2024

What are the top AR/VR schools and colleges in the US for 2024?

Top 50 Augmented/Virtual Reality (AR/VR) Colleges in the U.S. – 2024 Rankings
RankingSchoolState
1Massachusetts Institute of TechnologyMassachusetts
2Stanford UniversityCalifornia
3University of Southern CaliforniaCalifornia
4University of WashingtonWashington
5Georgia Institute of TechnologyGeorgia
6Carnegie Mellon UniversityPennsylvania
7New York UniversityNew York
8Rochester Institute of TechnologyNew York
9University of California, BerkeleyCalifornia
10Savannah College of Art and DesignGeorgia
11University of Texas at AustinTexas
12University of Central FloridaFlorida
13University of MichiganMichigan
14University of North Carolina at Chapel HillNorth Carolina
15University of Illinois Urbana-ChampaignIllinois
16Arizona State UniversityArizona
17Texas A&M UniversityTexas
18Drexel UniversityPennsylvania
19Purdue UniversityIndiana
20Cornell UniversityNew York
21University of ArizonaArizona
22Iowa State UniversityIowa
23University of California, San DiegoCalifornia
24Northwestern UniversityIllinois
25University of MarylandMaryland
26University of PennsylvaniaPennsylvania
27Rensselaer Polytechnic InstituteNew York
28University of UtahUtah
29The Ohio State UniversityOhio
30Duke UniversityNorth Carolina
31Northeastern UniversityMassachusetts
32University of FloridaFlorida
33University of Colorado, BoulderColorado
34University of Illinois, ChicagoIllinois
35Harvard UniversityMassachusetts
36Ohio UniversityOhio
37DePaul UniversityIllinois
38Ringling College of Art and DesignFlorida
39North Carolina State UniversityNorth Carolina
40Full Sail UniversityFlorida
41Columbia College ChicagoIllinois
42University of California, Santa CruzCalifornia
43University at BuffaloNew York
44The New School’s Parsons School of DesignNew York
45University of ChicagoIllinois
46University of RochesterNew York
47University of Minnesota, Twin CitiesMinnesota
48Southern Methodist UniversityTexas
49University of Colorado, DenverColorado
50University of California, Santa BarbaraCalifornia

Our 2024 rankings -our fourth annual- of the Top 50 AR/VR School 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. University of Washington, Seattle, Washington
University of Washington

In 2016, the Paul G. Allen School of Computer Science and Engineering at University of Washington became the world’s first school to offer an augmented reality capstone course. Housed in the College of Arts and Sciences, the Allen School serves more than 2,300 students enrolled in programs leading to a BS, MS, Professional Master’s (PMP), or PhD. The school also has a postdoctoral program that focuses on independent research projects, collaborations with faculty, and mentoring. 

For individuals interested in studying AR/VR, the Allen School has a Computer Science (CS) BS; a Combined BS/MS; a PMP in CS; and a CS PhD. Also known as the Fifth Year Master’s Program, the BS/MS enables current and recent Allen School undergraduate majors to earn a BS and an MS in approximately five years, instead of 6.5. 

Across programs, students will take courses such as Advanced Topics in HCI (Graphics & Virtual Reality); Neural Control of Movement: A Computational Perspective; Digital Circus; Human-Computer Interaction; Digital Design; Applications of AI; Interaction Programming; Software Design and Implementation; Machine Learning; The Hardware/Software Interface; Computer Vision; Interactive Learning; Advanced Digital Sound Synthesis and Processing; Software Engineering; and Advanced Topics in Digital Animation. 

Students in all Allen School programs have the opportunity to take courses and work on interdisciplinary teams in the UW Reality Lab. Launched in 2018, the Lab houses the Reality Studio, which focuses on production and storytelling in immersive environments, and supporting all forms of content in AR/VR. The Studio also provides courses at the graduate and undergraduate levels. 

Undergraduate course examples include Storytelling in VR; Virtual Reality Systems; Design for Virtual Reality; Computer Vision; Computational Design and Fabrication; Computer Graphics; and VR/AR Capstone. Graduate course examples include Deep Learning; Computational Fabrication; Computer Vision; Machine Learning; and Special Topics in Graphics. 

Also housed in the UW Reality Lab is the Reality Lab Incubator, which focuses on the research and development of AR/VR technology. This program also provides mentoring; opportunities to work on projects; and skills development for undergraduate students. Examples of current projects include 

Virtual Field Geology; AR Notetaking; GuitXR; Event Horizon: Cooperative VR Game for 2 People; Chefing: Interactive AR Cooking; Superfly: Emergent Gameplay through VR Locomotion; AR Bathymetry; and Superhero Ninja: Make-A-Wish & Virtual World Society Collaboration. 

Depending on the program, Computer Science and Engineering students at University of Washington will complete a final project, portfolio, thesis, or all three. Graduates are prepared to pursue leadership roles in AR/VR at major companies, studios, and organizations. Program alumni are routinely hired at places such as Microsoft, Apple, Epic Software, Pixar Animation Studios, Google, Dell, Amazon, Oracle, Riot Games, Samsung, Adobe, Hulu, Disney, HBO, and Unity Technologies. 

Founded in 1861, the University of Washington serves approximately 60,705 students, making it the largest university in the state. More than 300 separate programs and over 600 degree options are provided across three campuses including Seattle/main, Bothell, and Tacoma, and 18 colleges and schools. The University of Washington is accredited by the Northwest Commission on Colleges and Universities (NWCCU). The school is also a member of the Association of American Universities (AAU). Engineering at UW is accredited by the Accreditation Board for Engineering and Technology (ABET).

5. Georgia Institute of Technology, Atlanta, Georgia
Georgia Institute of Technology

Georgia Institute of Technology (Georgia Tech) provides several paths to study AR/VR in the College of Computing. One of the largest computing colleges in the nation, the Georgia Tech College of Computing houses the Schools of Computer Science, Computational Science and Engineering, and Interactive Computing. 

Specific AR/VR-related degree options across schools include the BS in Computational Media (BSCM), and BS, MS and PhD degrees in Computer Science. Ideal minors include Computing and Devices; Scientific Engineering and Computing; Computing and Intelligence; Computing and People; Computing and Media; and Computing and Systems Architecture. 

With approximately 300 students, the Computational Media BS is joint offering between the College of Computing and the School of Literature, Media, and Communication (within the Ivan Allen College of Liberal Arts), and the School of Music within the College of Design. One of Georgia Tech’s fastest growing programs, the BSCM is the top choice for students interested in AR/VR. 

The program provides the opportunity to select a thread, allowing students to create their own computing degree. Thread examples include Modeling and Simulation; Devices; Systems and Architecture; Media; and Information Networks. All students have access to courses such as People and Interaction Design; Intelligence and Games; Constructing the Moving Image; Experimental Media; Intelligence and Interaction Design; Science, Technology and Performance; Computer Animation; and Media and Interaction Design.

Students in all Georgia Tech programs have the opportunity to work and learn in the GVU Center. Examples of the centers core research areas include AR/VR, wearable computing, gaming, human-computer interaction, artificial intelligence, social computing, graphics and animation, robotics, information visualization, mobile and ubiquitous computing, and educational technologies.   

Within the Georgia Tech GVU Center is the Augmented Environments Lab, which focuses on building interactive computing environments that directly augment the user senses with computer-generated material. The center also houses the Prototyping eNarrative Lab (PeN Lab), which focuses on emerging platforms such as AR/VR; simulation and game design; storytelling as it relates to digital experiences; and experimental television. 

Across GVU Center labs, past and current projects include Bringing Interactivity to Static Data Visualization through AR; Interactive Techniques for Children’s AR Education; Argon: AR-Enabled Web Browser; Augmented Reality and the Fan Experience of Esports; ARToss: Networked Argon3 Game Demo; Auburn Avenue: Augmented Reality for Cultural Heritage; Exploring AR Potential in Extending Visiting Experience of Aquariums and Zoos; and Smart Home with AR Interface Control. 

Upon completion of any AR/VR-related program at Georgia Tech, students will complete a capstone project. Graduates are prepared to pursue careers in areas such as AR/VR, robotics, animation, game development, special effects, human-computer interaction, and simulation. 

Georgia Tech alumni have been hired by companies such as Boeing, Cisco Systems, Intel, Microsoft, Apple, IBM, Google, Disney, Tesla, and Delta Airlines. 

Georgia Institute of Technology was established in 1885. When it opened, the school had just 129 students enrolled in one degree program—the Mechanical Engineering BS. Today, Georgia Tech serves nearly 50,000 students in-person at the main campus in Atlanta, at Georgia Tech-Europe in France, at Georgia Tech-Shenzhen in China, and through distance and online learning. Students have access to 180 degree programs and minors across six distinct colleges and 28 schools. Georgia Institute of Technology is accredited by the Southern Association of Colleges and Schools Commission on Colleges (SACSCOC).

6. 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).

7. 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).

8. 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).

9. University of California, Berkeley, Berkeley, California
University of California, Berkeley

University of California, Berkeley (UC Berkeley) sends more graduates to Silicon Valley than just about any other U.S. college. With learning that takes place in state-of-the-art classrooms, labs, and research centers, UC Berkeley’s engineering and computer science programs also rank among the best in the nation. 

For students looking to pursue a career in AR/VR, the College of Engineering (CoE) and the College of Letters and Science (L&S) provide two undergraduate degree options. Housed in the CoE’s Engineering and Computer Sciences (EECS) Department is the BS in EECS. And in UC Berkeley’s largest college—Letters and Sciences—students can earn a BA in Computer Science (CS). 

All EECS and CS students have access to the XR Lab@Berkeley—a Virtual, Augmented, and Mixed Reality Laboratory (AR/VR/MR), the student-run Extended Reality@Berkeley (est. 2015), and the FHL Vive Center for Enhanced Reality, which sponsors research and applications in AR/VR and AI. 

Collectively, the Labs and Centers at UC Berkeley train Computer Scientists and Engineers in all areas of AR/VR. The Labs also advance the field of AR/VR through development plans, actions, and state-of-art research, while bringing attention to the unlimited possibilities associated with advancements in technology. 

The EECS BS and the CS BA have the same technical requirements, with differing admissions and breadth requirements. EECS students have the option to focus in areas such as Communications or Robotics and Mechatronics. BS and BA students also have opportunities to complete an internship with a local company or organization in places such as San Francisco, New York, or Los Angeles; study abroad for a semester or summer; or complete a global internship in places such as London, Spain, France, Argentina, Tokyo, Canada, or Portugal. 

Across programs, students have access to courses such as Designing Information Devices and Systems; Introduction to Digital Design and Integrated Circuits; Machine Structures; Foundations of Computer Graphics; Great Ideas in Computer Architecture; Electronics for the Internet of Things; Human-Computer Interaction Research; Robotic Manipulation and Interaction; Programming Languages and Compilers; Introduction to Digital Electronics; Structure and Interpretation of Computer Programs; Computer Vision; Designing, Visualizing and Understanding Deep Neural Networks; and Natural Language Processing. 

Both programs culminate with a final project. Graduates of the CS and EECS programs at UC Berkeley are prepared to pursue advanced roles in areas such as AR/VR, AI and machine learning, computer vision, robotics, aerospace, healthcare, defense, engineering, software development, production, design, entertainment, computer systems design, and production. 

UC Berkeley graduates are routinely hired by technology companies such as Apple, Tesla, Google, and Meta Platforms, Inc. 

Chartered in 1868, University of California, Berkeley was named after 18th-century philosopher George Berkeley. The school serves approximately 45,700 students enrolled in more than 400 degree programs across 15 colleges and schools. UC Berkeley has been fully accredited since 1949 and had its accreditation reaffirmed in 2015 under the WASC Senior College and University Commission (WSCUC).  

10. 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).

11. University of Texas at Austin, Austin, Texas
University of Texas at Austin

University of Texas at Austin (UT) houses a Game Design and Development (GDAD) program dedicated to training students for careers in AR/VR, games, and digital media. Established in 2012, the program provides the opportunity to work alongside UT’s game development student organization EGaDS! and industry studios, while taking courses on immersive experiences through the Texas Immersive Institute in Moody College of Communication. 

