. 

The MIT.nano Immersion Lab highlights activities such as developing new software and hardware concepts for immersive experiences, prototyping advanced tools for augmented and virtual reality (AR/VR), and visualizing data. The Immersion Lab connects engineers and scientists with musicians, artists, and performers through creative projects across multiple disciplines. 

The Lab also produces the monthly seminar series IMMERSED, which consists of lectures, demonstrations, and tutorials that explore immersive technology and how it shapes advances across art, science, and engineering. 

Founded in 1985, the MIT Media Lab is an interdisciplinary research organization that allows students, faculty, and researchers to work together on hundreds of projects across disciplines such as social robotics, physical and cognitive prostheses, new models and tools for learning, community bioengineering, models for sustainable cities, and more. The Lab also houses the graduate degree program in Media Arts and Sciences (MAS). 

For a foundational understanding of AR/VR, students can enroll in a certificate program through MIT’s Professional Development Division—MIT xPRO. In collaboration with online education provider Emeritus, the AR/VR certificate program features courses/topics such as Producing VR and AR Experiences I: Design Overview; Game Development; Evaluating XR Systems; Broader Implications of XR; Producing VR and AR Experiences II: Design Processes; XR Communication and Social Applications; and XR Apps Development. Provide fully online, the MIT AR/VR program takes just eight weeks to complete.  

Graduates of the computer science, engineering, and certificate programs at MIT are prepared to pursue leadership roles across the AR/VR, information technology, AI, computer science, and engineering fields. MIT graduates are routinely recruited by companies such as Boeing, the U.S. Air Force, Microsoft, IBM, Apple, the U.S. Navy, Google, Ford Motor Company, Amazon, Tesla, Meta Platforms, Inc., General Motors, and Aurora Flight Sciences. 

Massachusetts Institute of Technology (MIT) was incorporated in 1861, just two days before the start of the Civil War. The school serves approximately 11,920 students enrolled in more than 100 programs across six colleges and schools. Massachusetts Institute of Technology is accredited by the New England Commission of Higher Education (NECHE). The engineering programs at MIT are accredited by the Accreditation Board for Engineering and Technology (ABET).

2. Stanford University, Stanford, California
Stanford University

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).

3. University of Southern California, Los Angeles, California
University of Southern 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).

4. Carnegie Mellon University, Pittsburgh, Pennsylvania
Carnegie Mellon University

Carnegie Mellon University (CMU) is home to the Human-Computer Interaction Institute (HCII), which houses labs and studios such as the Augmented Design Capability Studio and the Augmented Perception Lab. The school also houses the Semiconductor Research Corporation (SRC) Initiative and others such as the CMU Extended Reality Technology Center (XRTC); the Center for Transformational Play (CTP); and the Entertainment Technology Center (ETC). 

Carnegie Mellon is one of just 17 campuses to participate in the SRC Undergraduate Research Opportunities (SRC-URO) program, funded by the Semiconductor Research Corporation (SRC). The focus of this $27.5 million initiative is to build more intelligence into computer networks. Areas include interactive mixed reality, smart and connected communities, and enhanced situational awareness. 

Students in the School of Computer Science, Dietrich College of Humanities and Social Sciences, Tepper School of Business, the College of Fine Arts, the College of Engineering, The Robotics Institute, and the Software Engineering Institute benefit from access programs, workshops, courses, and research opportunities provided through the HCII and the SRC Initiative. 

For students interested in studying AR/VR, the colleges, schools, and institutes listed above provide degree programs at all levels. Examples include the BS in Human-Computer Interaction (HCI); a BS in Artificial Intelligence (AI); the MS in Robotics Systems Development (MRSD); a professional Master of HCI (MHCI); and an HCI PhD. 

The HCI BS allows students to study AR/VR through required coursework, HCI electives, and free electives. Course examples include Gadgets, Sensors and Activity Recognition in HCI; Design of Artificial Intelligence (AI) Products and Services; Statistical Graphics and Visualization; Prototyping Algorithmic Experiences; Digital Service Design; Software Structures for User Interfaces; Learning Media Design; Advanced Interaction Design; Human AI Interaction; and Computer Game Programming. 

The School of Computer Science at Carnegie Mellon University launched the BS in Artificial Intelligence in 2018. This was the nation’s very first bachelor’s degree in AI. This program can be taken as a second major, and a minor is also available. Course examples include Vision Sensors; Foundations of Learning, Game Theory and Their Connections; Visual Cognition; Deep Reinforcement Learning and Control; Computer Vision; Mobile Robot Programming Laboratory; Human Information Processing and AI; Designing Human-Centered Software; Human-AI Interaction; and Deep Learning Systems: Algorithms and Implementation. 

The professional Master of HCI (MHCI) at Carnegie Mellon is a three-semester, full calendar year program that launched in the mid-90s. This STEM-designated program consists of required courses such as Advanced Interaction Design; Programming Usable Interfaces (PUI); and Software Structures for User Interfaces (SSUI). Interdisciplinary electives allow students to take courses from any of the colleges, institutes, and schools listed earlier. Many students use this opportunity to customize a concentration area. 

Examples of past elective options include Gadgets, Sensors & Activity Recognition in HCI; Tangible Interactive Design Studio; Cognitive Modeling for HCI; Robotics; Interactive Art and Computational Design; Human Factors; Methodology of Visualization; and Graduate Design Studio. The program culminates with the HCI Project I-II courses. 

The Robotics Systems Development MS program consists of hands-on laboratory projects and a mandatory 12-week internship. The curriculum explores areas such as production, robotics development, prototyping, and technology planning. Course examples include Gadgets, Sensors and Activity Recognition in HCI; Soft Robotics: Mechanics, Design and Modeling; Human Robot Interaction; Learning for 3D Vision; Mechatronic Design; Visual Learning and 3D Vision; Applied Machine Learning; Mobile and Pervasive Computing; and Computer Graphics. 

The HCI PhD has features emphasis areas such as Learning Sciences and Learning Technologies; Games and Play (VT Games, Game Streaming); and Human-AI Interaction. Students will have the opportunity to conduct research in their chosen area. Past examples include AI-Infused Mixed Reality; Digital Learning Games; and Machine Learning. 

Students at all degree levels in the School of Computer Science may add the HCI concentration. Interdisciplinary minors are also available and include HCI, AI, and Machine Learning. 

Carnegie Mellon University has a variety of intercollege degree programs (BXA) that are suitable for students who would like to study AR/VR. Examples include the Bachelor of Science and Arts (BSA), jointly offered by the College of Fine Arts and Mellon College of Science; the Bachelor of Computer Science and Arts (BCSA), developed by the College of Fine Arts and the School of Computer Science; and the Bachelor of Engineering Studies and Arts (BESA), sponsored by the College of Fine Arts and the College of Engineering. 

Across all BXA programs, students have access to a variety of AR-VR related courses. Examples include Reality Computing Studio I-II; Embedded Systems; Hands: Design and Control for Dexterous Manipulation; Human Robot Interaction; IDeAte: Art of Robotic Special Effects; Programming Usable Interfaces; Mechanics of Manipulation; IDeAte: Making Things Interactive; Advanced ETB: Experimental Game Design; Interaction Design Studio; Human Computer Interaction and User Experience; Advanced Computer Vision Apps; and Mobile Robot Algorithms Laboratory.  

Graduates of the HCI, BXA, and Computer Science programs at CMU are prepared to pursue AR/VR and other traditional, new, or emerging areas of technology. Alumni have been hired at places such as NVIDIA, Adobe, Samsung, the National Institutes of Health (NIH), Riot Games, Apple, Google, Amazon, Pixar, Cartoon Network, and Meta Platforms, Inc. 

Carnegie Mellon University was founded in 1900 by industrialist and philanthropist Andrew Carnegie. The school opened as Carnegie Technical Schools. Today, CMU serves more than 14,500 students from 100+ countries with access to over 200 programs across seven colleges and schools. This private, global research university also has more than a dozen degree-granting locations, along with 20+ research partnerships in Silicon Valley, Australia, Africa, and Qatar. Carnegie Mellon University is accredited by the Middle States Commission on Higher Education (MSCHE).

5. New York University, New York, New York
New York University

New York University is home to Tandon School of Engineering. This Polytechnic Institute houses the research-intensive Integrated Design and Media (IDM) program, which provides several paths to study AR/VR. Options include the IDM BS and MS; an IDM minor; the Accelerated BS/MS program; and professional certificates in AR/VR Development and 3D Graphics, and Designing New Interactions: Non-Visual Interfaces and AR/VR UX Design in Unity. 

For programs leading to a degree, features direction by instructors who are engaged in projects ranging from developing novel uses of virtual/augmented reality for health and wellness to using motion capture technology to reimagine theatrical performance; internship opportunities with companies such as Google, Sony Music, and Apple; and study abroad experiences at NYU Shanghai. 

Students in all programs, including NYU certificates, may participate in the Future Reality Lab and NYC Media Lab. In the Future Reality Lab, students will collaborate in the manipulation of objects (real and virtual), in a shared mixed reality. The NYC Media Lab is a consortium colleges and universities including NYU, Pratt Institute, Columbia University, School of Visual Arts, The New School, CUNY, and Manhattan College. This lab focuses on media innovation, with benefits such as roundtable events with partner companies; participation in prototyping projects; and advanced faculty research in AR/VR/XR, virtual production, and other areas of experiential technology and media. 

NYC Media Lab partners include Viacom, The New York Times, Verizon, A+E Networks, NBCUniversal, Universal Music Group, AMC Networks, Bloomberg LP, Audible, Shutterstock, Associated Press, Hearst Corporation, Publicis Groupe, Bertelsmann SE & Co., Spectrum, and Havas Global Communications. 

The IDM BS program at NYU consists of media studies courses taken in the Department of Media, Culture, and Communication (MCC); the Tandon Engineering core; and additional courses in humanities, science, math, and social sciences. The coursework focuses on the four areas of Narrative, Image, Interactivity, and Sound, combined with upper-level electives ranging from augmented reality and motion capture to user experience design. Course examples include 3D for Interactive Applications; Programming; Interactive Narrative; Creative Coding; and Contemporary Techniques in Sound Art. 

