Unit 48 Virtual & Augmented Reality Development (Y/618/7484) Assignment Brief 2026
Unit 48 Virtual & Augmented Reality Development Assignment Brief
| Qualification | Pearson BTEC Level 5 Higher Nationals in Computing |
| Unit Number | 48 |
| Unit Title | Virtual & Augmented Reality Development |
| Unit code | Y/618/7484 |
| Unit type | Optional |
| Unit level | 5 |
| Credit value | 15 |
Introduction
Virtual (VR) and Augmented Reality (AR) is the process by which you can use computer software and hardware technologies to develop fully immersive, simulated virtual reality environments or augment the real world with virtual reality content. The objective of virtual and augmented reality development is to design virtual environments or real-world augmentations for numerous beneficial, experimental, educational and entertainment purposes. VR and AR offers the potential to work, interact, play, collaborate and communicate in expansive simulated environments as well as enhance the real world with some of the benefits and features of simulated virtual environments.
This unit introduces students to the role, basic concepts and benefits of VR and AR technology and how to use them in the development of VR/AR computer applications. Students will gain an understanding of the methodology, terminology and benefits of VR and AR software applications.
Among the topics included in this unit are: classification and terminology of VR and AR technology, the relationship between VR and AR design, how VR and AR development relates to and differs from other forms of software development, modes of interaction, human-computer interaction models, usability, accessibility, aesthetics, spatial design, 3D vision, motion tracking, understand the hardware, software, data, platforms and services available to develop VR and AR software applications.
On successful completion of this unit, students will be able to explain the basic concepts of VR and AR development. They will know how to plan, build and measure the success of an appropriate VR or AR software application and design a VR or AR software application. As a result, they will develop skills such as communication, literacy, design thinking, team working, critical thinking, analysis, reasoning, interpretation and computer software literacy, which are crucial for gaining employment and developing academic competence.
Learning Outcomes
By the end of this unit students will be able to:
LO1 Examine aspects of VR and AR technology necessary when designing VR and AR software applications
LO2 Plan a VR or AR software application using common architecture, frameworks, tools, hardware and APIs for a scenario
LO3 Design, build and simulate a VR or AR software application for a given scenario
LO4 Review a VR or AR software application developed, based on end user feedback, to judge success.
Essential Content
LO1 Examine aspects of VR and AR technology necessary when designing VR and AR software applications
Formats, characteristics and aspects of VR/AR technology:
Present an overview of VR/AR technology and its appropriate use in software development.
Identify what AR/VR is by researching the role, purpose, terminology and methodology of this technology.
Recognise the various forms of AR/VR technology by researching its history, current trends and use in the product development lifecycle.
Define the characteristics of AR/VR by investigating how it is similar to and differs from traditional simulated and virtual environments.
Specific forms of AR/VR technology:
Research, debate and agree current functionality and capabilities of AR/VR technology.
Identify various forms of AR/VR technology and end-user hardware.
Identify architecture, frameworks, tools, hardware and APIs available to develop applications.
Define the advantages and disadvantages of AR/VR technology.
Standard tools available for use in developing AR/VR applications:
Identify standard tools available to develop AR/VR applications. The advantages and disadvantages of AR/VR tools and hardware.
Appropriateness of various tools to develop AR and VR applications.
LO2 Plan a VR or AR software application using common architecture, frameworks, tools, hardware and APIs for a scenario
Application concept to develop in AR/VR:
The benefits, features, advantages and disadvantages of AR/VR technology to develop this application.
Review different AR/VR architecture, frameworks, tools, hardware and API techniques.
Select the most appropriate AR/VR architecture, frameworks, tools, hardware and API techniques.
Plan to develop AR/VR application concept:
Use selected techniques to create an AR/VR application development plan.
LO3 Design, build and simulate a VR or AR software application for a given scenario
Appropriate tools and techniques to develop an AR/VR application:
Employ an appropriate set of tools to develop plan into an AR/VR application.
Run different types of end-user experiments to gather a range of feedback.
Reconcile and evaluate end user feedback to plan enhancements.
Advantages and disadvantages of chosen AR/VR techniques in terms of impact on designed software and meeting needs of the scenario.
LO4 Review a VR or AR software application developed, based on end user feedback, to judge success
End-user feedback on AR/VR application:
Undertake a critical review of both positives and negatives.
Compare final application with the original plan to determine how well it meets needs of the scenario.
Evaluate the advantages, disadvantages, strengths and weaknesses of AR/VR techniques selected.
Critique the overall success of your application including how successfully it met needs of the scenario and end user feedback.
Problems in development including quality of feedback, tools and platforms selected, timeframe, skill and technique.
Learning Outcomes and Assessment Criteria
| Pass | Merit | Distinction |
| LO1 Examine aspects of VR and AR technology necessary when designing VR and AR software applications |
D1 Evaluate the advantages and disadvantages of AR/VR technology in developing an AR/VR application for a given scenario, including that of the architecture and techniques that have been selected. |
|
| P1 Explore the necessary aspects of AR/VR technology when designing applications.
P2 Review the appropriateness of the standard architecture, frameworks, tools, hardware and APIs available for use in AR/VR development. M1 Justify the impact of common AR/VR architecture, frameworks, tools, hardware and APIs in the software development lifecycle. |
||
| LO2 Plan a VR or AR software application using common architecture, frameworks, tools, hardware and APIs for a scenario |
D2 Improve the application through multiple iterations from user feedback and experimentation, commenting on how the improvements will enhance the application. |
|
| P3 Propose architecture, frameworks, tools, hardware and API techniques to develop a specific AR/VR application for a given scenario. | M2 Justify the use of the proposed architecture, frameworks, tools, hardware and API techniques selected for an AR/VR application. | |
| Pass | Merit | Distinction |
| LO3 Design, build and simulate a VR or AR software application for a given scenario |
D3 Critically evaluate the overall success of the software application against the design objectives, detailing any problems or limitations. |
|
| P4 Apply appropriate hardware, software, data, platforms and services to develop a planned design into an application.
P5 Examine feedback from end-user experiments to plan enhancements. |
M3 Adjust the application based on the enhancements planned from the feedback gathered.
M4 Determine the advantages and disadvantages of the chosen techniques. |
|
| LO4 Review a VR or AR software application developed, based on end user feedback, to judge success. | ||
| P6 Summarise end-user feedback on the AR/VR application developed. | M5 Examine how the final AR/VR application differs from the original design planned. | |
Recommended Resources
Textbooks
Parisi, T. (2015) Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web and Mobile. O’Reilly Media.
Schmalstieg, D. an Hollerer, T. (2016) Augmented Reality: Principles and Practice (Usability). Addison-Wesley Professional.
Links
This unit links to the following related units:
Unit 21: Application Program Interfaces
Unit 45: Internet of Things.
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