Other coursework comes from the Department of Computer Science (CS) in the College of Natural Sciences; the Department of Arts and Entertainment Technologies (AET) in the College of Fine Arts’ School of Design and Creative Technologies; and the Department of Radio-Television-Film (RTF) in Moody College of Communication.  

In addition to coursework across schools and departments, GDAD students have access to the Center for Perceptual Systems in the College of Liberal Arts. The center houses state-of-the-art labs such as the Virtual Reality Laboratory and the Vision, Cognition, and Action Virtual Reality Lab. The labs focus on research in Virtual Reality Systems, Neural Mechanisms, Computation, and more. 

Equipment includes HiBall high precision head tracking systems, a SensAble Technologies Phantom Force Feedback System with a large workspace, Oculus Rift DKII, several Polhemus Fastrack Systems, Motion Capture Systems, and an Immersion Cyberglove hand posture sensor with vibrotactile stimulators. 

An additional laboratory houses a driving simulator mounted on a motion platform, and a PhaseSpace 3D body tracking system using 40 LED Markers and 16 Impulse Cameras. The virtual environments are displayed using three Virtual Research V8 Head Mounted Displays and two N-Vis wide field of view helmets with binocular eye tracking. 

In addition to the interdisciplinary GDAD program, students interested in AR/VR can enroll in the Computer Science BS (BS CS) program with an optional Game Development concentration; or the Professional Arts and Entertainment Technologies BS. Across programs, course examples include AR/VR: Intro to the Metaverse; Design for Artificial Intelligence; Mixed Reality for the Masses; Advanced Creative Coding; Immersive Audio; Interactive Environments; Video Game Prototyping; DxD Studio; 3D Previz in Live Environment; Design and Interactivity; Storytelling in Design; AET Studio; Video Game Scripting; IBM Studio; Integrated Design; and User Interfaces. 

Students in all CS programs in the College of Natural Sciences may also take additional AR/VR courses as electives. This is especially true for the BSA in CS, which allows students to explore other areas to match their goals. In addition to a BSA and BS, CS students can earn a BA, MS, or five-year BS/MS. 

Graduates of the AET, Game Design, and CS Program at UT Austin enjoy a 93% employment rate within six months of graduation. Program alumni are prepared to pursue AR/VR jobs in fields such as entertainment, game design and development, manufacturing, the military, education, automotive, marketing, design, training, law enforcement, retail, architecture, healthcare, hospitality, and sports.

UT Austin graduates have been hired at places such as Apple, Google, HP, EA Games, Amazon, IBM, Zynga, GameStop, Scientific Games, Aspyr Media, Inc., Diamond Entertainment, Cloud Imperium, and Everi Digital. 

Founded in 1883, University of Texas at Austin serves approximately 51,915 students, making it one of the largest universities in Texas. UT Austin provides more than 155 undergraduate degree programs with 170+ fields of study, 139 graduate degree programs, and nearly 100 doctoral programs across 19 colleges and schools. University of Texas at Austin is accredited by the Southern Association of Colleges and Schools Commission on Colleges (SACSCOC).

12. University of Central Florida, Orlando, Florida
University of Central Florida

University of Central Florida (UCF) provides several paths to study AR/VR in the College of Engineering and Computer Science, Department of Computer Science; the School of Modeling, Simulation, and Training (SMST); and UCF Continuing Education. In addition to degree programs and certificate options, students interested in studying AR/VR have access to several labs that focus on collaboration, AR/VR systems and applications creation, and AR/VR research.  

Housed in Institute for Simulation & Training (IST), the Synthetic Reality Lab is part of several larger UCF entities. Known as SREAL (pronounced Surreal), the lab is a center for affiliated faculty members, software developers, PhD students, modelers and animators, researchers, and interactors such as digital puppeteers. With 7,000 square feet of office and experimental space, SREAL has spaces dedicated to the development of AR/VR; human surrogate and robotics research; mixed reality experiences; developing cultural heritage and STEM experiences; and interactive training using digital avatar technology. 

The Interactive Systems and User Experience Lab focuses on the development of innovative techniques, tools, and applications that enhance the overall experience between humans and machines. 

Program options in the Department of Computer Science include the Computer Science (CS) BS; an Accelerated BS/MS in CS; and a Mixed Reality Engineering graduate certificate. The School of Modeling, Simulation, and Training houses the MS and PhD degrees in Modeling and Simulation. Both programs are also part of the College of Graduate Studies. 

In partnership with Circuit Stream, UCF Continuing Education provides an XR Development with Unity course that can prepare students to become an AR/VR developer in 10 weeks. Areas covered include AR application development, C# script coding, VR application development, and XR development and game creation with Unity. Upon completion of the fully online course, students will receive a VX Developer digital badge from UCF Continuing Education and Circuit Stream.  

The Computer Science BS at UCF consists of courses such as Algorithms for Machine Learning, Robot Vision, Game Programming, Software Engineering, Computer Graphics, Advanced AI, Computer Architecture, and AI for Game Programming. Graduates are prepared for careers in fields such as AR/VR, Computer Architecture, Computer Gaming, Computer Vision, Evolutionary Computing, Media Convergence, Robotics, and many others. 

The Computer Science MS at UCF allows students to specialize in a research area. This includes options such as VR, Mixed and Virtual Reality Mobile Computing, Modeling and Simulation, Machine Learning, Human-Computer Interaction (HCI), and Artificial Intelligence (AI). Pairing (combining two research areas) is also an option. In addition to their chosen specialization, CS MS students will study programming systems and languages, computer science theory, and computer architecture. 

The Mixed Reality Engineering graduate certificate requires nine credit hours of coursework beyond the bachelor’s degree. Courses include Virtual Reality Engineering; Augmented Reality Engineering; and the culminating Mixed Reality Project, which includes the development of a mixed reality system or software application.  

The MS and PhD programs in Modeling and Simulation provide opportunities to specialize in areas such as Visualization and Immersive Environments (VR/MR/XR); Training, Modeling, and Simulation; Human-Computer Interaction; Interactive Simulation, and Cognition; Operational Modeling, Simulation, and Optimization; and Predictive Analytics and Machine Learning. The UCF Modeling and Simulation MS program can be completed online. 

Graduates of the Computer Science and Modeling and Simulation programs at University of Central Florida are prepared to pursue careers in areas such as AR/VR, software engineering, defense, entertainment, software development, game design and development, computer science, information security, aerospace, computer systems, and cybersecurity. 

UCF technology alumni are routinely hired by major companies and organizations such as NASA, Cisco, Lockheed Martin, Siemens, IBM, Apple, Oracle, Google, Intel, Accenture, Amazon, and YouTube. 

University of Central Florida was founded in 1963. The school opened its doors in 1968 as Florida Technological University (FTU). On the first day of classes, FTU had less than 2,000 students. Today, UCF is a public research university that serves 69,320 students, making it the largest university by enrollment in the state of Florida. The school is also one of top five largest universities in the nation. UCF students have access to 240 degree programs across 13 colleges. University of Central Florida is accredited by the Southern Association of Colleges and Schools Commission on Colleges (SACSCOC).

13. University of Michigan, Ann Arbor, Michigan
University of Michigan

University of Michigan (U-M) houses the College of Engineering; the School of Information; and the College of Literature, Science, and the Arts (LSA). Collectively, these academic divisions provide access to a number of degree programs, certificates, studios, coursework, and initiatives that explore AR/VR. 

Founded in 1854, U-M’s College of Engineering launched some of the nation’s earliest programs in computer science, electrical engineering, data science, and nuclear engineering. Options for students interested in studying AR/VR include the Computer Science BS; Computer Science and Engineering (CSE) MS; the CSE PhD; and the CS minor. The Computer Science BS is also offered to students in the College of LAS. With more than 85 majors, sub-majors, and degree programs, and over 100 minors, the College of LAS also provides minors in Computing for Expression; Computing for Scientific Discovery; Complex Systems; and User Experience Design. 

Across degree programs, students have access to courses such as Human-Centered Software Design and Development; Human-Computer Interaction (HCI); Programming Languages; Computer Game Design and Development; Advanced Artificial Intelligence (AI); Machine Learning; VLSI Design; Interactive Computer Graphics; Digital Integrated Technology; Autonomous Robotics; and Software Engineering.

Computer Science students may also focus in areas such as Intelligent Systems; Web Technology and Applications; Software Development; Computer Hardware; Theory of Computation; or Computing Infrastructure. 

In the School of Information, students with a bachelor’s degree in any major can enroll in the Rackham Graduate Certificate in Extended Reality (XR). This program can be used as an add-on to the graduate student's primary degree program. All students will complete Introduction to AR/VR Application Design. Other course examples include Developing AR/VR Experiences; Augmented Tectonics; Immersive Media; AR/VR for Sustainability; Sci-Fi Prototyping; Generative Design; and Virtual Engagement in Digital Technologies. 

Students in all programs have access to the XR Initiative - Center for Academic Innovation and the studios of the James and Anne Duderstadt Center (DC). Founded in 2019, the XR Initiative works across all U-M colleges, schools, and departments to develop new XR related educational technology designed to enhance student learning experiences. The Initiative also focuses on making XR technology more accessible on campus and promoting its use in higher education. 

Past XR Initiative projects include AR Visit Detroit App: An augmented reality tour of Detroit that combines history, culture, and technology; Cross-platform XR Tools for Supporting Student Creativity in Immersive Audio Design; MIVERSE: A project that teaches the essentials of Unity and Blender skills to help participants become well-rounded developers; XRStudio: A project that develops a pipeline for giving lectures in VR; and Cross-platform XR Tools: A browser-based tool for designing virtual immersive sonic environments. 

Launched in 1996 as the Media Union, the James and Anne Duderstadt Center houses the DC Visualization Studio; M.I.D.E.N (Michigan Immersive Digital Experience Nexus); the Fabrication Studio; and VizHubs. All studios are equipped with individual and shared workstations; the Vicon Motion Capture System; the Leap Motion System for hand tracking in VR environments; advanced software; and a Perception Neuron Full Body Tracking Suit. 

Graduates of the Computer Science and XR programs at University of Michigan are prepared to pursue in areas such as AR/VR, intelligent and assistive systems, simulation engineering, digital arts and entertainment, applications development, software engineering, and computer systems. U-M alumni have been hired at places such as include Microsoft, Oracle, General Motors, Epic Games, IBM, Google, Amazon, IBM, Facebook, Capital One, Ford Motor Company, and MathWorks.   

Established in 1817, University of Michigan is the oldest higher education institution in the state. The school is also one of the nation’s first public institutions. U-M consists of three campuses (Ann Arbor-main, Dearborn, and Flint) that serve 52,065 students enrolled in more than 275 degree programs across 19 colleges and schools. University of Michigan is accredited by the Higher Learning Commission (HLC).

14. University of North Carolina at Chapel Hill, Chapel Hill, North Carolina
University of North Carolina at Chapel Hill

University of North Carolina at Chapel Hill (UNC-Chapel Hill) houses a number of labs, groups, and clubs that support the study, research, and development of AR/VR. The school also provides degree options that can help students break into the AR/VR industry. 

Students interested in AR/VR at UNC-Chapel Hill have access to the Graphics, Imaging, and Robotics Lab; the Graphics and 3D Vision Laboratory; the UNC Augmented and Virtual Reality Interest Group (UNC AR/VR); and the Carolina Augmented and Virtual Reality Club (CARVR). 

The Graphics, Imaging, and Robotics Lab is a 3,500 sq. ft. space located in J. Carlyle Sitterson Hall. Most of the lab is dedicated to work in effective virtual environments. The remaining area, which houses a variety of robots, focuses on robotics research. 