NYU’s IDM MS program consists of research areas such as Augmented Reality, Human-Computer Interaction (HCI), Real-Time Performance, Assistive Technology, and User Experience. Students in this program have the opportunity to participate in research initiatives through partnerships with the NYC Media Lab; the Center for Urban Science and Progress (CUSP); New York-based institutions; and other programs and schools at NYU. Examples include The NYU Mobile Augmented Reality Lab and the ABILITY Project (est. 2008). 

The AR/VR Development and 3D Graphics certificate at NYU is a seven-month program that teaches students how to develop XR experiences within Unity. Areas explored include virtual environments, XR applications, C# programming, game engine development, 3D graphics, and mathematical foundations. Upon completion of the program, graduates will have the skills required to pursue roles at companies such as Verizon, Apple, and Google. 

Students in the Designing New Interactions: Non-Visual Interfaces and AR/VR UX Design in Unity certificate program will learn to design immersive experiences using the latest industry tools such as Adobe XD, Unity, and Reaper. This seven-week program is hands-on and it explores all areas of XR (augmented, virtual, and mixed reality). Course examples include Haptics; Interactive and Spatial Studio; Production, Refinement, and Tuning; Audio User Experience; and Setting the Stage: World Building.  Students will have opportunities to research through case studies by Apple, Google, and Amazon. This certificate option culminates with a capstone project, presented during the final week of the program. 

Graduates of all NYU certificate and IDM programs are prepared to pursue intermediate to advanced roles at major companies, studios, and organizations. Alumni and students have worked at places such as Major League Gaming, Apple, LG Electronics, Google, the New York Stock Exchange, Sony Music Entertainment, Wunderman/Y&R Advertising, Facebook, American Express, HTC China, ABC Network, Verizon, EMI Music, Instagram, Simon & Schuster, and Etsy.

Founded in 1831, New York University serves approximately 61,950 students, making it one of the largest private research universities in the U.S. The school also employs more than 19,000 people, making it one of New York’s largest employers. NYU provides an estimated 400+ programs across degree-granting campuses in New York, Abu Dhabi, and Shanghai. NYU also operates 13 global academic centers and research programs in more than 25 countries. New York University is accredited by the Middle States Commission on Higher Education (MSCHE).

6. Rochester Institute of Technology, Rochester, New York
Rochester Institute of Technology

Rochester Institute of Technology (RIT) was the first university to offer an undergraduate degree in software engineering and the school delivered its first fully online program years before any other post-secondary institution entered the online arena. In 2008, RIT launched the world’s very first doctoral program focusing on sustainable production systems. Rochester Institute of Technology is also among a small, but growing, number of schools to provide program options related to AR/VR, and labs to support them. This includes the AR/VR Lab and Frameless Labs. 

Located at the RIT MAGIC Center, the AR/VR Lab is designed for the exploration and experimentation of AR/VR platforms, hardware, and technologies. Also located at the MAGIC Center, Frameless Labs provides a space for the extended reality (XR) community to collaborate. The goal is to raise awareness about artistic creation, research, and innovation in the fields of AR and VR. 

Current projects include Mixed Reality Theatre (funded by Epic Games); Historical NY Stories in Virtual and Augmented Reality; Visualization of Cybersecurity Competitions; Development and Assessment of Virtual Reality Paradigms for Gaze Contingent Visual Rehabilitation; Color and Material Appearance in AR; Digital Preservation and Reconstruction of Aural Heritage; the VR Cary Collection; and Neural Networks for Robust Eye Tracking in Real World and Virtual Environments. 

Frameless Labs also developed an interdisciplinary class known as Collaborative Composite Image. This experience brings together students from the 3D Digital Graphics and Photography programs. Students participate in an augmented reality assignment using mobile devices with a course app powered by the augment reality platform Aurasma to view student animations of ten paintings from the permanent collection of the Memorial Art Gallery (MAG) at University of Rochester. 

The Golisano College for Computing and Information at RIT houses the School of Interactive Games and Media, and the Department of Computing and Information Sciences. Within the School of Interactive Games and Media is a New Media Interactive Development BS program that focuses on adapting digital technologies for AR/VR, wearable devices, touch interfaces, the internet, social software, and other new and emerging systems. 

BS program features include opportunities to collaborate with students in RITs New Media Design major; the New Media Interactive Development Capstone (I-II), which provides the opportunity to work on a project for a corporate client; more than 20 advanced electives to enhance the degree or create a focus area; and required participation in two blocks of cooperative education (co-op). Co-ops are full-time, paid career experiences working in the industry. 

The Department of Computing and Information Sciences in the Golisano College houses the Computing and Information Sciences PhD, which explores interactions between computing and non-computing disciplines in the arts, engineering, science, humanities, business, and medicine; infrastructure; informatics; and interaction. The program brings together faculty from disciplines across Computer Science; Cybersecurity; the School of Information; the School of Interactive Games and Media; and Software Engineering.

The Computing and Information Sciences PhD allows students to select a research area or create their own. Examples include Human-Computer Interaction (HCI); Game Design; AI and Machine Learning; Programming Languages; Computer Vision and Pattern Recognition; and Graphics and Visualization. 

Graduates of the New Media Interactive Development BS and Computing and Information Sciences PhD programs at Rochester Institute of Technology are prepared to pursue advanced roles in industries from entertainment to aerospace. Potential job titles include AR/VR Developer, Technical Lead, Interactive Developer, UX Engineer, Game Developer, Digital Technician, and Application Developer. 

Rochester Institute of Technology was founded in 1829 as the Rochester Athenaeum. With global campuses in China, Croatia, Dubai, and Kosovo, this research university serves more than 20,000 students, making it one of the largest private universities in the U.S. RIT provides over 200 academic programs across 10 colleges and institutes, and the School of Individualized Study. Rochester Institute of Technology is accredited by the Middle States Commission on Higher Education (MSCHE).

7. Savannah College of Art and Design, Savannah, Georgia
Savannah College of Art and Design

Savannah College of Art and Design (SCAD) houses the country’s first degree dedicated to immersive reality. Housed in the School of Digital Media, this STEM-designated program allows students to take courses in related fields such as interactive design, user experience (UX) design, and visual effects. Students may add an additional major or minor in any of these areas. 

Leading to a BFA in Immersive Media, the program provides access to Montgomery Hall, which houses AR/VR resources, more than 800 computers networked to decrease render times, a green screen, and a motion media lab. And in The Shed at SCAD, immersive reality labs and classrooms provide the latest technology for creating innovative visual experiences. 

Other program features include collaborative projects with students and faculty across disciplines; access to panels and presentations by gaming giants such as Ubisoft, EA Sports, and Cartoon Network Games; and study abroad opportunities at SCAD Lacoste in France and other countries. 

Students will begin the Immersive Reality BFA program with Foundation Studies courses such as Design I: Elements and Organization, Design II: 3D Form and Space, Design III: Time, Creative Thinking Strategies, and Storyboarding Essentials. Mathematics or Computer Science, Digital Communication, and Speaking of Ideas are just a few required General Education courses. 

Provided at the Savannah campus only, the Immersive Reality BFA begins with 30 credit hours of foundation studies courses. Creative Thinking Strategies; Storyboarding Essentials; Design I: Elements and Organizations; Design II: 3D Form in Space; and Color: Theory and Application are a few course examples. 

Upon completion of foundations courses, students will then move on to general education courses, totaling 55 credit hours. Course examples include Digital Communication; Speaking of Ideas; Foundations of Story; Mathematics of Computer Science; and Visual Culture in Context: Making Modernities. 

The Immersive Media major consists of 80 credit hours. Students may also take 15 credit hours of electives from any area. Major course examples include Immersive Revolution: Augmented to Virtual Reality; Visual Effects for Immersive Environments; Virtual Reality for Motion Media; Visual Storytelling: Virtual Reality to Interactive; Integration of Immersive Realities; Applied Principles: Physical Computing; Advanced Programming for Visual Effects; Immersive Sound Design; and Advanced Application Scripting. 

In the final years of the Immersive Media BFA program at SCAD, students will complete 400-level courses such as Studio I: Storytelling and Spatial Interaction; Studio II: Production and Project Management; Immersive Studio Postproduction; and Immersive Reality Professional Portfolio. Students may also complete an internship for one quarter, on-site with a company, studio, or organization. 

All Immersive Media students have access to the expanded Savannah Film Studios, which is the largest and most comprehensive university film studio complex in the nation. This 10.9-acre facility includes a next-generation XR stage for virtual productions, new soundstages, and a new 11-acre Hollywood backlot. 

Launched in 2014, the original Savannah Film Studios building consisted of a 22,000-square-foot facility with three soundstages, green rooms, lighting grids, postproduction suites, a multi-purpose recording booth for ADR and Foley recordings, screening rooms, and production offices for SCAD’s film and television program. 

Graduates of the Immersive Reality BFA program at Savannah College of Art and Design are prepared to pursue a graduate degree or titles such as AR/VR Developer, VR Content Producer, AR Designer, Mixed Reality Artist, Virtual Production Technical Director, Creative/UX Designer, Technical Artist, Game Designer, Environmental Artist, or Realtime Artist. 

Nearly 100% of SCAD graduates are employed, enrolled in a graduate program, or both within 10 months of graduation. Immersive Reality alumni have been hired by companies and studios such as Autodesk, Microsoft, Epic Games, Adobe, Google, Blizzard Entertainment, ZeniMax Online Studios, and Facebook, and Magic Leap. 

Savannah College of Art and Design provides more degree programs and specializations than any other art and design college in the U.S. In 1979, the school opened in the renovated Savannah Volunteer Guards Armory with just one classroom, an administration building, and 71 students. Today, SCAD serves more than 17,500 students from all 50 states and more than 120 countries. 

