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363-1207-00L 6 Credits MSC , NDS D-MTEC

Extended Reality for Value Creation in Businesses

VVZ CR n/a

Last Updated: 2026-06-03 00:07:52

Abstract

This course module explores how Virtual Reality (VR) can create value in business and management in an interdisciplinary, cross-university setting (ETH + TUM). Students will learn core concepts of VR, analyse real industry use cases, and develop a VR prototype application in interdisciplinary teams as their group project. The interdisciplinary teams consist of management and technical students.

Objective

Upon successful completion of this course, students will be able to: - Explain core VR concepts and assess when VR is suitable in business contexts - Analyze value creation and perception along customer journeys and within organizations - Identify and structure VR business use cases and define clear value propositions - Collaborate effectively in interdisciplinary, cross-campus teams and communicate results to industry audiences - Apply creativity and design thinking methods to generate, refine, and evaluate VR solution ideas - Use basic VR development (e.g., via Unity) workflows to build and to iterate a simple VR prototype (MVP) - Present and justify a VR-based value creation solution, including assumptions, benefits, limitations, and feasibility

Content

This course module targets Master’s students from ETH and TUM with management or technical backgrounds to enable interdisciplinary teamwork. Students must participate in a screening process in August to join this module. Apply for the screening here: https://evaluation-app1.let.ethz.ch/TakeSurvey.aspx?SurveyID=l4307984 . The module uses a hybrid setup. Most sessions take place live in VR in a shared virtual classroom (lecture room and breakout spaces) or live via a shared Zoom-Invite. VR headsets must be picked up at ETH before the course starts. Every student will get an own VR goggle for the purpose of this class. The module begins with a clear introduction to VR fundamentals and a structured view of where and how VR creates value in business and management, including typical business models, adoption barriers, and success factors. Students then learn how to translate real business challenges into VR use cases, strong value propositions, and stakeholder-oriented solutions. Industry partners contribute by presenting practical use cases that serve as inputs for teamwork and class discussions. Content then moves to use-case selection, experience and environment design, UX/usability, and basic Unity-based VR prototyping. In interdisciplinary teams, students build hands-on skills by designing and prototyping a VR solution with support from instructors and technical staff. The module culminates in a three-day on-site hackathon (location will be either in Switzerland or in Germany, upon accessibility and availability/ travel and accommodation costs for students are covered by funding) where teams implement and iterate a VR application (prototype/MVP) for a concrete value-creation challenge. Attendance in the on-site hackathon is mandatory for all course participants! Teams deliver a use-case and value proposition proposal, a VR application + documentation, and a final VR pitch.

General Information

Language
English
Levels
MSC , NDS
Frequency
Yearly recurring

Examination

Type
graded semester performance
The final grade consists of 70% case presentation of VR implementation and 30% individual report.

Registration & Places

Max Places
12
Priority: Registration for the course unit is only possible for the primary target group

Course Components

Type Title Time & Place Hours
seminar Extended Reality for Value Creation in Businesses
Dates to be announced
No time listed 60 h semesterly

Offered In