Housed in the Frederick P. Brooks Jr. Computer Science Building and Sitterson Hall, the Graphics and 3D Vision Laboratory is situated in a noise-controlled, 2,500 sq. ft. space divided into three research zones by floor-to-ceiling blackout curtains for light and sound suppression. Zones include Projective Display Research, Computer Vision and Optical Tracking Research, and Physical Simulation and Audio Synthesis Research with a focus on GPU processing. The space has 11-foot ceilings and a Unistrut mounting grid. 

The Carolina Augmented and Virtual Reality Club (CARVR) provides the opportunity to work on extended reality (XR) projects with real clients. The UNC Augmented and Virtual Reality Interest Group (UNC AR/VR) is a collection of more than 250 faculty and students from across campus. The Group focuses on learning, training, research, and entrepreneurship through the use of immersive technologies. 

Across all options, students have access to workshops, panels, research showcases, and more. Projects have included ARt Walk on Franklin; Geometric Algorithms for Modeling, Motion, and Animation Group (GAMMA) Project; the Walkthrough Group, (simulated walkthroughs of architectural models); and the Effective Virtual Environments Project. 

The College of Arts and Sciences at University of North Carolina at Chapel Hill houses the Department of Computer Science (CS). Established in 1964, the CS Department was one of the first independent computer science departments in the U.S. Within the department are BS, MS, and PhD degrees in Computer Science. 

Students have the option to select the Computer Graphics or Human-Computer Interaction (HCI) Research Area. Computer Graphics sub-areas include Virtual Environments; Animation and Simulation; and Visualization. HCI sub-areas include Virtual Environments. 

Course examples across programs include Digital Logic and Computer Design; Human Robot Interaction; Machine Learning; Software Engineering Laboratory; 2D Computer Graphics; Models of Languages and Computation; Digital Culture; Connecting Language to Vision and Robotics; and Scientific Programming. 

Graduates of the Computer Science programs at UNC-Chapel Hill are prepared to pursue advanced roles in areas such as AR/VR, game design and development, software development, AI, HCI, mobile app development, entertainment, computer hardware engineering, architecture, marketing, and healthcare. 

UNC-Chapel Hill alumni have gone on to establish careers at places such as Microsoft, Cisco, Google, Amazon, Lenovo, America Airlines, SAS – Analytics Software & Solutions, Red Hat Software (a subsidiary of IBM), Capital One, and Accenture. 

University of North Carolina at Chapel Hill was established in 1789. The school welcomed its first students in 1795, becoming the first and only public university in the U.S. to award degrees in the 18th century. Today, UNC-Chapel Hill serves approximately 32,235 students enrolled in more than 250 degree programs across 14 colleges and schools. University of North Carolina at Chapel Hill is accredited by the Southern Association of Colleges and Schools Commission on Colleges (SACSCOC).

15. University of Illinois Urbana-Champaign, Champaign, Illinois
University of Illinois Urbana-Champaign

University of Illinois Urbana-Champaign (UIUC) houses several degree programs, minors, labs, and studios that support AR/VR studies and research. Supported by the Center for Innovation in Teaching & Learning (CITL) and University Library’s IDEA Lab and Media Commons, the VR@Illinois Lab (VR LAB) is a collaborative initiative that supports AR/VR and extended reality activities at UIUC. 

The VR Lab houses mobile virtual reality classrooms; studio spaces for VR creation, research, teaching,  and exploration; the VR Club, which hosts weekly club meetings; and loanable headsets and cameras for viewing and capturing 360 media. VR Lab experts help with VR research projects and consultations on implementing VR in the classroom. 

Adjacent to the VR Lab is the Innovation Studio. This active, experimental, and emerging technology studio is equipped with VR headsets, gaming computers, a video wall, and a variety of innovative technologies. Students in all VR/AR-related courses and programs have access to the VR LAB and Innovation Studio. 

Grainger College of Engineering at University of Illinois Urbana-Champaign houses the Thomas M. Siebel School of Computing and Data Science. Within the school is a Computer Science (CS) program that’s ideal for students interested in studying AR/VR. Specific pathways include the Computer Science BS, MS, and minor. The 12 credit hour minor can be added most technology-related programs at UIUC. 

Students in the CS BS have may take up to 18 credit hours of technical electives and six hours of CS advanced electives, allowing them to focus in specific area of interest such as AR/VR. Course examples include Virtual Reality; AI for Computer Games; Programming Languages Design; Human-Computer Interaction; Software Design Lab; Applied Machine Learning; User Interface Design; Topics in the Internet of Things; Software Engineering I-II; Simulation; Mobile Interactive Design; and Social Visualization. 

The CS MS at University of Illinois Urbana-Champaign is a research-oriented degree that requires 28 credit hours of coursework and a four credit hour thesis. The program consists of 10 core areas. Examples include Interactive Computing; Artificial Intelligence (AI); Programming Languages; and Scientific Computing. 

Both CS BS and MS students will work in teams to complete a series of projects throughout each program. This includes a final project and presentation to graduate. 

Graduates of UIUC Grainger College of Engineering are prepared to pursue leadership roles across industries. Grainger alumni have gone on to co-found companies such as PayPal, Yelp, and YouTube. Graduates have also been hired at Fortune 500 companies such as Apple, Microsoft, Google, Amazon, IBM, Meta Platforms, Inc., Caterpillar, Tesla, and ADM.

University of Illinois Urbana-Champaign was established in 1867 as Illinois Industrial University. The second oldest public post-secondary institution in the state, UIUC serves 59,240 students from all 50 U.S. states and 126 countries. The school provides more than 150 undergraduate programs and 100+ graduate and professional programs across 16 colleges and instructional units. University of Illinois Urbana-Champaign is accredited by the Higher Learning Commission (HLC).

16. Arizona State University, Tempe, Arizona
Arizona State University

Arizona State University (ASU) launched the Media and Immersive eXperience (MIX) Center in fall 2022. Part of the ASU at Mesa City Center Complex, which also houses The Studios at Mesa City Center and the three-acre Plaza at Mesa City Center, MIX is a collaboration between ASU and the City of Mesa. 

Designed to support emerging media technologies and related academic programs, this state-of-the-art facility houses immersion studios, soundstages, ideation studios, fabrication labs, screening rooms, exhibition spaces, and community rooms. MIX students have opportunities to design new virtual worlds and video games; produce films; and create other immersive media experiences. 

In addition to the MIX Center, ASU is also home to the Center for Narrative and Emerging Media (NEM). Also launched in fall 2022, NEM is a partnership between the Walter Cronkite School of Journalism and Mass Communication, and the Sidney Poitier New American Film School/Herberger Institute for Design and the Arts. 

Housed in the ASU California Center in Downtown Los Angeles, NEM provides an MA program (MA-NEM) that focuses on emerging storytelling and immersive experience content creation in AR/VR/XR; virtual production; short-form digital video; animated graphics; streaming; and 360 video. Course examples include AR/VR/XR for Storytelling; Short Form and 360 Video Production; Emerging Media Project Management; Virtual Production for Storytelling; Narrative Development and Pre-Production; Emerging Media for Clients; and Emerging Media Production. 

The Narrative and Emerging Media MA program at ASU culminates with the Applied Project course, worth three credits. Graduates will enter the job market with a professional portfolio of their best work. 

Potential job titles include AR/VR/XR Producer, Immersive Storyteller, Media Project Manager, Documentary Film Producer, Independent Filmmaker, and Journalist.  

The Herberger Institute for Design and the Arts at Arizona State University houses the School of Arts, Media and Engineering, and The Design School. Both schools provide additional program options that are ideal for students interested in studying AR/VR. These include the MS in Media Arts and Sciences (Extended Reality Technologies) and the MSD in Design (Experience Design). 

Housed in the School of Arts, Media and Engineering, the Media Arts and Sciences MS is a STEM-designated program that focuses on extended reality and immersive technologies, including human-computer interaction (HCI), experience design, artificial intelligence (AI), visualization, machine learning, computer vision, interaction, and simulation. 

Course examples include Designing Extended-Reality Experiences; Machine Learning for Media Arts; Digital Workflow in the Graphics Industry; Programming for Social and Interactive Media; Movement and Computing; Design for Media Arts; Prototyping Futures; and Creating Interactive Media. 

The ASU Media Arts and Sciences MS requires an internship and culminating applied project to graduate.

Housed in The Design School, the MSD is a cross-disciplinary program that explores extended and virtual reality, interactive environments, games, themed entertainment, and immersive storytelling. Course examples include Prototyping Futures; Immersive Experience Design; Research Methods; and Emerging Media Colloquium. 

Like the MS program, the MSD require an internship to graduate. Students in this program will also complete a thesis and culminating applied project. 

Graduates of the MA, MS, and MSD programs at Arizona State University are prepared to pursue careers in areas such as AR/VR (across industries), game design and development, 3D modeling and visualization, mobile development, architecture, aerospace, experience design, film and video, web development, healthcare, theme park design, the military, education, advertising, urban planning, exhibit design, and law enforcement training. 

According to the Arizona Board of Regents, Arizona State University serves 145,655 students, making it the largest university in the state and one of the top 10 largest universities in the U.S. Founded in 1885 as the Arizona Territorial Normal School, ASU has four campuses and a digital division that provide more than 900 fully accredited degree programs and majors. ASU programs are housed across 16 colleges and schools. Arizona State University is accredited by the Higher Learning Commission (HLC).

17. Texas A&M University, College Station, Texas
Texas A&M University

The School of Performance, Visualization and Fine Arts (PVFA) at Texas A&M University (TAMU) provides several ideal pathways to study AR/VR. Options include BS, MS, and MFA degrees in Visualization. A recently launched Virtual Production (VP) minor is also available. 

This new VP minor features courses such as Virtual Reality; Interactive Virtual Environments; Visual Computing; Virtual Production Techniques; Applied Perception; Creating Digital Environments; Game Level Design; Virtual Cinematography and Lighting; Data Visualization; Art Direction for Virtual Production; and Digital Rendering. Students in this 18 credit hour program also have the opportunity to complete a professional internship.  

Across all PVFA programs, students also benefit from project-based studios; access to dozens of programming and production courses; interdisciplinary coursework; and collaborative projects. 

The Visualization BS at TAMU provides the opportunity to focus in an area of interest through electives, a minor or concentrations such as Visual Computing, Interactive Design, and Animation and Virtual Production. The Visualization MS features formal focus areas such as Virtual Reality; Augmented Reality; Interactive Design; Data Visualization; Computer Graphics; and Gaming. The MFA in Visualization provides the opportunity to specialize in areas such as Virtual/Augmented Reality; Visual Effects; Visual Storytelling; Gaming; Data Visualization; and User Experience Design. 

The BS program culminates with a capstone project and portfolio. The MS has both thesis and non-thesis options. Thesis students will complete a thesis and project. Non-thesis students will complete a final project. The culminating experience for the Visualization MFA is a complete body of work that focuses on the student's area of specialization.   

The College of Engineering houses the Department of Computer Science and Engineering, which also has several paths to study AR/VR. Options include BS degrees in Computer Science and Computer Engineering; the BA in Computing; a Computer Science minor; and the Game Design and Development minor. 

Consisting of 17 credit hours, the Computer Science minor can be added to any Visualization program. Course examples include Programming Languages; Program Design and Concepts; Discrete Structures for Computing; Data Structures and Algorithms; and Computer Organization. 

Consisting of 16 credit hours, the Game Design and Development minor can be added to any program in the College of Engineering. Course examples include Interactive Virtual Environments; Computer-Human Interaction; Programming; Computer Graphics; Introduction to Program Design and Concepts; and Multimedia Design and Development. 

Students in the Computer Science, Computer Engineering, and Computing programs have access to dozens of courses that support education and hands-on learning in AR/VR. Examples include Virtual Reality; Game Development; Computer-Human Interaction; Program Design and Concepts; Machine Learning; Artificial Intelligence; Computers and New Media; Data Visualization; Structures of Interactive Information; Robotics and Spatial Intelligence; Computer Graphics; and Computational Data Science.    