SCAD has campuses in Atlanta and Savannah, Georgia; Lacoste, France; and SCADNow (online). Programs include more than 100 degrees and 75+ minors and certificates. Savannah College of Art and Design is accredited by the Southern Association of Colleges and Schools Commission on Colleges (SACSCOC), the Council for Interior Design Accreditation (CIDA), and the National Architecture Accrediting Board (NAAB).

8. Drexel University, Philadelphia, Pennsylvania
Drexel University

The Antoinette Westphal College of Media Arts & Design at Drexel University is one of the top colleges at Drexel University. Within the college is a Digital Media and Virtual Production BS program. This is one of the first accredited programs of its kind. The Westphal College also has a Virtual Reality (VR) and Immersive Media minor that focuses on the principles and techniques used in AR/VR design and other types of immersive media. Consisting of 24 credit hours, areas explored include 3D computer graphics, animation & VFX, game development, interactivity, cinematography, digital camera and digital processing techniques, and animation for gaming. 

Course examples for the program include Digital Tools for Immersive Media; Realtime Visualization; Special Topics in Immersive Media; Immersive Production Lab I-II; Game Development Foundations; Digital Imaging for Immersive Media; Computer Graphics Imagery I-II; and Independent Study in Immersive Media. 

Students in programs such as Animation and Visual Effects, Computer Science, and User Experience Design may select the VR and Immersive Media minor as an add-on to enhance their degree program.  

Officially launched in 2018 as the Virtual Reality and Immersive Media (VRIM) program, the Digital Media and Virtual Production BS program provides the opportunity to master the latest hardware and software for AR/VR and other growing technologies utilized in the immersive media industry. The program also explores virtual production, interactive game engines, storytelling, 3D modeling, design, and animation. 

Course examples include Virtual Reality; History of Immersive Media; Augmented Reality; Digital Tools for Immersive Media; Computer Programming; Computer Graphics Imagery; 3D Modeling, Texturing and Lighting; Immersive Production Lab I-II; Visual Effects; Realtime Visualization; Interactive Design; Virtual Production; Digital Imaging for Immersive Media; 3D Tracking; and Professional Practices for Immersive Media.  

All students will participate in the Drexel University Co-op Program, which provides opportunities to work for companies such as YouTube VR, Night Kitchen, Franklin Institute Science Museum, History Making Productions, and Toll Brothers. Students may also work with other companies, studios or organizations in Philadelphia, New York, Los Angeles, or abroad in Paris, London, or Greece. 

In addition to the Digital Media and Virtual Production BS, and the VR and Immersive Media minor, Drexel University’s Westphal College houses the Immersive Research Lab (IRL) and the Animation Capture & Effects Lab (ACE-Lab). 

Launched in 2018, the IRL allows students to develop AR/VR and immersive media technologies. This 550-square-foot, glass-enclosed lab features equipment such as virtual and augmented reality devices from Oculus Go; HP-ZVR Backpack Workstations; iClone Facial motion capture systems; Leap Motion hand-tracking; HTC VIVE and Microsoft HoloLens headsets; and a full motion capture studio equipped with OptiTrak and Vicon motion capture devices. Other technologies include an x-wing fighter cockpit platform; 360-degree virtual reality cameras; and a custom virtual reality cycle platform. 

The ACE-Lab is home to Westphal’s Digital Animation, Visual Effects, and Immersive Media programs as well as VR, AR, and other interactive experiences. The Lab includes the latest industry-standard software and hardware technologies for VR, AR, projection, motion capture, and other technologies. Within the Lab, students also have access to funded grant research opportunities. Students may participate in industry-sponsored, independent, and student-generated projects as well. 

Graduates of the AR/VR programs at Drexel University are prepared to pursue roles in AR/VR across industries. Program alumni have been hired at laces such as Pixar, DreamWorks, Moving Picture Company, Digital Domain, and Disney. Graduates also work at major video game development companies and others that utilize AR/VR, VFX, and animation. 

Drexel University was established in 1891 as Drexel Institute of Art, Science, & Industry. The school serves approximately 21,700 students enrolled in more than 200 degree programs across 15 colleges and schools. Drexel University is accredited by the Middle States Commission on Higher Education (MSCHE). The Digital Media programs are accredited by the National Association of Schools of Arts and Design (NASAD).

9. Cornell University, Ithaca, New York
Cornell University

The College of Computing and Information Science (C-IS) at Cornell University (Cornell) houses the Computer Science (CS) Department and Cornell Tech (CT). When it opened in 1965, the CS Department was the first of its kind. Consisting of two campuses (Ithaca and New York City) the CS Department has a full-time faculty of 60+ members that serve approximately 1,340 students. 

Cornell Tech houses a first-of-its-kind, immersive Studio curriculum, that allows all master's degree students to work with industry partners, learn how to become an entrepreneur, and develop skills in end-to-end product development. 

Together, Cornell Tech and the CS Department provide several paths to study AR/VR. Two labs dedicated to education and research in the field are also available. 

Program options in the CS Department include the BS, MS, PhD, and minor in Computer Science. Program options at Cornell Tech include the MS in Design Technology (MS DT); the Master of Engineering in Computer Science (MEng CS); and the Dual MS in Connective Media (MS CM). The MS DT is provided in partnership with the College of Architecture, Art, and Planning; the Master of Engineering in Computer Science is provided in partnership with the Graduate School at Cornell; and the Dual MS is provided in partnership with the Jacobs Technion-Cornell Institute. 

Across programs, students benefit from project-based curriculums; guest speaker events; internship opportunities; courses taught by faculty with extensive industry experience across the technology and start-up communities; participation in studio courses such as the PiTech Studio, Product Studio, BigCo Studio, and Startup Studio; study abroad experiences; and the small group Q&A session known as Conversations in the Studio.  

Students in all programs have access to AR/VR and AR/VR-related courses such as Topics in Mixed Reality; Developing and Designing Interactive Devices; Virtual and Augmented Reality; Python; Coding for Design I-II; Mobile Human Robot Interaction Design; Great Works in Programming Languages; Computer Game Design; Interactive Computer Graphics; Visual Imaging in the Electronic Age; C++ Programming; Computer Vision; Advanced Artificial Intelligence (AI); Interactive Information Visualization; Robotics Seminar; Human-Computer Interaction Design; Applied Machine Learning; App Design and Prototyping; Human Computer Interaction Studio; and Ethics in New Media, Technology, and Communication. 

Concentration examples include Artificial Intelligence; Systems; Programming Languages and Logics; Scientific Computing Applications; and Theory of Computation. 

In addition to a variety of AR/VR-related courses, concentrations, and studios, students in all CS and Cornell Tech programs have access to the university’s XR Collaboratory (XRC) and Virtual Embodiment Lab (VEL). 

The mission of XRC at Cornell Tech is to advance education in AR/VR and Mixed Reality. The lab accomplished this through collaborations, hands-on mentoring, and research. XRC partners include Verizon Media, Meta Platforms, Inc., and Magic Leap. 

Established in 2016, VEL explores virtual reality and how it affects the people who use it. A number of devices are utilized to research virtual reality, including full virtual reality systems that allow a user to pick up objects and interact with others, and 360 degree videos.  

Graduates of the CS and CT programs at Cornell University are prepared to pursue advanced roles in areas such as technology, entertainment, the military, communications, engineering, medicine, fine arts, mathematics, and advertising. Cornell alumni have been hired at places such as Apple, Lockheed Martin, Microsoft, Oracle, NBC, Amazon, Google, ABC, Facebook, CBS, the U.S. Navy, Hulu, LinkedIn, IBM, Pfizer, Uber, JP Morgan, TikTok, Barclays, Intuit, Cigna, World Bank, Palantir, MTA, and Bloomberg. 

Cornell University was founded in 1865 by Ezra Cornell and Andrew Dickson White. The first building constructed on campus was Morrill Hall. When the school opened on October 7, 1868 it welcomed 26 professors and 412 students across the Division of the Special Sciences and Arts, and the Division of Science, Literature, and the Arts. 

Today, Cornell University houses more than 600 buildings across 19,000 acres of land including 6,000 acres in New York, and 2,000 acres across the country. Cornell also has a campuses in DC; Doha, Qatar; and Rome, Italy. In addition, around 10,830 faculty and staff serve approximately 26,285 students enrolled in more than 300 majors, minors, and graduate programs across 16 academic colleges and schools. Cornell University has been continuously accredited by the Middle States Commission on Higher Education (MSCHE) since 1921.

10. Northwestern University, Chicago, Illinois
Northwestern University

Northwestern University (Northwestern) houses a number of labs and centers that focus on education, projects, and research related to AR/VR. Two of the largest labs and centers include AR/VR Lab known as the Garage, and the Center for Human-Computer Interaction + Design. 

The Garage is an 11,000 square foot space that attracts more than 250 mentors and experts. The Garage also supports projects, networking, and collaboration between students. Programming and other resources are available as well. To date The Garage has helped produce more than 500 student-founded startups and projects. 

The Center for Human-Computer Interaction + Design (HCI+D) is a collection of researchers, faculty experts, and students with interests in areas such as AR/VR, Human-Centered AI, Interactive Computing, Inclusive Computing, and Collaborative Computing. HCI+D members hold a number of patents, and they have published articles and books, and created software and source code.

Other Northwestern labs and groups include the Tangible Interaction Design and Learning (TIDAL) Lab; Artificial Intelligence Group; Interactive Audio Lab; NuLogiCS Group; Interactive Audio Lab; Swarm Robotics Lab; Cognition, Creativity, and Communication Lab (C3 Lab); IDEAS Lab; Prescience Lab; and HABits Lab. 

In addition to centers and labs to support AR/VR education, projects, and research, Northwestern University provides a number of degree programs for students interested in a formal program of study related to AR/VR. Note that students in all programs also have access to all labs and centers. 

Established in 1909, the McCormick School of Engineering and Applied Science at Northwestern University houses the Computer Science Department. Within the Department is the Computer Science (CS) program, which has BS, MS, PhD, and minor options. Established in 1851, the Judd A. and Marjorie Weinberg College of Arts and Sciences provides a BA in Computer Science. This program is identical to the McCormick CS BS. The CS minor is available to both McCormick and Weinberg students. 