Students in all programs have access to several labs that support AR/VR studies, research, and projects. Thes include HCI@VIZ; the recently launched Texas A&M University Virtual and Augmented Reality (TAMUVR); INDIE Lab; Soft Interaction Lab; MAESTRO Lab; the TEILab; and McNamara Lab. 

Housed in the School of Architecture’s Department of Visualization HCI@VIZ is a lab that conducts research in human-computer interaction (HCI), human-centered computing, and interactive systems. 

TAMUVR is an organization that focuses on AR/VR development, research activities, educational opportunities, discussion, and practical experience. 

The INDIE Lab (Interactive Data and Immersive Environments) engages in human-centered research of interactive visualizations. The group actively collaborates with multiple departments and faculty across the university. Research areas include Virtual Reality, 3D Interaction, Visual Analytics, Information Visualization, and Educational Games. 

The Soft Interaction Lab fosters experimentation with physical and virtual experiences, organic materials, and interaction technology. 

MAESTRO Lab houses the MAESTRO VR Studio—an Immersive Mechanics Visualization Lab dedicated Immersive and Intuitive Data Environments projects. Focus areas include AR/VR and 3D Displays. 

The TEILab and McNamara Lab conduct computer graphics and human-computer interaction (HCI) research to advance and enhance the fields of animation, visualization, and computer graphics. 

Soon, Texas A&M University will house a Virtual Production Institute (VPI). This will be the nation’s first institute of its kind to integrate real-world scenarios and the latest AR/VR/XR technology to advance problem-solving across industries. The VPI facility will support large-scale mixed-reality environments; high-performance computing; performance capture; production stages; and technology-infused classrooms. Completion of the facility is set for January 2025. 

Graduates of the College of Engineering and Visualization programs are prepared to pursue advanced roles in fields such as AR/VR, game design and development, software design, programming, UI/UX development, environment modeling, HCI, entertainment, multimedia design, AI, visual effects, and robotics. 

Texas A&M alumni are routinely hired by companies and studios such Lockheed Martin, Industrial Light and Magic (ILM), Samsung, Google, Microsoft, IBM, General Motors, Pixar, Amazon, Oracle, Texas Instruments, DreamWorks Animation, Walt Disney Animation Studios, Electronic Arts (EA), Reel FX, and Tektronix. 

Texas A&M University serves more than 71,000 students at its main campus in College Station, and 8,000 students at branch campuses in Galveston TX; Qatar (Middle East); the School of Law in Fort Worth Texas; the Higher Education Center at McAllen Texas; and Health Science Center locations across the state. This makes TAMU the largest university in the state and one the largest in the nation. 

Established in 1876, Texas A&M University is also the state’s first public institution of higher learning. The school provides more than 400 degree programs across 17 colleges and schools. Texas A&M University is accredited by the Southern Association of Colleges and Schools Commission on Colleges (SACSCOC).

18. 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). 

19. Purdue University, West Lafayette, Indiana
Purdue University

Purdue University is home to Purdue Polytechnic Institute, which houses the Department of Computer Graphics Technology (CGT) and the CGT MS program. Students in this program have the option to customize their plan of study by selecting courses from majors such as Game Development; Computer and Information Technology; Artificial Intelligence (AI); and Robotics Engineering Technology. 

This means student have access to a wide range of courses to develop a focus in AR/VR. Course examples include Augmented Reality; Collaborative Virtual and Augmented Environments; Product Development Using Virtual Environments; Computer Graphics Programming; Managing Information Technology Projects; Cognition and Human-Computer Interaction (HCI); Systems Programming; Geometric Modeling For Visualization And Communication; Game Development I-II; Visual Intelligence and Perception; Special Topics In Human-Centered Design And Development; Visual Programming; and Advanced Real-Time Computer Graphics. 

All CGT MS students have access to the IDEAS Research Group, which focuses on Metaverse/AR/VR. Students also have access to the Purdue HRD Virtual Lab. Equipment in this state-of-the-art lab includes iMotions software to collect biometric data on facial expression analysis (FEA), eye tracking (ET), electrocardiography (ECG), galvanic skin responses (GSR), and facial electromyography (fEMG); Oculus Rift Virtual Reality Headsets to deliver virtual reality simulations; GoPro Omni and GoPro Hero to create 360-degree training simulation content; and Microsoft HoloLens for augmented reality training simulations.   

Purdue MS CGT students will complete several projects including the Computer Graphics Project, Directed MS Capstone, and Directed MS Project to graduate. Graduates are prepared to seek careers in all industries that utilize AR/VR. Purdue Polytechnic Institute alumni have been hired at places such as Boeing, DreamWorks, Amazon, Lockheed Martin, Mercedes Benz, Google, Delco Electronics, Rolls Royce, Deloitte, Caterpillar, Ford Motor Company, The Raytheon Company, PepsiCo., Toyota, Gulfstream Aerospace Corporation, Endeavor Air, Symbol Technologies, Northern Telcom, and Eli Lilly. 

Established in 1869, Purdue University serves approximately 57,090 students from all 50 states and 120 countries. The school provides more than 400 programs across 11 colleges and schools. Purdue University is accredited by the Higher Learning Commission (HLC). The Art, Design, and Performance Programs at Purdue are accredited by the National Association of Schools of Art and Design (NASAD) and the National Association of Schools of Theatre (NAST).

20. 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.

21. University of Arizona, Tucson, Arizona
University of Arizona

University of Arizona (UArizona) is home to the College of Information Science (InfoSci). Formerly known as the School of Information, the ALA-accredited College of InfoSci houses five undergraduate degree programs, four graduate degrees, and certificates and minors in different fields of information sciences.

Several options are ideal for students seeking careers in AR/VR. These include the BA in Information Science and Arts (BA IS&A); the Information Science BS (BSIS); the Game Design and Development BS (BSGDD); and the undergraduate Games and Simulation Certificate (UGCert). The BA IS&A and the BSIS are STEM-Designated. 

Across programs, student benefit from hands-on learning, including internships at places such as Amazon, Genentech, Tesla, Intel, Pitney Bowes, Octavia Digital Media, and the Enterprise Technology cross-disciplinary curriculums; participation in events such as the University of Arizona iShowcase; the opportunity to work on multidisciplinary; access to labs and studios that support AR/VR education, research, and projects; and student clubs such as UArizona IEEE Student Branch and the Game Development Club. IEEE is the world's largest technical professional organization dedicated to advancing technology for the benefit of humanity. The Game Development Club hosts trips, Game Jams, collaborative projects, and more. 

Labs include the Extended Reality and Games Lab (XRG Lab) and the 3D Visualization and Imaging Systems Lab. Studios include the Terry Seligman VR Studio. 

In the XRG Lab, researchers and participants focus on the research and development of virtual, augmented, and mixed reality techniques. Ongoing research projects are funded by the National Science Foundation, the University of Arizona Social & Behavioral Sciences Research Institute (SBSRI), and others. Projects include Googly Eyes (VR), Mirrored VR, Bounce: A Mixed Reality Serious Game for Teaching Newtonian Physics Concepts, Grabbable Holograms (mixed reality) and Give Me a Hand? (virtual reality). 

The 3D Visualization and Imaging Systems Lab is designed for research in emerging technologies such as mixed- and augmented realities (MR-AR), the Lab focuses on the development of 2D/3D display systems, 3D visualization systems, 3D human computer interaction methods, and image acquisition systems. Researchers are interested in applying these technologies in medicine, scientific visualization, and education. 

The Terry Seligman VR Studio is University of Arizona’s first public virtual reality studio. Equipped with headsets and hand controllers, the VR Studio allows students, faculty, and staff to immerse in virtual spaces and environments, while working on class projects and other AR/VR-related activities.  

In addition to participating in the labs and studios at University of Arizona, faculty in the College of InfoSci engage in AR/VR and other extended reality (XR) technology research, video game design and development, and human-computer interaction (HCI) to advance these interactive technologies for enhanced performance and user experience.

In addition to clubs, labs, and studios, students in the BA IS&A, BSIS, and BSGDD programs have access to dozens of AR/VR and AR/VR-related courses. BSIS students may also concentrate in Interactive and Immersive Technologies. 

Course examples across programs include Virtual Reality; Human Computer Interaction; Advanced Creative Coding; Special Topics in Information, Science, Technology and Arts; Digital 3D Modeling; Algorithms for Games; Artificial Intelligence (AI); Disruptive Technologies; Computational Thinking and Doing; Information, Multimedia Design and the Moving Image; Game Development; Technology of Sound; Computing and the Arts; Rendering and Rapid Prototyping; Computational Arts and Media; Simulation Design and Development for Complex Problem Solving; Ethics in a Digital World; and Intensive Computing. 

The Games and Simulation Certificate at UArizona explores the creation of virtual interactive environments for varying devices and platforms. Students in this 12 credit hour program have the opportunity to gain real-world experience through collaboration with peers and the development of several working prototypes. Course examples include Virtual Reality; Computing and the Arts; Game Programming; Technology of Sound; and Advanced Game Development.

Graduates of the College of Information Science at University of Arizona are prepared to pursue careers in AR/VR across industries. Alumni have been hired at places such as Microsoft, Lockheed Martin, Amazon, Raytheon Technologies, Intel Corporation, Texas Instruments, and IBM. 

University of Arizona was established in 1885. According to the Arizona Board of Regents, the school serves approximately 77,355 students enrolled in more than 300 degree programs across 20 colleges and 23 schools. The Graduate College provides more than 100 doctoral programs, 150+ master's programs, and over 60 graduate certificate programs. University of Arizona is accredited by the WASC Senior College and University Commission (WSCUC). The school voluntarily resigned its accreditation with the Higher Learning Commission (HLC), effective August 1, 2023.

22. Iowa State University, Ames, Iowa
Iowa State University

The College of Liberal Arts and Sciences at Iowa State University (Iowa State) houses the Department of Computer Science (CS). In partnership with Iowa State’s Graduate College, the CS Department provides MS and PhD degrees in Computer Science and Human-Computer Interaction (HCI); a Master of Human-Computer Interaction (MHCI); and MS in Artificial Intelligence (AI); and a 12 credit hour HCI graduate certificate. All options are ideal for students seeking advanced roles in AR/VR and related fields. 

The Virtual Reality Applications Center (VRAC) at Iowa State leads the HCI program. This interdisciplinary research center supports the research of students and faculty from Iowa State’s seven colleges, as well as a number of industry partners and collaborators from several federal agencies. VRAC participants have skills and interests in virtual, augmented, and mixed reality (AR/VR/MR); user experience (UX); haptics interaction; developmental robotics; mobile computing; mobile computing; and HCI. Computer Science and AI students also have access to the VRAC. 

Across programs, students will take courses such as Virtual Worlds and Applications; Foundations in Game-Based Learning; Python Application Development in HCI; Computer Graphics and Geometric Modeling; Visual Design for HCI; Learning to Speak AI; Developmental Robotics; Computational Perception; Design and Evaluation of Human Computer Interaction; Emerging Practices in Human Computer Interaction; and Computational Implementation and Prototyping. 

Programs culminate with a capstone project, thesis, portfolio, and/or research project. Graduates of the CS, AI, and HCI programs at Iowa State University are prepared to pursue careers in both the private and public sectors. Master’s degree graduates are also prepared to pursue a PhD in any related area. Possible job titles include AR/VR Designer, AR/VR Developer, VR Artist, XR Designer, Software Developer, Programmer, User-Centered Designer, Interaction Designer, and User Experience Designer.  

Founded in 1858, Iowa State University is the nation’s first designated land-grant institution. The school serves approximately 30,430 students enrolled in more than 100 undergraduate majors and over 180 graduate programs, including doctoral degrees, master's degrees, and graduate certificates. Programs are housed across eight colleges and around 150 academic departments. Iowa State University is accredited by the Higher Learning Commission (HLC).

23. University of California, San Diego, San Diego, California
University of California, San Diego

University of California, San Diego (UC San Diego or UCSD) Computer Science and Engineering (CSE) Virtual Reality Lab (VR Lab) in 2017. Less than a year later, the school hosted its very first Virtual Reality, Augmented Reality Hackathon. Sponsors included Google, Sony, Oculus, and HTC. 