All undergraduate students have the option to select a concentration from eight options. Examples include Computer Hardware and Architecture; Human-Computer Interaction; Foundations; Robotics; Software Engineering and Programming Languages; and Artificial Intelligence.  

Course examples across concentrations and programs include Interactive Information Visualization; Advanced Digital Design; Microcontroller System Design; Tangible Interaction Design and Learning; Human-Centered Service Design; Quadrotor Design and Control; Rapid Prototyping; Artificial Intelligence (AI) Programming; Designing & Constructing Models with Multi-Agent Language; Declarative Programming for Game AI; Machine Learning; Human Computer Interaction (HCI); Computer Graphics; Computer Game Design and Development; Code Analysis and Transformation; Machine Perception of Music and Audio; Computational Optics; Communications and Technology; Agile Software Development; HCI Studio; and Resource Virtualization. 

Computer Science MS and PhD students have the opportunity to work with faculty through the Computer Science + X (CS +X) Initiative. CS + X focuses on emerging fields of study and building interdisciplinary research teams across schools and departments. These teams have the opportunity to collaborate with external industry partners such as Adobe, Facebook, and Underwriters Laboratories, Inc. 

MS students also have the opportunity to customize the curriculum to support their goals. Course and research options include AR/VR for Virtual Analytics; Visualization; Computer Graphics and Human Computer Interfaces for Spatial Applications; HCI; Computer Entertainment; AI; Distributed Interactive Systems; and Theoretical Computer Science. 

Computer Science PhD students at Northwestern may choose from five tracks: Artificial Intelligence and Machine Learning; Interfaces; Computer Engineering; Theory; and Systems Networking. Within each track, students have the opportunity to explore just about any area of interest. Examples include Vision and Graphics; Computer Engineering; Human-Computer Interaction (HCI); Programming Languages; and Artificial Intelligence and Machine Learning. 

The HCI area is one of the most popular areas for students interested in AR/VR. HCI explores areas such as augmented reality; mixed-initiative systems; interactive audio; mobile interaction design; multi-touch interaction; cyberlearning and future learning technologies; user-centered design; ubiquitous computing; and computer-mediated communication. 

Graduates of the Computer Science programs at Northwestern University are prepared to pursue intermediate to advanced roles in AR/VR and others across industries. Program alumni are Computer Programmers, Software Developers, and Engineers at companies such as Microsoft, AT&T, Intel, Google, and IBM. 

Established in 1851, Northwestern University serves approximately 20,960 enrolled in hundreds of programs across 11 colleges and schools. Northwestern has campuses in Chicago and Evanston, IL., and Doha, Qatar, along with sites in San Francisco, New York, Washington DC, and Miami. Northwestern University is accredited by the Higher Learning Commission (HLC).

11. University of Pennsylvania, Philadelphia, Pennsylvania
University of Pennsylvania

The School of Engineering and Applied Science (SEAS) at University of Pennsylvania (UPenn or Penn) is home to the Digital Media Design (DMD) program. Created in 1998, this interdisciplinary program has two paths to study AR/VR including the Bachelor of Science in Engineering (BSE) in DMD and the DMD minor. 

The DMD BSE at UPenn is designed for students interested in the computer programming, design, and  math needed to produce virtual reality environments, interactive technologies, computer graphics, games, and animations. The program combines coursework in Computer Graphics (from the Computer and Information Science Department); Fine Arts courses from UPenn's School of Design; and Communication Theory courses from the Annenberg School of Communication. 

Course examples include Interactive Computer Graphics, Automata, Computability, and Complexity, Computer Programming, Advanced Rendering, Mechanics Lab, 3D Computer Modeling, Art of the Web: Interactive Concepts for Art & Design, Programming Languages and Techniques I-II, Software Design, Advanced Computer Graphics, and Computer Animation. The DMD BSE at UPenn culminates with the semester-long DMD Senior Project.  

Consisting of eight courses, the DMD minor explores how computer graphics programming connects with human cognition and interactive experiences. Course examples include Programming Languages and Techniques I-II; Interactive Computer Graphics; Software Design/Engineering; Advanced Computer Graphics; Computer Animation; Advanced Rendering; and Mathematical Foundations of Computer Science. SEAS DMD minor culminates with the full-semester Senior Capstone Project. 

Students in the BSE DMD, DMD minor, and other programs are invited to join VirtualReality@Penn. With several dozen registered members, this student-run club welcomes anyone who’s interested in AR/VR, whether it’s for games, business, or social development. 

Graduates of the DMD programs at University of Pennsylvania are prepared to pursue careers across all industries that utilize technologies such as AR/VR. The largest employers of UPenn DMD graduates include Electronic Arts (EA), Google, Walt Disney Animation, Microsoft, Pixar, and DreamWorks Animation. 

Founded by Benjamin Franklin in 1740, University of Pennsylvania (UPenn) is one of the nation’s oldest universities. The school serves approximately 28,710 students enrolled in more than 400 programs across 12 schools. University of Pennsylvania is accredited by the Middle States Commission on Higher Education (MSCHE).

12. Rensselaer Polytechnic Institute, Troy, New York
Rensselaer Polytechnic Institute

Rensselaer Polytechnic Institute (RPI or Rensselaer) houses a number of programs that are ideal for students seeking careers in AR/VR. The school also houses the Rensselaer Augmented and Virtual Environment (RAVE) Lab, which supports experimentation with different types of AR/VR. 

Established in 2019 and housed in the J. Erik Jonsson Engineering Center, the lab consists of a flexible space that can be customized to the needs of collaborative team projects, individual uses, or research groups. The lab also provides access to the latest AR and VR technology. 

The Jonsson-Rowland Science Center at RPI houses the School of Science, home to the Computer Science (CS) program. Programs for AR/VR students include BS, MS, and PhD degrees in Computer Science (CS); a BS in Information Technology and Web Science (ITWS); a CS minor; a dual CS BS/MS; and an Accelerated CS BS/PhD. 

All programs take place in a studio-like environment with access to state-of-the-art graphics workstations and optical analysis equipment. Other program benefits include coursework that includes projects and problem-solving based on real-life scenarios; the opportunity to choose a concentration such as Artificial Intelligence (AI), Vision, Games, or Graphics; and electives (CS program) that allow students to tailor a curriculum to match their talents and interests. 

ITWS students can select from more than 20 options to design a focus area or specialize in an area such as Machine Learning; Games and Simulation Arts and Sciences; Computer and Systems Engineering; Werb Technologies; Mechanical/Aeronautical Engineering; or Science Informatics. 

The curriculums for the Computer Science programs explore implementation of computational processes, application, analysis, communication, and design. Course examples across programs Interactive Visualization; Cognitive Modeling; Modeling and Simulation for Cyber-Physical Systems; Learning and Advanced Game AI; Robot Dynamics and Control; Virtual Agents; Computer Vision for Visual Effects; Cognitive Computing; Parallel Programming; and Computer Graphics. 

Graduates of the technology programs at Rensselaer Polytechnic Institute are prepared to pursue advanced roles in AR/VR across industries. Within six months of graduating, RPI alumni have landed positions at places such as Lockheed Martin, Amazon Robotics, Epic Systems, IBM, Microsoft, Boeing, Regeneron, Deloitte, Bloomberg, ExxonMobil, Bristol-Myers Squibb, MathWorks, Global Foundries, Ellington Management Group, and General Dynamics Electric Boat. 

Rensselaer Polytechnic Institute was found November 5, 1824. It was the first school of science and civil engineering to be established in any English-speaking country. Today, RPI houses five schools that serve approximately 6,970 students enrolled in more than 145 programs at the bachelor's, master's, and doctoral levels. Rensselaer Polytechnic Institute is accredited by the Middle States Association of Colleges and Schools (MSACS). 

13. Duke University, Durham, North Carolina
Duke University

Trinity College of Arts and Sciences at Duke University (Duke) is home to the Department of Computational Media, Arts and Cultures, and the Department of Computer Science. Duke also houses Pratt School of Engineering. Collectively, the departments and school provide numerous paths to study AR/VR. This includes a collaborative studio, innovative labs, and degree programs at all levels.

Studios include the Multimedia Project Studio (MPS) at Duke, which provides resources for students and developers to begin their VR projects. Labs include the Institute for Virtual and Augmented Reality for the Digital Humanities (VARDHI); Duke Immersive Virtual Environment (DiVE); the Innovation Co-Lab; TEC VR at the Technology Engagement Center/Co-Lab; Bolt VR; and the Dig@Lab. 

The Institute for Virtual and Augmented Reality for the Digital Humanities (VARDHI) focuses on the application of VR and AR to humanities research, outreach, and teaching. Duke Immersive Virtual Environment (DiVE) is a large-scale virtual reality facility established in 2005. 

The Innovation Co-Lab explores VR technology. TEC VR at the Technology Engagement Center/Co-Lab is a space where students can experience VR. The Bolt VR space is equipped with a state-of-the-art, custom gaming PC, 4K display for remote, and the Vive immersive VR system. The Dig@Lab focuses on conducting AR/VR research, and the development of apps, virtual environments, and VR applications. 

Duke University’s most popular undergraduate program for AR/VR students is Computer Science. Leading to a BA, BS, MS, or PhD, the program provides access to all of the school labs and studios. BS students may concentrate in AI and Machine Learning, Software Systems, or Data Science. MS students may concentrate in AI and Machine Learning. PhD students may focus in just about any area from AI and cloud computing to computer vision and scientific computing. 

Duke students may also enroll in an Interdepartmental Major (IDM), which combines two academic disciplines in Trinity College with seven courses from each discipline. 

Graduates of the Computer Science and IDM programs at Duke University are prepared to pursue careers in all industries that utilize AR/VR as well as fields such as computer science, aerospace, game design and development, entertainment, education, law enforcement training, architecture, and defense. 