Today, the CSE VR Lab has expanded to include workshops, research opportunities in the field of AR/VR, AR/VR project support, and networking opportunities. The VR Lab also houses the 300+ member VR Club at UC San Diego. 

In addition to the CSE VR Lab, UC San Diego houses the Extended Reality (XR) Lab and the Design Lab. The XR Lab focuses on AR/VR/MR (Mixed Reality). The XR Lab works with faculty, staff, and student faculties on XR project development and brainstorming. Participants come from many departments within UC San Diego’s colleges. 

The Design Lab houses collaborative studios; the MakerSpace; the Human-Centered Design minor and graduate specialization; and the Basement, which focuses on start-up incubators, entrepreneurial workshops, design and innovation programs, and leadership opportunities. 

In addition to the minor and graduate specialization in Human-Centered Design, students seeking an AR/VR-related degree can earn a BS, MS, BS/MS, or PhD in Computer Science (CS), or Virtual Reality App Development certificate. Provided by UCSanDiegoX, the certificate can be added to any degree program or taken alone. Courses include Creating Virtual Reality Apps; How Virtual Reality Works; and Computer Graphics. 

The CS degree programs are housed in the Department of CSE in Jacobs School of Engineering. Required electives for each program allow students to customize a focus area such as AR/VR. Undergraduates may choose seven electives worth four units each. Graduate students may choose 16 units of electives and research, along with 12 units in a Depth Area such as Human-Computer Interaction (HCI), AI Programming Languages, Graphics and Vision, Robotics, Software Engineering, or Compilers. 

The MS program also allows students to choose from three pathways: MS Plan I: Thesis; MS Plan II: Comprehensive Exam, Standard Option; and MS Plan II: Comprehensive Exam, Interdisciplinary Option. The Interdisciplinary Option provides additional opportunities to focus on a customized or formal area of interest. Examples of CSE focus areas include AI, HCI, Robotics, Programming Systems, Software Engineering, and Visual Computing (Computer Graphics and Computer Vision).

Graduates of the CS and Virtual Reality App Development certificate programs at University of California, San Diego are prepared to pursue positions in AR/VR across industries. Examples of possible job titles include AR/VR Developer, XR Gameplay and Tools Engineer, Software Developer, Graphics Engineer, AR/VR Technician, Design Engineer, and AR/VR Maintenance and Support. 

While University of California, San Diego was founded on November 18, 1960, the campus dates back to the late 1800s, when zoologists at UC Berkeley chose La Jolla as a location for a marine field station. The school enrolled its first undergraduates in 1964. Today, UC San Diego serves approximately 43,000 students enrolled in hundreds of programs across all degree levels and eight colleges. University of California San Diego is accredited by the WASC Senior College and University Commission (WSCUC).  

24. 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).

25. University of Maryland, College Park, Maryland
University of Maryland

University of Maryland (UMD) provides several paths to study AR/VR in the College of Arts and Humanities (ARHU) and the College of Computer, Mathematical, and Natural Sciences (CMNS). The school also houses a number of labs, centers, and clubs that support AR/VR education, projects, and research. 

The College of ARHU serves approximately 3,070 students across 11 academic departments and three schools. Thirty-one academic majors and 37 minors are available. The College of CMNS, which houses the Department of Computer Science (CS), is part of Brendan Iribe Center for Computer Science and Engineering. The CS Department alone serves more than 3,400 students with access to programs and research opportunities that explore areas such as graphics, visualization, and VR/AR; IoT wearables technology; AI and robotics; programming languages and software engineering; and human-computer interaction (HCI). 

In addition to a variety of AR/VR-related courses, the CS Department also provides internship opportunities; an honors program; and study abroad experiences. 

Ideal program options for AR/VR students include the BA or BS in Immersive Media Design (IMD) in the College of ARHU. College of CMNS programs include BS, MS, BS/MS, or PhD degrees in Computer Science. Students in all programs learn to create, code, and collaborate using the most current digital technologies and tools. 

Computer Science students can focus in AR/VR through required courses and electives. IMD BS students may select the Computing-Creative Coders track, which focuses on the computer science methods used immersive media. 

Across programs, students have access to the UMD Graphics and Visual Informatics Laboratory (GVIL); the Mixed/Augmented/Virtual Reality Innovation Center (MAVRIC); and the Maryland Blended Reality Center (MBRC). 

The GVIL was established in 2000 by the Department of Computer Science and the University of Maryland Institute for Advanced Computer Studies. Through research and education, the lab focuses on areas such as virtual environments, computer graphics, and scientific visualization. 

Past and current projects focus on applications for next-generation AR/VR, including augmented navigation, immersive education, and virtual manufacturing. 

MAVRIC was created to foster XR talent, support the future of XR, and connect innovators, developers, researchers, and entrepreneurs through workshops, events, and programs. 

Launched in 2017, MBRC is a multidisciplinary partnership initially funded by the University of Maryland Strategic Partnership: MPowering the State. The center partners with the federal government, industry leaders, and other academic institutions to explore and develop AR/VR/MR (mixed reality) as well as other visual computing applications and tools based on immersive technologies. 

In addition to GVIL, MAVRIC, and MBRC, Computer Science and Immersive Media Design students have access to the XR Club, which hosts workshops that explore AR/VR development, Oculus, 3D modeling, and Unity; the Extended Reality Flight Simulation and Control Lab, which combines VR/AR, wearable devices, and motion-base systems to create immersive, extended reality (XR) piloted flight simulations; the collaborative and multidisciplinary Center for Machine Learning (ML); and Human-Computer Interaction Lab (HCIL), where students, faculty, and staff engage in HCI research and teaching. 

Graduates of the Computer Science, IMD, and other programs at University of Maryland are prepared to pursue careers in area such as computer science/technology, defense, law, transportation, industrial training and design, advertising, game design and development, medicine, financial technology, architecture, manufacturing, entertainment, marketing, healthcare, and education. CS and IMD alumni have been hired at places such as Google, Amazon, the NSA, Lockheed Martin, Northrop Grumman, and the CIA. 

University of Maryland in College Park was founded in 1856. The flagship campus of the University System of Maryland and the original land-grant institution in the state, UMD is one of only 62 members of the Association of American Universities. The school serves approximately 40,710 students enrolled in more than 300 undergraduate majors, master’s degrees, and doctoral programs across 12 colleges. University of Maryland, College Park is accredited by the Middle States Commission on Higher Education (MSCHE).

26. 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).

27. 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). 

28. University of Utah, Salt Lake City, Utah
University of Utah

University of Utah (The U) houses several labs, groups, and spaces that support AR/VR education, projects, and research. This includes the Quantitative Experience Design (QED) Lab, XR Utah, and the XR Classroom. In addition, The U’s Kahlert School of Computing (KSoC) provides several paths to study AR/VR including BS and MS degrees in Computer Science (CS); MS and PhD degrees in CS or Computing; a STEM-designated Master of Software Development (MSD); and a combined CS BS/MS. This option allows students to complete the BS and MS in five years by taking undergraduate- and graduate-level courses in their senior year. 

Founded in 1965 as the Computer Science Department, KSoC also houses research areas such as Human-Centered Computing/Virtual Reality; Visual Computing; Robotics, Programming Languages/Software Engineering; Artificial Intelligence/Machine Learning; and High Performance Computing.

The QED Lab is an interdisciplinary research group that explores virtual worlds, narrative and game discourse (interface), experience design, and human-centered artificial intelligence (HCAI). The Lab is affiliated with the School of Computing and the Entertainment Arts and Engineering program. 

XR Utah is an interdisciplinary research partnership led by The U’s Spencer S. Eccles Health Sciences Library (EHSEB). Artists, educators, computer scientists, and psychologists across more than 16 departments at the University of Utah engage in research that helps develop new ways to learn and discover through the use virtual reality technologies. 

The XR Classroom helps support projects that utilize projects using AR/VR. Also led by the EHSEB, this state-of-the-art classroom and lab provides spaces where individuals can develop customized experiences involving interactive displays, education lessons, and simulations. 

The Computer Science BS provides an emphasis in Entertainment Arts and Engineering with multiple focus areas including Human Centered Computing (HCC); Infrastructure; Artificial Intelligence/Analytics; and Core Fundamentals. To complete a focus, students must select two or more courses from any area. Course examples across areas include Virtual Reality; Designing Human-Centered Experiences; Machine Learning; Mobile Application Programming; Artificial Intelligence; and Computer Graphics. 

Other course examples for the BS program include Traditional Game Development; Digital Content Creation; Programming Language Concepts; Software Practice I-II; Interactive Machinima; Alternative Game Development; Models of Computation; and Asset Pipeline. 

MS students may select a track such as Graphics and Visualization; HCC; Scientific Computing; Robotics; Computer Engineering; or Artificial Intelligence. MSD students will take courses such as Computer Programing; Data Analytics and Visualization; Applications Systems Design; Data Structures and Algorithms; Software Engineering; and Introduction to Software Development. 

Culminating experiences across programs include final projects, capstones, portfolios, research papers, thesis projects, and presentations. 

Graduates of the CS and MSD programs at University of Utah work in fields such as AR/VR technology, game design and development, engineering, software development, animation, HCI, television and film, aerospace, defense, artificial intelligence, education, advertising and marketing, law, web design, manufacturing, art and design, medicine, architecture, transportation, healthcare, and energy.   

Founded in 1850, University of Utah is the state’s flagship institution of higher learning. Founded in 1850 the school is classified by the Carnegie Foundation among the 137 research universities with the “highest research activity.” Serving approximately 35,235 students, The U provides more than 200 programs across 17 colleges and schools. University of Utah is a member of the Association of American Universities (AAU) and accredited by the Northwest Commission on Colleges and Universities (NWCCU).

29. The Ohio State University, Columbus, Ohio
The Ohio State University

The Ohio State University (Ohio State) houses several labs and programs that allow students to pursue studies in AR/VR. Labs include the Advanced Computing Center for the Arts and Design (ACCAD) and the Emerging Tech Studio (ETS). The ACCAD conducts research that focuses on emerging arts technologies. The Center also houses specialized and flexible studios for interactive design, animation, performance design, motion capture, and media production. 

The ETS provides AR/VR experiences that simulate real-world and otherworldly scenes. VR technology and resources include Meta Quest 2, Meta Quest Pro, VIVE XR Elite, and VR apps from Steam, Steam, the Oculus Rift Store, and the Oculus Quest Store. 

Programs for AR/VR students are housed in the College of Arts and Sciences’ Department of Design. Established in 1968, the department has an interdisciplinary Design MFA program with a Digital Animation and Interactive Media (DAIM) track. This allows students to select 12 studio elective credits in any area.

Provided in collaboration with the Advanced Computing Center for the Arts and Design (ACCAD), the 60 credit hour MFA/DAIM program also features core design courses and open electives in the themes of studio/lab; history/theory/criticism; and collaborative/interdisciplinary studio. The DAIM track explores virtual environments, real time graphics, performance animation, game art, responsive and interactive media, and installations. 

Specific course examples include Mobile Handset Systems and Networking; Virtual Modeling; Designing Immersive Virtual Environments; Computer Vision for Human-Computer Interaction; Virtual Modeling; Scripting for Animation in Maya; Motion Capture Production and Experimentation; Computer Game and Design; Survey of Artificial Intelligence I: Basic Techniques; Aspects of Art and Technology II; INT Technology; Emerging Trends in Data Visualization; Design DAIM Seminar; Experimental Scripting for Animation in Maya; Programming Concepts and Applications for Artists and Designers, Integrated Tech Lab; UI/UX,; and Interactive Arts Media II. 

The MFA/DAIM program at Ohio State culminates with the Project Exhibition and Oral Defense (Thesis Defense). This culminating experience is completed over two full semesters (fall and spring). 