Although Duke University was officially established in 1924, the university’s School of Law and Trinity College of Arts and Sciences were established in 1904 and 1859, respectively. Duke’s other eight colleges and schools were established between 1926 and 2009. Today, Duke University serves 16,840 students enrolled in more than 225 majors, minors, certificates, and graduate programs. Duke University is accredited by the Commission on Colleges of the Southern Association of Colleges and Schools.

14. Northeastern University, Boston, Massachusetts
Northeastern University

Northeastern University (Northeastern) is an R1 Research University that houses 10 research institutes. Examples include the Experiential AI Institute, the Experiential Robotics Institute, and the Institute for the Wireless Internet of Things. Northeastern is also one of the top cooperative (co-op) education programs in the U.S. Established more than a century ago, the program recorded more than 9,000 placements with 2,900 employers around the world between 2019 and 2020 alone. The school also integrates global experiences into learning at all degree levels. 

Students in all programs at Northeastern University have access to its institutes, co-op program, and global experiences. This includes students in the College of Engineering, and the College of Arts, Media, and Design (CAMD), which provide access to labs and programs that support AR/VR education, projects, and research. 

Labs include the Experiential Technologies Lab and User Testing Environment, and the Immersive Media Labs Suite. Programs include the Design BFA and Mechanical Engineering (BSME), and the Immersive Media minor. 

In the Experiential Technologies Lab and User Testing Environment students develop software, and engage in interface development, game testing, and integration of biometrics tools including eye-tracking and wearable sensors. Lab resources include a one-way mirror, camera setups, and high-end computing. 

The Immersive Media Labs Suite includes technologies for design, development, and exploration of AR/VR/XR, 360 video, and virtual worlds. Students have access to individual workstations and a collaboration and teaching area. Current work in the Lab includes design, development, and exploration of immersive data visualization, immersive games to study and build problem solving and collaboration skills, exploration and integration of digital drawing, painting, and sculpting tools, storytelling, media advocacy, and healthcare delivery. 

The College of Engineering’s BSME program is divided into seven formal areas including Design; Engineering; Supporting Courses; Writing; Integrative Courses; Professional Development; and General Electives. Course examples include Experience and Interaction; Movement and Time; Interaction Design; Professional Issues in Engineering; Design Process Context and Systems; Physics for Engineering; Mechanical Engineering Computation and Design; and Fluid Mechanics. 

BSME students have the option to add the CAMD Immersive Media minor to enhance the degree and take additional AR/VR-related courses. Also open to students in other majors, this interdisciplinary minor explores augmented virtuality, extended reality, cross reality, human-computer interaction (HCI), and enhanced realities. Course examples include Virtual Environment Design; Design Analysis and Innovation; Immersive Media; Game Studio; Programming; Physical and Digital Fabrication; and Animation for Games. 

The CAMD Design BFA consists of an art and design core, design electives, and concentration options that allow students to study AR/VR. Examples of concentrations include Interaction Design; Experience Design; and Information Design. Across concentration, electives, and design core requirements, students will take courses such as Visual Intelligence; Physical Computing; Designing Interactive Experiences; Prototyping with Code; Prototyping for Experience Design; Information Visualization; Physical and Digital Fabrication; Making with Video, Sound, and Animation Tools; and Seminar in Visual Intelligence. 

Graduates of the BSME and CAMD programs at Northeastern University are prepared to pursue careers across industries that utilize AR/VR and many others. Northeastern alumni have been hired by companies, studios, and organizations such as Lockheed Martin, NASA's Johnson Space Center, Microsoft, Oracle, Nickelodeon, the U.S. Air Force, Walt Disney Imagineering, Amazon, Apple, Tesla, Walt Disney World, Google, Textron, Nokia Corporation, NBC, AMC Networks, Abbott, ABC, UBTCH Robotics, ATYX Gaming, Alpha Defense, Photo Diagnostic Systems, Inc., and Peloton. 

Northeastern University began as the Evening Institute of the Boston Young Men’s Christian Association (YMCA) in 1898. The school serves 47,770 students enrolled in more than 500 programs across nine colleges and schools. Northeastern has campuses in Boston, Massachusetts; Charlotte, North Carolina; Seattle, Washington; Silicon Valley; San Francisco, California; Toronto, Ontario Canada; Vancouver, BC Canada; London, UK; Portland, Maine, and the Massachusetts communities of Nahant and Burlington. Northeastern University is accredited by the New England Commission of Higher Education (NECHE).

15. Harvard University, Cambridge, Massachusetts
Harvard University

Harvard University is a pioneer in the fields of Virtual Reality, Augmented Reality, and Mixed Reality (VR/AR/MR). From 1965 to 1968, Ivan Sutherland, an Associate Professor of Electrical Engineering at Harvard, helped create the first virtual reality and augmented reality head-mounted display system known as The Sword of Damocles

Since then, Harvard has established several programs and labs that support AR/VR research, development, and education. This includes Harvard Innovation (Hi) Labs, which houses a state-of-the-art AR/VR Studio. 

Designed for the exploration of immersive technologies, the studio is equipped with workstations, a range of design and software platforms, filming resources, and multiple headset configurations. Other studio benefits include the opportunity to build MVPs and prototypes through workshops such as Augmented Reality, Virtual Reality, and Storytelling in AR/VR; participation in guest speaker symposiums; and opportunities to experience the latest AR/VR equipment in an open session, learn about the technology with a dedicated team of experienced TA’s, and understand how to apply the technology to a specific field. 

In addition to workshops in the AR/VR Studio, Harvard houses the John A. Paulson School of Engineering and Applied Sciences (SEAS), which provides a Bachelor of Arts (AB) with a concentration in Computer Science; an intensive AB/master’s (AB/SM) in Computer Science; and a Computer Science PhD. All programs provide AR/VR-heavy coursework. 

Course examples across programs include Systems Programming and Machine Organization; Design of Useful and Usable Interactive Systems; Conceptualizing, Building, and Evaluating Usable Novel Interactive Systems; Machine Learning; Visualization; Artificial Intelligence (AI); Research Topics in Human-Computer Interaction; Engineering Usable Interactive Systems; Operating Systems; Computer Science (C, Python, and SQL plus HTML, CSS, and JavaScript); Planning and Learning Methods in AI; Advanced Computer Vision; Topics in Machine Learning: Computational Properties in Interpretable Machine Learning; and Computer Graphics. 

Graduates are prepared to pursue careers in all areas of technology, entertainment, medicine, education, manufacturing, and more. Harvard University alumni can be found at places such as Intel Corporation, Google, Walt Disney, Amazon, DreamWorks Animation, Pixar Animation Studios, Vanderbilt University Medical Center, McGraw-Hill, Meta Platforms, Inc., and Sun Microsystems.  

Founded in 1636, Harvard University is the oldest institution of higher education in the U.S. The school serves approximately 25,265 students enrolled in hundreds of programs across 13 degree-granting Schools and the Harvard Radcliffe Institute. Harvard University is accredited by the New England Commission of Higher Education (NECHE).

16. DePaul University, Chicago, Illinois
DePaul University

DePaul University houses several colleges, state-of-the-art labs, and clubs that support AR/VR collaboration, learning, research, development, and projects on all emerging platforms. The Eugene P. Jarvis College of Computing and Digital Media (CDM) is home to the Jarvis Student Center for Innovation and Collaboration and the Virtual and Augmented Design (VAD) Lab.

Launched in 2022, Jarvis Student Center for Innovation and Collaboration​ houses a creative extended reality (XR) studio space for students to conceive and collaborate on projects for VR, AR and mixed reality (MR). The Virtual and Augmented Design (VAD) Lab is located on the concourse level of the DePaul Center. Equipment includes AR headsets/visors, VR headsets with hand and foot trackers, iPhones for augmented reality development, Oculus Rifts, iPhones for augmented reality development, Microsoft HoloLenses, HTC Vives, and Macs and PCs. 

The College of Communication at DePaul University houses the Virtual and Augmented Reality Communication (VARC) Lab. The goal of the VARC Lab is to advance ethical communication in AR and VR. Equipped with the latest AR/VR equipment, the lab allows students and faculty to experience AR/VR technology and explore how these tools impact society. The VARC Lab also provides classes and workshops and supports courses at DePaul that utilize AR/VR in the classroom. 

DePaul students may also join the DePaul Virtual Reality Society, which provides exclusive AR/VR resources, networking opportunities with students and professionals, and access to AR/VR-related events and activities. All members will also learn about the skills required to create virtual reality content. Other related clubs include DePaul Robotics Club; DePaul Data Science Group; DePaul Information System Student Organization (DISSO); the Computer Science Society (CSS); DePaul Fundamental Research in Academic Gaming Club (DeFRAG); and the DePaul User Experience Association (DUXA); Air DePaul; DePaul Digital Media Ties (DD); and DePaul Esports. 

In addition to the labs and clubs at DePaul University, students who would like to pursue careers in AR/VR have the opportunity to enroll in one of several degree programs with heavy technology and AR/VR-related coursework. 

Options in the Jarvis College’s School of Computing include a Computer Science BS (CS BS), and MS degrees in Computer Science (CS MS) and Software Engineering. The CS BS has three concentrations including Game Systems; Artificial Intelligence (AI); and Software Development. 

The CS MS requires 28 credit hours from electives in areas such as AI; Human-Computer Interaction (HCI); Game and Real-Time Systems, Software and Systems Development; and Software Engineering. and. Software Engineering MS students may concentrate in Real Time Game Systems; Software Development; Software Architecture; or Entrepreneurship and Technology Leadership. 

Across programs and concentrations, course examples include Deep Learning; Cyber-Physical System Engineering I-III, Symbolic Programming; Game Engine Programming I-II; Tool Programming for Game Development; Data Visualization; Introduction to Robotics; Optimized C++; Programming Machine Learning Applications; Systems I-II; Computer Graphics Development; Object-Oriented Software Development; 3D Design and Modeling; Real-Time Graphics Techniques; Concepts of Programming Languages; Advanced Data Analysis; Rendering and Graphics Programming; and Software Projects. 