Graduates are prepared to pursue titles such as Augmented Reality Designer or Developer, Virtual Reality Designer or Developer, Human-Computer Interaction Designer, Experiential Designer, Mixed Reality Designer, Visualization Specialist, Motion Graphics Designer, CG Specialist, Multimedia Designer, and Game Developer. 

The Ohio State University was established in 1870 as Ohio Agricultural and Mechanical College. The school serves approximately 65,405 students across six Ohio campuses including Columbus (main), Lima, Mansfield, Marion, Newark, and the Agricultural Technical Institute in Wooster. More than 200 majors, minors, and specializations are provided across 18 colleges and schools. The Ohio State University is accredited by the Higher Learning Commission (HLC).

30. 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's 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.

31. 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).

32. University of Florida, Gainesville, Florida
University of Florida

University of Florida (UF) is home to the College of the Art. Established in 1925, the college houses seven divisions that provide dozens of degree programs, minors, and certificate programs fully accredited by the National Association of Schools of Art and Design (NASAD), the National Association of Schools of Music (NASM), the National Association of Schools of Theatre (NAST), and the National Association of Schools of Dance (NASD). 

One of the seven divisions in the College of the Arts is the Digital Worlds Institute. This interdisciplinary center for digital arts and technology houses a graduate level program that’s ideal for students seeking careers in AR/VR. The Master’s in Digital Arts and Sciences (MiDAS) is a one-year, accelerated program that explores emerging technologies, specifically AR/VR, as well as interactive media and innovation. Individuals from all backgrounds are encouraged to apply.   

The MiDAS program curriculum is divided into three areas including Technical Skills; Design and Interactivity; and Professional Skills. The Technical Skills area focuses on game engines and development (i.e. Unity 3D), and software and hardware integration. 

The Design and Interactivity area focuses on visual design tools/tech, 3D for AR/VR, UI-UX, audio, digital compositing, and digital storytelling. In the Professional Skills area students will learn to create project proposals, navigate production pipelines, conduct project management activities, and develop critical thinking and analysis skills. 

Other MiDAS program features include learning that takes place in high-tech classrooms; opportunities to work on real-world projects in the industry; personal attention from faculty and content area experts; a collaborative environment; and portfolio development. 

UF MiDAS students also have access to the UF Reality Lab at the Digital Worlds Institute. This in-demand facility explores and promotes projects, research, and education in AR/VR. Students in the Lab have access to courses such as Production of Immersive Environments; Movement, Media, and Machines; Digital Storytelling; and Interdisciplinary Research Seminar. 

Past UF Reality Lab student projects include Animate Using Your Hands in Virtual Reality; Metrolia VR Multiplayer Mech Duel; HoloTouch; Space Mail; WonderLab, and SpArc: ScootVR. 

Graduates of the MiDAS and other related programs have been hired at places such as the U.S. Department of Defense, Boeing, ESPN, Walt Disney, GE Digital-Meridium, Cox Media Group, the U.S. Navy, Glaxo Smith Klein, Spirit Airlines, Aramark, Reed Exhibitions, and 22squared.   

University of Florida was founded in 1858 as Gainesville Academy. When it opened, the Academy has just a few students. Today, UF serves approximately 60,4980 students making it one of the five largest universities in Florida, and one of the 20 largest universities in the U.S. More than 300 programs are available at UF, across 16 colleges and schools. University of Florida is accredited by the Southern Association of Colleges and Schools Commission on Colleges (SACSCOC).

33. University of Colorado Boulder, Boulder, Colorado
University of Colorado Boulder

University of Colorado Boulder (CU Boulder) is home to the Alliance for Technology, Learning and Society (ATLAS) Institute. Founded in 1997, this interdisciplinary institute houses a number of labs, studios, and centers designed to support research and projects in traditional and emerging areas of technology, including AR/VR. 

Examples of past and current projects include POPO (Pop On Pop Off): VR Programming Language; Augmented Reality and Autonomous Systems (ARIAS); Smart VR Paintbrush; RoomShift; Virtual Surrogate Robot; Virtual-to-Real-World Transfer Learning; Augmented Reality Informs Human-Robot Interaction; Biolage Reactor; AR Drum Circle; What Design Can Learn from ASMR; and Haptic VR Wizard. 

Housed in the 66,000-square foot Roser ATLAS Center, the institute is home to the B2 Center for Media Arts and Performance; THING Lab; the ACME Lab; Whaaat!? Lab; Living Matter Lab; Unstable Design Lab; the Blow Things Up (BTU) Lab; Helio Lab; and the Sound Lab. 

The ATLAS Institute also houses the Creative Technology and Design (CTD) program, with core courses taught in the Roser ATLAS Center, and degrees granted through the College of Engineering and Applied Science. Pathways for students interested in AR/VR include the BS, MS, PhD, and minor in CTD. 

The CTD BS at CU Boulder requires 128-130 credit hours of study. The MS requires 33 credit hours and the minor requires 21 credits, including electives. The PhD is a research-based program that allows students to select their own focus area for required research, the thesis, and the dissertation. 

BS students may create a focus area through electives. Focus area examples include Augmented and Virtual Reality; Interactive Computing; User Interface and User Experience (UI/UX) Design; Game Design; Physical Computing; Robotics; and Sound Design. 

Other program features include creative projects; workshops; regular professional development opportunities; guest speakers; internships with industry partners such as Micron Technology, NOAA, Lockheed Martin, Discovery Learning, and Meadowlark Optics; employment in the CTD research and student labs; and portfolio development.  

To complete the major, CTD BS students will take a two-semester capstone sequence, which includes the production of one major culminating project. 

The CTD MS has a Creative Industries track. The project-based curriculum for this program also allows students to build their own focus area. Some popular options include Virtual and Augmented Reality; UI/UX, and Learning and Education; Human-Computer Interaction (HCI); Game Design and Development; Interactive Product Design and Development; and Arts and Media Production.   

Graduate level classes, visiting speakers, studios, and workshops provide the opportunity to work directly with industry professionals on real-world issues. Workshops are free and may include topics such as Adobe Creative Suite; Programming in Python and R; Figma; Project Management; UI/UX; and Motion Graphics. 

Graduates of the CTD programs at University of Colorado Boulder are prepared to pursue advanced roles in technology across all industries, as well as art and entertainment, education, and healthcare. MS graduates also work in research in all industries and in many departments and agencies of the U.S. government. 

Graduates of the CTD programs and College of Engineering and Applied Science at CU Boulder are routinely hired by some of the world’s leading companies and organizations. Examples include NASA, Lockheed Martin, IBM, Amazon, Microsoft, Boeing, Walt Disney, Ball Aerospace, Nike, Google, General Motors, Hitachi, Medtronic, Thermo Fisher Scientific, Raytheon Technologies, Chevron, Tesla, Western Digital, Starz Entertainment, Panavision, L3 Harris Technologies, Philips 66, and CBS Studio Center. 

Founded in 1876, University of Colorado Boulder is the flagship university of the four-campus University of Colorado (CU) System. The school serves approximately 38,430 students, making it the largest campus in the CU System. More than 90 degree programs and 3,600+ courses are provided across eight colleges and schools, Continuing Education and Professional Studies, and several centers. University of Colorado Boulder is one of just 35 public research institutions in the U.S. in the Association of American Universities (AAU). The school has also been accredited by the Higher Learning Commission since 1913.

34. University of Illinois Chicago, Chicago, Illinois
University of Illinois Chicago

The College of Engineering at University of Illinois Chicago (UIC) houses several departments and labs that support education, research, and projects that explore AR/VR. Labs include Electronic Visualization Laboratory (EVL) and the Human-in-Mind Engineering Research Lab (HiMER). 

Established in 1973, the EVL is an interdisciplinary research laboratory in the College of Engineering’s Department of Computer Science. Specialization areas include virtual reality; advanced computing and networking infrastructure; collaborative visualization; and visual data science. The EVL is supported by the National Institutes of Health (NIH), Shirley Ryan AbilityLab, the National Science Foundation (NSF), Argonne National Laboratory, The Joseph and Bessie Feinberg Foundation, and the State of Illinois. 

The HiMER Lab highlights recently funded research in AR/VR; Human-System Interaction; Data Analytics; Human Performance Modeling; and Transportation Safety. Recent AR/VR projects include HiMER Lab Augmented/Virtual Reality Wearable Screen Design; Projection-Based Mixed Reality Platform-Spatial Mixed Reality; Gaze-Based Multimodal Interactions in AR; and Human Perception and Cognition in AR. 

In partnership with the School of Public Health’s Center for Healthy Work, the HiMer Lab also hosts the ongoing project: Development of Human-Robot Interaction and Collaboration Systems Using Augmented Reality and Deep Learning. 

The Department of Computer Science (CS) is the fastest growing program at UIC. Pathways for students interested in studying AR/VR include the Computer Science and Design BS, which is the only such program at a public university; a CS MS; CS combined BS/MS (which takes just five years to complete instead of six); and the CS minor. A CS PhD is also available for students who like pursue leadership roles in AR/VR, research, or education at the university level. 

Across programs, students will explore AR/VR design; designing and developing digital interfaces; creative coding; media design; human-centered computing; and computer graphics through a combination of studio courses, electives, and required technical courses. Coursework also allows students to collaborate on projects and research. 

Course and elective examples for the CS BS and minor include Virtual, Augmented and Mixed Reality; Integrative Design Studio I-III; Artificial Intelligence; Visualization; Object-Oriented Languages and Environment; Software Design; Human Augmentics (HA); Game Design; Object-Oriented Languages and Environment; Computer Graphics; Programming Language Design and Implementation; and Digital Media Design. 

The CS MS consists of 36 credit hours with coursework only, project (capstone), and thesis options (research or PhD preparation). Course examples include Virtual Reality; Virtual, Augmented, and Mixed Reality VR/AR/MR); Wearables and Nearables Technology Laboratory; Human-Computer Interaction; Creative Coding; Video Game Design and Development; Applied Artificial Intelligence; Design of Mobile Apps; Advanced Machine Learning; Multimedia Systems; Software Engineering; Programming Language Design; and Deep Learning for Computer Vision.

Graduates of the Computer Science Programs at University of Illinois Chicago are prepared to pursue advanced roles in the tech industry, aerospace, health, entertainment, architecture, medicine, and education. Program alumni have been hired at places such as Cisco, Microsoft, Adobe, Amazon, HP, Google, Blue Cross Blue Shield, LG, Apple, Meta Platforms, Inc., and Verizon.  

University of Illinois Chicago formed in 1982 when two University of Illinois campuses (the Medical Center campus and the Chicago Circle campus) consolidated. Today, with more than 33,500 students enrolled, UIC is the largest university in the Chicago area and its only public Carnegie Research 1 institution. The school provides approximately 335 degree and certificate programs across 16 academic colleges, University of Illinois Chicago is accredited by the Higher Learning Commission (HLC).

35. 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).

36. Ohio University, Athens, Ohio
Ohio University

Ohio University provides several labs and programs that support education and research in the field of AR/VR. Labs include the Game Research and Immersive Design Lab (GRID Lab). Established in 2005, the GRID Lab was originally an initiative of Scripps College of Communication that was developed by the School of Media Arts and Studies. 

Today, the lab is housed in the J. Warren McClure School of Emerging Communication Technologies (ECT). Faculty and students in the GRID Lab conduct advanced research and produce content focused on augmented, virtual, mixed reality, and digital games. Students in all McClure programs may participate in GRID Lab. 

Part of Scripps College, the McClure School of ECT also houses a Virtual Reality and Game Development (VRGD) BS and a flexible Information and Telecommunications BS (ITS BS). The ITS program allows students to create an area of concentration (AoC) by selecting five related courses from an area outside ITS. This includes AR/VR. Examples of requirements and electives for the ITS major include Computer Programming in JAVA; Scripting Projects; Communication and New Technology; Data Networking; and Engineering Programming. ITS students will complete a capstone project to graduate. 