Graduates of the Computer Science and Software Engineering programs at DePaul University are prepared to pursue advanced roles in technology across industries. Approximately 98% of the largest publicly held companies employ DePaul graduates. Alumni have been hired at places such as Lockheed Martin, Abbott Laboratories, Microsoft, Disney Interactive, Amazon, NBCUniversal, Meta Platforms, Inc., X (formerly Twitter), Allstate, CDW, Federal Reserve Bank, Argonne National Laboratory, JP Morgan Chase, State Farm, Vivid Seats, Eclipse Gaming Systems, GitHub, Harley-Davidson, and CME Group. 

DePaul University was founded in 1898 as St. Vincent’s College. On the first day of classes September 5, 1898, the school welcomed 70 students and 10 faculty members. Today, DePaul University serves approximately 21,350 students, making it the largest Catholic University in the U.S. The school is also America’s 13th-largest private, not-for-profit university, and the largest private, not-for-profit college in the Midwest. 

Students at DePaul have access to more than 130 undergraduate majors and over 170 graduate programs across 10 colleges and schools, with nearly 100% of courses taught by faculty members—not teaching assistants. DePaul University is accredited by the Higher Learning Commission (HLC).

17. Ringling College of Art and Design, Sarasota, Florida
Ringling College of Art and Design

Ringling College of Art and Design is home to the world’s first degree program dedicated solely to Virtual Reality Development. Established in 2018 and housed in the Virtual Reality Department, this focused BFA program helps students develop skills in designing, developing, and analyzing immersive experiences. The program also explores communication, collaboration, and professional practices. 

For students seeking a shorter program or add-on to another major, Ringling has a Virtual Reality Development minor, consisting of 15 credit hours, and an Artificial Intelligence (AI) certificate, consisting of nine credits. Students in the minor will take History of Immersive Media; Introduction to Virtual Reality; and 3D Design. The remaining courses may be selected from eight options. All options focus on immersive media, AR/VR, virtual worlds, and/or extended reality (XR). 

Consisting of 120 credit hours, the Virtual Reality Development BFA program features courses such as Introduction to Virtual Reality; Immersive Media Design I-IV; History of Immersive Media; Iterative Design; Programming for Immersive Media; Concept Development for Virtual Worlds; Visual Scripting; 3D Technical Art, Visual Development: UI/UX; and 2D Design. Open electives allow students to develop skills in other areas. 

Electives may be selected within the Virtual Reality Development Department or other departments at Ringling. Possible electives include Computer Animation; 3D for Games; Story Development; Topics in XR (Extended Reality) Development; Programming for Artists; Realtime Visual Effects for Games; Python for Artists; and Special Topics: Wearable Messages. 

In the final year of the Virtual Reality Development BFA program, students will complete VR Thesis Preproduction; VR Capstone Project IA; VR Capstone Project IB; and VR Capstone Project II. These courses culminate with a professional portfolio of the student's best work.

Graduates of the Virtual Reality Development BFA program at Ringling College of Art and Design are prepared to pursue careers in all industries that utilize AR/VR. Examples include defense, aerospace, engineering, architecture, aviation, the military, corporate training, game design and development, corporate training, healthcare, advertising, automotive, disaster management, architecture, eCommerce, retail, tourism and travel, sports, law enforcement training, wellness, interior design. 

Program alumni have been hired at places such as Microsoft, Epic Games, Google VR, Insomniac Games, General Motors (GM), Disney VR, Meta Platforms, Inc., Framestore, Oculus VR, Flight School, ILMxLab, Rewind Studios, Hoyt Architects, Magic Leap, Kite & Lightning, D3 Creative Studios, Sharecare, BAOBAB Studios, Ready at Dawn, Halon Entertainment, Mote Marine Labs, and Immersive Health Group. 

Ringling College of Art and Design was founded in 1931 by Dr. Ludd Spivey in collaboration with circus magnate John Ringling. The school began as The School of Fine and Applied Art of the John and Mable Ringling Art Museum—a branch of Southern College. Dr. Spivey was serving as President of SC at the time. 

Today, Ringling College of Art and Design is Florida’s only institution of higher learning dedicated exclusively to art and design education. This private, not-for-profit college serves approximately 1,700 students enrolled in 13 degree programs. RCAD is accredited by the National Association of Schools of Art and Design (NASAD) and the Southern Association of Colleges and Schools Commission on Colleges (SACSCOC).

18. Full Sail University, Winter Park, Florida
Full Sail University

Full Sail University (Full Sail) has been incorporating extended reality into its curriculums for over 25 years. The school is home to the Institute of Emerging Technologies, which houses software engineering spaces and tech labs such as the AR/VR Lab, FabLab, Simulation Lab, Smart Lab, and UX Lab. These labs and spaces provide just about every available piece of AR or VR hardware available today as well as state-of-the-art equipment such as green screens, power tools, and injection molders, and 3D printers. 

Full Sail Institute of Emerging Technologies also has partnerships with companies such as NASA, Boeing, Epic Games, Torch Technologies, Advent Health University, and Echelon. And in 2021, the school joined the Orlando/Central Florida Chapter of the VR/AR Association (VRARA) to continue its mission to support the VR/AR community through education and research. 

In addition to labs, production spaces, and partnerships, Full Sail University provides two formal paths to study AR/VR. Options include the Simulation and Visualization BS and the Computer Science BS (CS BS) with a concentration in Artificial Intelligence (AI). Simulation and Visualization students will take courses such as Virtual and Augmented Reality; Simulation Production; Machine Intelligence Systems; Programming I & II; Artificial Intelligence (AI); Computer Graphics; Simulation and Visualization Software; Software Engineering; Systems Programming; Data Structures and Algorithms; and Microcontrollers.  

Students in the CS BS/AI program will take courses such Human-AI Interaction; Deep Learning; Machine Intelligence Systems; Computer Vision; Software Integration; Data Visualization and Modeling; Natural Language Processing; Information and Database Systems; and The Artificial Intelligence Ecosystem. Across programs. 

Across programs, students will also complete a career readiness course that highlights job market research, strategy creation for engaging with potential employers, and personal brand development. During the course, students will also craft their targeted resumes, and cover letters. 

To graduate, Simulation and Visualization students will complete seven Project and Portfolio: Simulation and Visualization courses, while CS BS students will take seven Project and Portfolio: Computer Science courses. Portfolios are finalized alongside the Career Readiness course in the 22nd month of each program. 

Graduates of the Emerging Technologies, Computer Science, and other related programs at Full Sail University are prepared to pursue positions across all industries. Full Sail alumni have been hired at major companies, studios, and organizations such as NASA, Industrial Light & Magic (ILM), Apple, Cirque du Soleil, Sony, Nickelodeon, Unity, Blizzard Entertainment, Google, DreamWorks Animation, BioWare, Rockstar Games, ESPN, Pixar, Meta Platforms, Inc., Universal Studios, NASCAR, Electronic Arts (EA), MTV, Disney, HBO Studios, Bunim Murray Productions, PBS, Miramax, NFL Films, TikTok, and the WWE. 

Full Sail University offers graduate certificates and programs at all degree levels in the Arts, Entertainment, Media, and Technology. The school, which opened in 1979 in Dayton, Ohio, is located just 35 minutes from downtown Orlando and Universal Studios. Serving approximately 21,000 students, Full Sail is accredited by the Accrediting Commission of Career Schools and Colleges (ACCSC).

19. Columbia College Chicago, Chicago, Illinois
Columbia College Chicago

Columbia College Chicago (Columbia) provides several degree programs that are suitable for students seeking careers in AR/VR. Options include the Immersive Media (IM) BA and minor; the Programming BA, BS, and minor; the User Experience and Interaction Design BA; the User Experience minor; and the Game Design minor. 

With concentrations in Application and Game Programming, the Programming BA and BS programs highlight courses that explore scripting, game development, programming, and physical computing. A team environment allows students to collaborate on AR/VR projects, developing games, and other projects to build a professional portfolio. 

The User Experience and Interaction BA highlights courses that explore programming, physical computing, and user research and design. In the classroom, students will work on team projects in an environment that simulates today’s studios, offices, and labs. Outside of the classroom, BA students will intern at places such as NetherRealm Studios, Bethesda Softworks, High Voltage Software, WMS Industries, and Braintree. 

For the final project, students will have the opportunity to create and execute solutions for real clients such as the Field Museum, Six Flags, and the Special Olympics. 

The Immersive Media BA program at Columbia College is the top choice for students seeking careers in AR/VR. This program focuses on developing technical and creative skills related to augmented, virtual, and mixed reality (AR/VR/MxR). This includes programming, spatial computing, interaction design, and data visualization. Students in the program will have opportunities to build immersive experiences for applications such as games, engineering, healthcare, entertainment, and the science fields. 

Course examples for the program include Immersive Environments I-IV; Programming I-I; Experience Design; Algorithms; Story Development for Interactive Media; Interface Design; AI Programming; Studio Collaboration; and Advanced Game Scripting and Environments. 

Other IM program features include a collaborative environment, portfolio development, and the opportunity to participate in or present at events such as the Augmented World Expo (AWE), the VRAR Association of Chicago (career fairs and events), the Game Developers Conference (GDC), the Chicago Toy and Game Fair (required), and Industry Night and Manifest. 

In the final year of the IM BA program at Columbia College Chicago, students will work in teams to develop a public immersive experience. 

While Columbia’s BA and BS programs provide heavy AR/VR coursework, minors allow students to take on additional AR/VR-related courses that may not be offered through the degree program. The IM minor highlights courses such as Immersive Environments I-II; Wearable Interfaces; and Sound for Interaction. The Programming minor allows students to select courses from multiple elective tracks, in addition to taking the required courses. Course examples include Programming I-II; Application Design; C++ Programming; Code; and Data Design for Applications.  

The 18 credit hour User Experience minor consists of courses such as Prototyping Strategies; Interface Design; Information Architecture; and Experience Design, and the Game Design minor is an interdisciplinary program that consists of AR/VR-related courses that cover areas such as integrated scripting/programming, system design, user experience, and level design. Minors are 18 credit hours. 

In addition to AR/VR-related programs, Columbia houses a number of creative spaces and facilities that support projects of all kinds, including immersive technologies. Spaces and facilities include the Media Production Center; equipment case with HD video cameras, DSLR cameras, microphones, audio recorders; the Fabrication Lab (Fab Lab); and Computer labs equipped with DSLR cameras, microphones, HD video cameras, and audio recorders. 

Graduates of the IM, Programming, and User Experience and Interaction Design programs at Columbia College Chicago are prepared to pursue careers in areas such as virtual reality design and development, immersive media, programming, game design and development, simulation design, user experience, immersive storytelling, augmented reality design and development, interface or industrial design, product development, immersive information visualization, user experience design for immersive media, web development, and software engineering, 

Nearly 90% of Columbia College graduates report being employed within a year of earning their degrees. Across programs, alumni can be found at places such as Adobe, Leo Burnett, Microsoft, Coca-Cola, BBDO, Google, IBM, Riot Games, Jellyvision, Motorola, NYTimes, Razorfish, SapientNitro, TIME Studios, Venmo, Pandora, IBM, Deloitte, PayPal, Edelman, Moxie, Midwest Immersive, and 8i Studio. 

Columbia College Chicago was established in 1890 as the Columbia School of Oratory. This private nonprofit college serves nearly 6,700 students enrolled in more than 60 undergraduate and graduate degree programs in the creative and media arts, liberal arts, and business. Columbia College Chicago is accredited by the Higher Learning Commission (HLC).

20. The New School’s Parsons School of Design, New York, New York
The New School’s Parsons School of Design

The New School houses Parsons School of Design (Parsons). Serving approximately 5,755 students, Parsons houses more than half of all students enrolled in The New School. Within Parsons and The New School are several labs and programs for students seeking careers in AR/VR. 

The New School XReality Center houses the XR Reality Lab, which supports AR/VR education, projects, and research through workshops, meetups, and XR-related events. Students in all AR/VR (and related) programs have access to the resources provided in the XR Reality Lab. 

Degree options include the BFA and MFA in Design and Technology; a minor in Immersive Storytelling; and a five-year dual degree (BA/BFA). This program allows students to earn a BA from The New School’s Eugene Lange College of Liberal Arts and a BFA from Parsons School of Design. 

The Immersive Storytelling minor is open to all undergraduate students at Parsons. Students in this program will explore experiential and immersive storytelling in AR/VR; data visualization; mixed reality (MR); 360 spherical film; and interactive theater. The program also exposes students to design strategies and production pipelines such as narrative design; digital asset creation and implementation; and systems and new technologies of interaction. 

Course examples include Digital Development: Extended Reality; Immersive Storytelling; Virtual Objects and Environments; Information Visualization; Games; Kinetic Modeling; Immersive Narratives; Experimental Animation; Projected Environment; Futurism: Art and the Future; and Digital Modeling. 

Upon completion of the Immersive Storytelling minor, students will be prepared to pursue creative roles across industries such as game design and development, film and television, animated films, sound FX, theater design, advertising, publishing, education, architecture, simulations, exhibit design, and more. 

The New School requires all BFA students to complete the first-year experience. This immersive two-semester experience consists of studio work, integrated seminars, and art and design studies. Upon completion of the first-year experience, students will work with advisors to choose or change their program. All BFA programs feature upper-level coursework, industry engagement, internship opportunities, and study abroad experiences. 

The Design and Technology BFA is a 120 credit hour, STEM-designated program that explores emerging art and design practices, media storytelling, and interaction technologies. Program features include the opportunity to select a focused pathway in Creative Technology or Game Design; visits and projects with companies and studios such as Apple, UNESCO, Nickelodeon, Siemens, Atari, Rockwell Interaction Lab, MTV, and Eyebeam Art & Technology Center; and the opportunity to work on original projects that explore video games, wearable technology, and digital arts. 

Course examples for the program include Critical Computation Lecture; Time; Integrative Studio 1-2; Core Studio Systems; Advanced Critical Computation; and Core Lab Environments. The program culminates with a thesis completed across the Thesis 1-2 courses. Students will present their thesis projects at the Design + Technology BFA/MFA Thesis Show. 

The Design and Technology MFA at Parsons School of Design is a 60 credit hour STEM-designated program that explores the roles visual, narrative, and interaction play in design technology. Course examples for the program include xFab Lecture and Lab; Cloud Salon; Major Studio 1-2; Critical Computation Lecture and Lab; Creative Practice Seminar; and Collaboration Studio. 

Also, studio-based and collaborative, the MFA program provides opportunities to work on projects with external partners such as The Metropolitan Museum of Art (The Met), Ralph Lauren, One Plus, Human Rights Watch, and the US Holocaust Memorial Museum. MFA students also have opportunities to work with other graduate students in related programs such as Data Visualization, Communication Design, and Transdisciplinary Design. 

The Design and Technology MFA culminates with a thesis project (completed across the Thesis Studio 1-2 courses) and participation in the Design + Technology BFA/MFA Thesis Show. 

Graduates of the Design and Technology programs at The New School’s Parsons School of Design are prepared to pursue careers in AR/VR, interaction design, virtual reality and immersion experience design, computer software and hardware design, motion graphics, web/UI/UX design, 2D/3D animation, digital filmmaking, mobile application design, design research, graphic arts, and video production. 

The New School was founded in 1919. Serving approximately 10,815 students, the school provides more than 120 degree and diploma programs across six colleges and schools, including Parsons Paris. The New School is accredited by the Middle States Commission on Higher Education (MSCHE).

21. University of Chicago, Chicago, Illinois
University of Chicago

University of Chicago (UChicago) provides a number of paths to study AR/VR. The school also houses a number labs and the Research Computing Center (RCC), which hosts workshops that support AR/VR education and research. In addition to workshops led by RCC staff, industry experts, hardware vendors, and software developers are routinely invited to teach courses on specific systems. 

Examples of past RCC workshops include Computational Reproducibility Through Virtual Environment and Containerization; Running Machine Learning Pipelines on RCC High Performance Computing (HPC) Systems; Machine Learning for Spatial Data; Data Visualization Using ggplot2; and Unsupervised Learning in Computer Vision. 

The labs of UChicago include Weston Game Lab (WGL); the Hack Arts Lab (HAL); Fourcast Lab; and Slandercast Studio. Launched in 2019, WGL is housed in the Media Arts, Data, and Design Center (MADD Center). This 20,000-square-foot collaborative space, which also houses the HAL and the RCC, is a partnership between UChicago Arts, the Physical Sciences Division, UChicago Library, and the Division of the Humanities. 

Forecast Lab and Slandercast Studio are managed by UChicago and the school’s Reva and David Logan Center for the Arts. The Logan Center is an eleven story and 184,000-square-foot mixed-use creative space. Digital media labs, classrooms, studios, editing suites, performance labs, exhibition spaces, and a performance penthouse are just a few Logan Center facilities available to UChicago students. 

Across labs and studios, UChicago students in related programs can learn about and work with alternate reality games (ARGs), networked performances, pervasive games, cross-platform stories, indie game development, visualization, online games, prototyping, analog games, digital fabrication, and electronic games. 

The College of Arts and Sciences at University of Chicago houses the Department of Computer Science and the Computer Science program. Degree options include the BS and MS Computer Science (CS). Students can also earn a BA/MS or BS/MS (Bx/MS). Students in these programs have three options including the research-oriented option for CS majors; a professionally oriented option for CS majors; and a professionally oriented option for non-CS majors. A CS minor is also available. 

Students in the UChicago Department of Computer Science may also select courses leading to a specialization in an area such as Human-Computer Interaction (HCI); Programming Languages; Machine Learning; or Computer Systems. In addition, students have the opportunity to focus in an additional field by following an approved course of study in a related area. This provides opportunities to develop additional skills in AR/VR. 

Across programs, students have access to courses such as Robotics; Visual Computing; Software Engineering; Computer Architecture; Quantum Computing; and Compilers for Computer Languages. Students may also participate in the internship program and study abroad at the UChicago Center in Beijing. 

Graduates of the Computer Science programs at University of Chicago graduates are routinely hired across more than 400 organizations annually. Over the past several years, UChicago graduates have been hired in over 40 countries across six continents. Some top employer’s for UChicago alumni include the U.S. Department of Defense, the U.S. Air Force, Amazon, Oracle, Microsoft, Tencent Games, AbbVie, Epic Systems, Apple, Google, IBM, United Airlines, Accenture, World Wide Technology, and Alibaba.

University of Chicago was established in 1890 by oil magnate John D. Rockefeller. This private research university houses hundreds of programs and initiatives, with partnerships across 48+ nations and every continent. UChicago serves approximately 18,525 students enrolled in more than 150 programs across the 13 colleges, divisions, and schools. University of Chicago has been continuously accredited by the Higher Learning Commission (HLC) since 1913.

22. University of Rochester, Rochester, New York
University of Rochester

University of Rochester (U of R or UR) provides the unique opportunity for students to build their own major. Students may also select a traditional program. For students that choose the build-your-own path, there are no general education requirements and no traditional core curriculum. The only required skill is written communication. Build-your-own students may choose from dozens of writing courses on variety of topics such as Comics and Culture, America’s National Parks, and Philosophy in Science Fiction. 

Build-your-own majors at University of Rochester fall in one of three broad areas: Humanities, Social Sciences, and Natural Sciences & Engineering. Undergraduate students can build an AR/VR Program by selecting courses from one or all areas or they can enroll in the BA or BS in Computer Science (CS). Graduate students may enroll in the multidisciplinary AR/VR PhD Program. 

Housed in the Hajim School of Engineering and Applied Sciences’ Department of Computer Science, the CS programs have three Tracks: Human-Computer Interaction (HCI), Artificial Intelligence (AI) & Machine Vision, and Natural Language Understanding. Course examples across Tracks include AR/VR Interaction Design, Video Game Development, Programming Language Design and Implementation, HCI, Recreational Graphics, Design and Analytics of Efficient Algorithms, Machine Learning, Logical Foundations of AI, Mobile Vision Computing, and Machine Vision. 