The VRGD BS is a flexible 120 program with a virtual reality and game development core. Course examples include Understanding Virtual Reality Technology; Digital Tools for Virtual Reality and Game Development; Virtual Reality Critical Analysis and Evaluation; Computer Programming in JAVA; Virtual Reality Production: cineVR; Scripting Projects; Engineering Programming; Virtual Reality Production: Interactive; Storytelling, Technology and Digital Media in Theme Parks; and Virtual Reality Production: Immersive Audio. 

Electives allow students to enhance the degree by providing advanced training in areas such as animation, new media, digital game design, networking, and more. Elective examples include Animation I-II; Data Networking; Composing in New Media; Special Topics in VR and Game Development; Digital Game Design: World Creation; Transmedia Storytelling; and Internet Applications and Network Systems. 

VRGD BS students are also required to declare a Business or Communication Studies minor. Across minors, course examples include Communication and New Technology; Business Information Systems; Communication in Interpersonal Relationships; Marketing Principles; and Rhetoric in Electronic Media. The program culminates with a final project (capstone) and portfolio. 

The McClure School at Ohio University has the highest job placement rate in the Scripps College of Communication. Graduates of the VRGD and ITS BS programs are routinely recruited by Fortune 500 companies and other leading companies across the U.S. Examples include Microsoft, Walt Disney Imagineering, IBM, Sony Playstation, Booz Allen Hamilton, Google, Unity, Warner Brothers, Ubisoft, Electronic Arts (EA), Cisco Systems, Apple, Riot Games, Marathon Petroleum, Activision Blizzard, Bungie, Time Warner Telecom, Progressive Insurance, PowerNet Global, Deloitte, Verizon, and XO Communications. 

McClure alumni are also employed in branches of the U.S. Armed Forces and with state and federal government offices. 

Ohio University is the state’s first public university. Established in 1804, the school opened with just one building, three students, and one professor. Today Ohio University’s 1,700+ faculty members serve more than 28,000 enrolled in 250+ academic programs across six campuses, 11 colleges, and 16 schools. and OHIO University is accredited by the Higher Learning Commission (HLC).

37. 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).

38. 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).

39. North Carolina State University, Raleigh, North Carolina
North Carolina State University

North Carolina State University (NC State) is home to several colleges that provide a number of paths to study AR/VR. These colleges also house several labs that support AR/VR education, experimentation, research, and development. These include the Experience Design (IX) Lab and Mixed Reality (MxR) Lab in the College of Design; the Virtual and Augmented Reality Lab (VARL) in the College of Engineering’s Edward P. Fitts Department of Industrial and Systems Engineering (ISE); and the Gaming and VR Studio at the D.H. Hill Jr. Library. 

The College of Design’s IX Lab is a cross-disciplinary community of artists, designers, scientists, and engineers that focus on expanding worlds through AR/VR and other new and emerging technologies. The college’s MxR Lab consists of designers, engineers, and individuals interested in experimentation. This Lab focuses on AR/VR/MxR technologies. Past projects include Pop’n’Play, Axe One, and Morphaces. 

The Edward P. Fitts Department of Industrial and Systems Engineering is one of just five ISE departments in the United States. In the department’s VARL, researchers study the interaction between humans and AR/VR. Projects are funded by the National Science Foundation and include Scale Cognition through Advanced Learning Environments in Virtual Reality (SCALE-VR); Virtual Instructor Application Using Augmented Reality for Worker Posture Training; and Investigation of Virtual Reality Guided Upper Limb Exercises. 

VARL equipment includes four-sided (C4) Cave Automatic Virtual Environment (CAVE) with full-body tracking capability, several head-mounted displays (HMDs), and a head-up display (HUD). In addition, a variety of peripheral devices that support movement tracking are available. 

The Gaming and VR Studio is a collaborative space designed for experimentation with virtual and mixed reality hardware; engaging in an extensive catalog of VR experiences; and developing interactive media experiences. The studio houses virtual reality, game development, and illustration and modeling workstations, as well as exhibits, a libraries channel for livestreaming, and drop-in consultation services. 

Degree programs for students interested in AR/VR are housed in the College of Design’s Department of Media Arts, Design and Technology. Options include BA and MA degrees in Art and Design, and a 16 credit hour Art and Design minor with a customizable curriculum. All programs provide access to the schools IX, MxR, and VARL labs, and the Gaming and VR Studio. 

The interdisciplinary, studio-based Art and Design BA program provides the opportunity to develop creative portfolios in a variety of areas. Examples include AR/VR, game design, interactive and computational media, graphic and interactive narratives, 3D modeling, visual effects (VFX), and motion graphics. Students interested in AR/VR may also select the concentration in Gaming + Interaction Design or create a focus area through required free electives totaling 12 credit hours. 

Elective examples include Advanced Digital Techniques; Art and Design Laboratory; and Digital Representation. Course examples for the program include Visualization; Creative Technology Studio I-II; Digital Imaging; Animation; Digital Motion; Art and Design Laboratory I-II; Digital Representation; and Advanced Digital Techniques.  

The Art and Design MA (M.A.D) focuses on experimental media arts. Depending on the student’s academic background and experience, they may enroll in the 30-, 48- or 72-credit track. Course examples include Graduate Studio: Immersive and Experimental Narratives; Coding for Designers; Sequential Imaging; Special Effects; Dynamic Data; Visualizing Narratives; Digital Motion; Animation; and Digital Modeling. 

Final projects for the M.A.D. program may explore AR/VR, VFX, interactive and computational media, visual composition, graphic and interactive narratives, and motion graphics, among others.   

Graduates of the Art and Design programs at North Carolina State University are prepared to pursue careers in areas such as AR/VR, software design, SFX and VFX, game design and development, and multimedia design. Some NC State Art and Design graduates go on to launch their own studios or freelance businesses 

Graduates of NC State’s College of Design and College of Engineering are routinely hired by major companies and organizations such as Microsoft, Booz Allen Hamilton, Google, IBM, Amazon, Boeing, Apple, Cisco Systems, General Electric, Lenovo, Tesla, Dell, the US Army, Meta Platforms, Inc., Volvo, SAS Institute, John Deere Corporation, Intel, Caterpillar, AT&T, and Raytheon. 

North Carolina State University is the largest university in the University of North Carolina System.  Established in 1887 as a land-grant institution focusing in agriculture and engineering, NC State serves approximately 38,440 students enrolled in more than 300 degree programs across 11 colleges, 68 departments, and The Graduate School. North Carolina State University is accredited by the Southern Association of Colleges and Schools Commission on Colleges (SACSCOC).

40. 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).

41. 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).

42. University of California, Santa Cruz, Santa Cruz, California
University of California, Santa Cruz

University of California, Santa Cruz (UC Santa Cruz or UCSC) is home to the Jack Baskin School of Engineering. Founded in 1997 as the first professional school at UC Santa Cruz, Baskin Engineering provides a number of programs that feature collaborative projects, faculty and student research, and opportunities to work with Silicon Valley companies such as Amazon, Google, HP, and Samsung. 

UCSC also provides a number of programs and labs that support AR/VR education, projects, and research. Labs include the VizLab and the Cave Automatic Virtual Environment (CAVE) Lab. 

The VizLab hosts workshops, class sessions, and project development meetings. The lab also provides access to high-end VR equipment that can be used to develop AR/VR content and interact with imaginary worlds. Equipment includes VIVE headsets, Google Cardboard, 360 cameras, Gear VR, video cameras, GoPros, DSLR cameras, and other media capture devices. 

The Cave Automatic Virtual Environment (CAVE) Lab houses a room-sized, advanced visualization system (also called the CAVE), which combines high-resolution, stereoscopic projection and 3D computer graphics to create and fully immerse in virtual environments. Students in the CAVE can create 3D virtual environments that allow multiple users to interact at the same time. 

The CAVE Lab is also outfitted with Mechdyne CAVE and FLEX technology along with adjustable walls that allow environments to be modified for different applications. The Unity development platform is used to create 3D interactive environments.

Baskin School of Engineering houses the Computational Media Department (CM) and the Computer Science and Engineering (CSE) Department. The CM Department houses interdisciplinary programs such as the Computational Media MS; Human Computer Interaction MS; and Computational Media PhD. The Computer Science Department houses interdisciplinary programs such as the Computer Science BA, BS, and minor; Computer Engineering BS and minor; Computer Science and Engineering BS/MS Pathway; Computer Science and Engineering MS; and the Computer Science and Engineering PhD. 

Students in all programs may study AR/VR by selecting courses such as Introduction to Augmented Reality and Virtual Reality; Immersive Analytics; Mobile Sensing and Interaction; Human-Computer Interaction (HCI); Artificial Intelligence (AI); Interactive Narrative; User Experience for Interactive Games; Seminar in Player Experience and Modeling; Game AI; Data Programming for Visualization; Creative Coding; Rapid Prototyping; Human Centered AI; C Programming; Advanced Computer Graphics and Animation Lab; Programming Abstractions: Python; Data Visualization and Statistical Programming in R; Interaction Design Studio; Advanced Topics in Human-Robot Interaction; Game Technologies; Applied Machine Learning; Software Engineering; Advanced Topics in Machine Learning; and Game Systems. 

Across all programs, students will complete a variety of projects, both assigned and in a specific area selected by the student. Graduate students will also complete a thesis OR additional project with written report. 

For students in other programs across UC Santa Cruz or professionals looking to develop skills in AR/VR, the school has a number of certificate programs provided through UCSC Silicon Valley Extension. Examples include User Experience and Web Design; Mobile Application Development; and Software Engineering and Quality. 

Across options, students have access to courses such as Designing User Experience for AR, Smart Things, Virtual Reality, and Wearable Technology; Data Structures and Algorithms Using Python; and Mobile Interface Design. Students in the certificate programs at UCSC Silicon Valley Extension also benefit from hands-on projects; guest speaker events; and a variety of AR/VR-related study topics. Examples include Augmented Reality - UX Design; Designing Glasses for AR; Visual Design; Design Implementation; Virtual Reality - UX/UI Design (Oculus Rift and Samsung Gear VR); Software Engineering; and Interface Design. 

The certificate programs at UCSC Silicon Valley Extension culminate with a professional portfolio of the student's best projects and research. 

Graduates of the certificate, Computer Science and Engineering, and Computational Media programs at University of California, Santa Cruz are prepared to pursue technology careers across industries. Possible job titles include AR/VR Developer, AR/VR Researcher, AR/VR Capture Systems Engineer, XR Gameplay and Tools Engineer, AR/VR Maintenance and Support, Software Developer, Senior Software Engineer, and Design/Graphics Engineer. 

UC Santa Cruz graduates have been hired at places such as Adobe, Microsoft, Apple, Google, Amazon, Cisco, Meta Platforms, Inc., Kaiser Permanente, NVIDIA, Tesla, LinkedIn, and Baskin Engineering at UCSC.  

Established in 1965, University of California, Santa Cruz opened with 652 students. Today, the school’s Santa Cruz and Silicon Valley campuses serve more than 19,000 students enrolled 130+ programs across 10 colleges and the Graduate Division. University of California, Santa Cruz is accredited by the WASC Senior College and University Commission (WSCUC).

43. University at Buffalo, Buffalo, New York
University at Buffalo

University at Buffalo (UB) provides a number of labs and degree programs that support AR/VR education, projects, and research. Programs are part of the Department of Media Study (DMS) in the College of Arts and Sciences, and the Department of Computer Science and Engineering (CSE) in the School of Engineering and Applied Sciences. 

Labs include the DMS Virtual Reality Studio, which explores emerging immersive technologies, gaming, design issues, simulations, interactive fiction, and more. Undergraduate and graduate students are invited to work with faculty and researchers to experiment with immersive and VR gaming, simulations, interactive fiction/drama, responsive installations, interface design, and game design. 

At the undergraduate level, the DMS houses the Media Study: Production BA, and a Game Studies certificate. Graduate options include the Media Arts Production MFA (interactive media, computational media, physical computing); the Media Arts and Architecture Program (MAAP) with a MFA + Architecture MS track; and the Media Study PhD, which includes interactive media, physical computing, production, and digital  media. 