Students in the AR/VR PhD Program at University of Rochester typically have a background in Computer Science, Optics, Biomedical Engineering, Electrical & Computer Engineering, or Brain and Cognitive Sciences. Housed in the School of Arts & Sciences’ Georgen Institute for Data Science, the program focuses on AR/VR interfaces and applications, AR/VR platforms and computation, perceptual-cognitive aspects of AR/VR design, and machine intelligence for AR/VR systems. 

Graduates of the Computer Science and AR/VR Programs at University of Rochester are prepared to pursue positions in a variety of industries. Sample job titles include VR Developer, User Experience Designer, AR Developer, Mobile Developer, Solution Architect, AI Developer, Firmware Engineer, Quality Assurance manager, HCI Developer, and Research Software Engineer.  

University of Rochester was founded in 1850. When it opened, this private research university was located in the former United States Hotel on Rochester’s Buffalo Street—now Main Street. Today, University of Rochester serves 12,160 students across 158 buildings, seven academic schools, and 200  programs. University of Rochester is accredited by the Middle States Commission on Higher Education (MSCHE).

23. Southern Methodist University, Dallas, Texas
Southern Methodist University

Southern Methodist University (SMU) provides a number of paths to study AR/VR. Degree programs can be found in Lyle School of Engineering, which houses the Department of Computer Science and Engineering; Meadows School of the Arts; Simmons School of Education and Human Development; SMU Guildhall; and Continuing and Professional Education. 

Accredited by the Accreditation Board for Engineering and Technology (ABET), Lyle School of Engineering houses the Computer Science (CS) program, with options leading to a BA, BS, MS and PhD. Across programs, students may choose courses to support tracks in Artificial Intelligence and Machine Learning; Computer Organization; Game Development; and Software Engineering, and many others. 

Most tracks include a variety of AR/VR related courses. Examples include Software Architecture and Design; Machine Learning in Python; Artificial Intelligence; Programming Languages; Algorithm Engineering; User Interfaces, User Experience; Programming for Commercial Game Engines; Digital Computer Design; Software Architecture and Design; Computer Architecture; Software Development for Games; and Digital Logic Design. SMU CS students have additional opportunities to study AR/VR through required technical electives. 

Meadows School of the Arts houses the Creative Computation program. Leading to a BA or a minor, the Creative Computation program combines computer science, the arts, engineering, and humanities. Core coursework comes from both the Meadows School of the Arts and Lyle School of Engineering. Course examples include Creative Computing I-III; Creative Coding I; Programming Concepts; Aesthetics an Computation; Special Topics: Collaborative Projects; and Introduction to Digital/Hybrid Media. 

The program also provides access to AR/VR related courses such as Digitally Augmented Performance and Installation; Nand to Tetris: Elements of Computing Systems; Digital/Hybrid Media Directed Studies; Intermediate Digital/Hybrid Media; and Advanced Digital/Hybrid Media. 

Students can collaborate and work on additional projects in the Digital/Hybrid Media Workshop and Meadows Center of Creative Computation. The center also features lectures and supports interdisciplinary research and creative development. The Creative Computation BA program culminates with the Senior Design Capstone, which focuses on a multidisciplinary group project. 

The Simmons School of Education and Human Development houses the Center for VR Learning Innovation (CVRL)—home to the Mixed-Reality Simulation Lab and Olamaie Curtiss Graney VR Design Lab. The Mixed-Reality Lab Simulation Lab is a space designed specifically for practicing skills in mixed-reality. Students in the lab may also conduct virtual meetings and interact with adult avatars. The focus of the Graney VR Design Lab is the design of innovative AR/VR and game-based learning prototypes for research proposals. The labs also house teaching spaces and classrooms. 

Examples of research and development areas across labs include Augmented Reality and Virtual Reality for STEM Collaborative Learning; Mixed Reality for Education; and Game-based Learning Literacy Applications. 

The CVRL collaborates with students and faculty across SMU, the AT&T Center for Virtualization, SMU Guildhall, and the Institute for Leadership Impact. The center also collaborates with other universities such as University of Texas at Dallas (UT Dallas), University of Texas Southwestern Medical Center (UT Southwestern), King’s College, and University of North Carolina Chapel Hill (UNC Chapel Hill). 

Established in 2003, SMU Guildhall is Southern Methodist University’s graduate school for game design. Guildhall features include partnerships with companies such as Disney, Activision, Epic Games, Unity, Blizzard, Ubisoft, Playstation, Oculus, Epic Games, Bungie, Gearbox Software, and Bethesda Softworks; specialization areas such Software Development, Production, Level Design, and Art Creation; and access to a variety of AR/VR-related courses. 

Depending on the specialization, students explored topics include Virtual Sculpting; C++; Artificial Intelligence; User Input, Controls and User interfaces; Scripting Languages; Game Engine Design and Architecture; Real-Time Application Performance Analysis and Optimization; Interface and Systems Design; Environmental Modeling; Animation; Player Immersion; Rigging and Weighting; Player Immersion; Advanced High-Performance 2D and 3D Graphics and Shaders; User Research; Procedural Content Memory Management; Networked Multiplayer Systems; and Audio Techniques. 

The graduate Game Design program at SMU culminates with a final project sponsored by companies and studios such as Microsoft, Dell, Intel, Unity, Nintendo, Epic, Oculus Rift, and Valve. 

For student students seeking a shorter program, SMU Continuing and Professional Education has a User Experience Design certificate program that can be completed in one year. Program features include interactive workshops; real-world projects; and access to a variety of AR/VR and related courses. Examples include Design Principles in Augmented Reality, Virtual Reality and Holograms; Prototyping and Wireframing; Hands-on Design Thinking; Usability Testing; Introduction to AI for UX Designers; Data Visualization; and Designing a Killer UX Portfolio to Get You Hired. 

The SMU User Experience Design Certificate program culminates with a final presentation of student projects. 

Graduates of the certificate, Computer Science, and Creative Computing programs at Southern Methodist University are prepared to pursue careers across many industries. Examples include military logistics, medicine, aerospace engineering, game design and development, architecture, law enforcement training, aeronautics, entertainment (animation, television, film), visual effects (VFX), education, tourism, manufacturing, advertising, healthcare, search and rescue, news media, theme parks, sports, retail, museums, real estate, science, and automotive. 

Founded in 1911, Southern Methodist University serves approximately 11,840 students representing 50 states and 87 countries. The school provides 250 programs across seven colleges and schools. Southern Methodist University is accredited by the Southern Association of Colleges and Schools Commission on Colleges (SACSCOC). SMU is also an accredited institutional member of the National Association of Schools of Art and Design (NASAD).

24. California Institute of Technology, Pasadena, California
California Institute of Technology

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 a 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).

25. Embry-Riddle Aeronautical University, Prescott, Arizona
Embry-Riddle Aeronautical University

Embry-Riddle Aeronautical University (Embry-Riddle) houses a Simulation Science Games and Animation Lab (SSGA Lab) that supports research for production of content in the areas of simulation, animation, and games. Students in the lab have access to 20 VR capable workstations; specialty content creation software; and Wacom tablets. The SSG Lab is the only place that houses the required technology students need to complete related coursework, projects, and homework. 

The Colleges of Arts and Sciences (COAS) at Embry-Riddle houses the SSGA BS program which focuses on building virtual worlds and simulations. Production courses for the program are project-based, allowing students to master the technologies and mathematical algorithms utilized in AR/VR, games, aviation simulators, computer aided design (CAD) systems, streaming video networks, and animation software. 

Consisting of 127 credit hours, the SSGA program features STEM courses such as Mixed Reality; Procedural Simulation; Data and Structures and Algorithms; Games Systems; Artificial Intelligence; Interactive Media; Data Visualization; Systems Simulation; World Building; User Interface Design; Game Engine Architecture; and Multiplayer Systems. 

In addition to the SSGA Lab, students have opportunities to work in Embry-Riddle computer labs such as the Design and Computer-Aided Design Lab; the Meteorology Lab; the College of Engineering Senior Design Lab; and the Airway Science Lab. In the labs, SSGA students will work with development platforms, software, and programming languages such as C#, C++, Python, Unity3D, JavaScript, Maya, and HTML5. 

All Embry-Riddle students also have access to the STEM Education Center at the Prescott Campus. Launched in 2017, this two-story, 52,529-square-foot building features a variety of computing, robotics, and simulation labs such as the Dr. Charles and Elizabeth Duva Robotics Lab; the Raisbeck Engineering Design Lab; and the LIGO Optics Lab. The STEM Education Center is also home to the Jim and Linda Lee Planetarium—the only Arizona planetarium north of Phoenix. 

The Simulation Science, Games and Animation BS program at Embry-Riddle Aeronautical University culminates with the Capstone + Lab, worth eight credits. Graduates are prepared to pursue roles in fields such as AR/VR, software development, military and intelligence, aviation, game design, police training simulation, high-tech manufacturing, aerospace, entertainment, architecture, education, science, advertising, medicine, healthcare, and research. 

Embry-Riddle SSGA alumni have been hired by the Department of Defense Modeling and Simulation Office as well as places such as Boeing, Microsoft, Blizzard Entertainment, Disney Imagineering, Industrial Light & Magic (ILM), Win Reality VR Training, Super League Gaming, ForgeFX Simulations, and Mass Virtual. 

Founded in 1925, Embry-Riddle Aeronautical University is the world’s largest university specializing in aviation and aerospace. With a worldwide campus and two residential campuses in Daytona Beach, Florida, and Prescott, Arizona, Embry-Riddle serves close to 33,000 students enrolled in more than 100 degree programs at the associate, bachelor's, master's, and PhD levels. 

The Prescott, Arizona campus opened in 1978 with 268 students enrolled in the Aeronautical Science program. Today, ERAU Prescott serves more than 3,300 students enrolled in programs administered by the Colleges of Arts & Sciences (COAS); Aviation; Engineering; and Business, Security and Intelligence (CBSI).

Embry-Riddle Aeronautical University is accredited by the Southern Association of Colleges and Schools Commission on Colleges (SACSCOC).

Locations