At all degree levels, DMS programs explore AR/VR, robotics, games, experimental film, interactive, fiction, and other areas. Examples of research areas for DMS faculty include Games and Virtual Reality; Emerging Media; Music and Sound; and Film and Video. Games and Virtual Reality researchers study and build mixed reality experiences, virtual worlds, games, intermedia performances, and responsive installations. 

Examples of current projects include the VR drama with intelligent agents—The Trial The Trail; Human Trials—a networked VR drama; The Thing Growing—a VR drama with interactive agents; the VR art installation Art Flying In and Out of Space; PAAPAB—a VR Disco; and A Bit of Handwiring—a VR environment. 

Across all degree programs, coursework is AR/VR heavy. Course examples include Virtual Worlds I-II; Performative Action; Media Robotics; Programming Graphics I-II; Game Design; Physical Computing; Programming for Digital Art; Machines, Codes, and Cultures; Computational Media; Sound and Space; Emerging Technologies; Green Media; Electronic Literature; Sound Design; Interactive Fiction; Game and Animation Workshop; Time-Based Concepts; Designed Play; and Video Workshop. 

Other DMS features include small class sizes (15-18 students); collaborative projects; internships; and study abroad experiences. 

Program options in the Department of CSE at UB include the Computer Science BA; the Computer Science BS/MBA; the Computer Science BS/Computer Science and Engineering MS; the Computer Engineering MS; and the Mechanical Engineering BS. 

Course examples across programs include Intro to Artificial Intelligence; Programming in Python; Computer Vision and Image Processing; Coding Theory; Software Engineering; Applied Human-Robotic Algorithms; Computer Programming I-II; Digital Image Processing; Systems Programming; Modern Networking Concepts; Computer Interaction and Interface Design; Real-Time and Embedded Operating Systems; Digital Systems; Algorithms for Modern Computing Systems; and Data Intensive Computing. 

The DMS and Computer Science programs at University at Buffalo culminate with a final project, a portfolio of the student's best projects, a thesis, or all of the above. Graduates are prepared to pursue careers across all industries that utilize AR/VR. 

Program alumni are routinely hired at places such as Lockheed Martin, Amazon, IBM, Apple, Thermo Fisher Scientific Inc., Google, Carleton Technologies, Eli Lilly, and Fisher-Price. 

Founded in 1846, University at Buffalo is the flagship institution of the State University of New York (SUNY) System. With 64 campuses, SUNY is the nation’s largest university system. UB serves approximately 30,380 students enrolled in more than 500 programs across 13 colleges and schools, making it the largest campus the SUNY System. With more than 1,000 study abroad opportunities across seven continents, UB also has one of the largest overseas education programs in the U.S. 

University at Buffalo is a member of the Association of American Universities and it is accredited by the Middle States Commission on Higher Education (MSCHE).

44. 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).

45. 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.

46. 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).

47. University of Minnesota Twin Cities, Minneapolis, Minnesota
University of Minnesota

University of Minnesota Twin Cities (UMN Twin Cities) houses the Illusioneering Lab, which focuses on advancing immersive technologies, developing leading-edge spatial interaction techniques, and creating powerful experiences in AR/VR through research, collaborations, and projects. Students in the Department of Computer Science and Engineering (CS&E), the Department so Math, Science, and Technology, and other related departments may participate in the Illusioneering Lab. 

The Math, Science, and Technology Department also provides a BS in Software Engineering that focuses on virtual reality, game design, and software applications. The program also has a Gaming, 3D Modeling, and Simulation emphasis area. Students will take courses such as 3D Simulation Programming; Gaming and Games Development; Software Engineering Approach to Human Computer Interaction; Software Design and Architecture; Object-Oriented Programming; and Advanced Web Application Development. 

Other program benefits include project-based courses, workshops, and labs; the option to add a minor such as Information Technology Management; and internship opportunities at local, regional, and national companies. 

The Software Engineering BS program at University of Minnesota Twin Cities culminates with a senior project completed across two courses. For this individual project students will work with a faculty advisor within their area of specialization. Graduates are prepared to pursue careers at some of the world’s top tech companies and many others. 

Across campuses, program alumni have gone on to land positions at places such as Microsoft, Amazon, NASA, Medtronic, and Thrivent Financial. 

University of Minnesota Twin Cities is the flagship institution of the University of Minnesota System and the state’s only land-grant university. Founded in 1851, UMN Twin Cities is also the largest of the four University of Minnesota campuses; the state land-grant university and the Minnesota’s primary research university; and one of just five universities in the U.S. with agricultural, engineering, law, medical, and veterinary medicine schools—all on one campus. 

Around 20,000 faculty and staff at UMN Twin Cities serve approximately 50,000 students enrolled in more than 100 bachelor’s degree programs, over 200 master’s degree programs, and 100 doctoral degree programs across 16 colleges and schools. University of Minnesota Twin Cities has been continuously accredited by the Higher Learning Commission (HLC) since 1913.

48. 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).

49. University of Colorado Denver, Denver, Colorado
University of Colorado Denver

University of Colorado Denver (CU Denver) provides a number of degree programs and labs that support education, projects, and research in AR/VR. For degree-seeking students, the College of Engineering, Design and Computing houses the Department of Computer Science and Engineering and the Computer Science (CS) program. Degrees include the BA, BS, MS, and PhD. A CS minor is also available as well as a   Software Engineering certificate. This program consists of three graduate-level courses including Software Architecture; Software Project Management; Advanced Computer Architecture or Operating Systems. 

The Computer Science BA is an ideal option for students seeking a flexible degree. This program allows students to combine the degree with a specialization in other academic disciplines. Examples include CS + Human Centered Design and Innovation; CS + Digital Design; CS + Data Science; and CS + Computer Engineering. All undergraduate CS students have the option to customize the degree to their specific goals and interests. 

Examples of research and emphasis areas across all programs include Computer Graphics and Virtual Reality; Simulation; Computer Graphics and Game Design; Artificial Intelligence (AI); Human-Centric Computing; Machine Learning; Computer Architectures; Programming; Software Engineering; Cyber-Physical Systems; Automata Theory; and High Performance Distributed Computing. 

Students in all CS programs have access to the Computer Graphics and VR Lab (CGVR). Housed in the Department of Computer Science and Engineering, this interdisciplinary research center focuses on the development of virtual and augmented reality, interactive computer graphics, human-computer interaction, physical simulation, and computer vision techniques. 

Additional focused research topics include game design, mobile graphics solutions, motion capture, 3D object reconstruction, and deformable object simulation. Projects in AR/VR and computer graphics in the CGVR Lab are supported through funding from Microsoft, Laser Tech, the National Science Foundation, and other companies and agencies. 

In addition to research, development, and opportunities to work on projects, the CU Denver Computer Graphics and VR Lab provides AR/VR and other related coursework. Past courses include Virtual and Augmented Reality; Computer Game Design and Programming; Intro to Computer Graphics; Shaders and GPU; Advanced Computer Graphics; Data Structures and Program Design; and Computer Animation. 

The CS programs culminates with a capstone, thesis, or both. Final projects are presented to faculty and peers. Graduates of are prepared to pursue careers in AR/VR, software engineering, programming, and more.

CU Denver computer science graduates enjoy a 100% success rate. Program alumni work in fields such as aerospace, defense, medicine, game design and development, education, healthcare, television and film, advertising, law enforcement training, aviation, government, theme park design, and museums. 

University of Colorado Denver opened in 1912 as an extension of the University of Colorado Boulder. The school became CU Denver in 1973, making it an independent campus. Organized into eight colleges and schools, CU Denver employs over 2,000 faculty and staff that serve approximately 15,000 students enrolled in over 110 academic degrees. University of Colorado Denver is accredited by Higher Learning Commission (HLC).

50. University of California Santa Barbara, Santa Barbara, California
University of California Santa Barbara

University of California Santa Barbara (UC Santa Barbara or UCSB) houses several labs, centers, and degree programs that support AR/VR education and research. Programs are housed in the Department of Computer Science in UCSB’s College of Engineering or provided jointly by the College of Engineering and the College of Arts and Letters. Options include BS and MS degrees in Computer Science (CS), and jointly provided MS and PhD degrees in Media Arts and Technology (MAT). 

All students have access to the UCSB Four Eyes (Imaging, Interaction, and Innovation Interfaces) Lab. Housed in the Department of Computer Science and in partnership with the MAT program, the lab focuses on AR/VR; mobile and wearable computing; user interface and human-computer interaction UI/HCI; machine learning; computer vision; visualization; recommender systems, and data mining. 

Examples of past and current research in the lab include Relative Effects of Real-World and Virtual-World Latency on an Augmented Reality Training Task: An AR Simulation Experiment; Gesture-Based Augmented Reality Annotation; Enhanced Geometric Techniques for Point Marking in Model-Free Augmented Reality; Hybrid Orbiting-to-Photos in 3D Reconstructed Visual Reality; and Sphere in Hand: Exploring Tangible Interaction with Immersive Spherical Visualizations. 

Graduate students, postdocs, and faculty members have access to an additional lab known as the Research Center for Virtual Environments and Behavior (ReCVEB). Established in the 1990s, the ReCVEB was designed for the use of virtual environments in psychological research. Today, the Lab is open to all forms of VR research and projects. 

Current ReCVEB research groups include Future of Interactive Technologies; Social Interactions and Communication; Physiological and Behavioral Responses to Stress and Novelty; Education and Training; Navigation and Spatial Cognition; and Low Vision and Sight Restoration. In addition, the RECVEB houses a 30-by-30 foot open room and a tracking system, which allows for experiments in fully immersive walking VR. 

Other UC Santa Barbara labs include the transLAB (Worldmaking + Social VR, Immersion, Performative Interactive Arts); RE Touch Lab (Haptics, Robotics, and VR); and the Systemics Lab (Robotics, Interface Design, Sustainable Computing Paradigms). The RE Touch Lab is based in the California NanoSystems Institute and is affiliated with the Communication and Signal Processing Group in the Department of Electrical and Computer Engineering, with the Dynamic Systems, Control, and Robotics group in the Department of Mechanical Engineering, and the Media Arts and Technology program. 

In addition to UCSB labs and centers, CS and MAT students have access to courses such as Mixed and Augmented Reality; Mediated Worlds: Enacting the Metaverse - Generative Worldmaking and Virtual Reality; , Haptics: Touch Perception, Interaction, and Engineering; Python Programming; Human-Computer Interaction (HCI); Translation of Programming Languages; Artificial Intelligence; , Transvergence Studio I-II; Advanced Computer Architecture; Interactive Media Theory and Design; Computer Graphics; Machine Learning; Automata and Formal Languages; Software Engineering; and Advanced Applications Programming. 

MAT MS and PhD students may also focus in a specific area of emphasis such as AR/VR; Visual and Spatial Arts; Sound Design; Multimedia Engineering; or Electronic Music. All emphasis areas have a place in the world of AR/VR. 

The CS and MAT programs at University of California Santa Barbara culminate with a final project, thesis, or both. UC Santa Barbara graduates are prepared to pursue technology-related careers across industries—and across Silicon Valley. 

Note that UC Santa Barbara is one of the nation’s top 20 universities most likely to lead to a job in SV. Some of the top hiring companies in Silicon Valley include Cisco, IBM, Adobe, Gilead Sciences, Microsoft, HP, Google, Dell, Apple, Oracle, Amazon, NVIDIA, Intel, Meta Platforms, Inc., Intuit, Tesla, and H2O.ai. Many of these companies are also the top hiring companies for UCSB graduates. 

Founded in 1891, University of California Santa Barbara serves approximately 24,675 students enrolled in more than 200 programs across the College of Creative Studies the College of Engineering; the College of Letters and Science; Bren School of Environmental Science & Management; Gevirtz Graduate School of Education; the Graduate Division; and the Technology Management Program. UC Santa Barbara is accredited by the WASC Senior College and University Commission (WSCUC).

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