CourseAutomotive & Motorsport Applications open

Rapid prototyping course with virtual reality

Online course of 300 hours in rapid prototyping with virtual reality. 6 modules covering extended reality technologies, model preparation for VR, immersive design review, ergonomics and assembly in VR, and application development, with an assigned technical tutor.

Duration3 months
ModeOnline
LanguageEnglish
Start datesSet by the faculty
AwardSEIUM Institute certificate
Virtual lab · try it before you enrol

Take the controls.

Run a real engineering trade-off from this field. Move the sliders, watch the model react in real time and beat the challenge.

SIM · LIVE ●
Learning outcomes

What you will be able to do

01

Compare extended reality technologies for vehicle development.

02

Prepare CAD models for use in immersive environments.

03

Conduct collaborative design reviews in virtual reality.

04

Assess ergonomics and assembly using digital manikins.

05

Develop basic review applications in Unity or Unreal.

06

Measure usability with real users.

07

Justify the savings compared with a physical prototype.

Profile

Who it's for

  • Virtual reality engineers.
  • XR application developers.
  • Vehicle designers.
  • Ergonomics engineers.
  • 3D visualisation specialists.
  • Product engineers.
  • Engineering or science graduates looking to join vehicle manufacturers.
Standards & tools

What you'll work with

  • ISO 9241-210:2019 (human-centred design)
  • ISO/IEC 12113:2022 (glTF format)
  • ISO 10303-242 (STEP for 3D mechanical design)
  • ISO 9241-11:2018 (usability)
  • ISO 7250-1:2017 (anthropometric measurements)
  • ISO/IEC 18039:2019 (mixed and augmented reality reference model)
  • Unreal Engine
  • Unity
  • Autodesk VRED
  • Blender
  • PiXYZ Studio
Syllabus

6 modules

  1. 1.1Virtual, augmented and mixed reality
  2. 1.2Headsets: Meta Quest, Varjo and HTC Vive
  3. 1.3Head, hand and body tracking
  4. 1.4CAVE rooms and powerwalls
  5. 1.5Resolution, field of view and latency
  6. 1.6VR motion sickness and how to mitigate it
  7. 1.7Computing and rendering hardware
  8. 1.8Costs and return in vehicle development
  9. 1.9Uses at vehicle manufacturers and racing teams
  10. 1.10Practical exercise: comparative evaluation of two headsets
  1. 2.1Exporting from CAD to polygonal formats
  2. 2.2Tessellation and polygon reduction
  3. 2.3The glTF format and scene exchange
  4. 2.4PBR materials: paint, carbon and metal
  5. 2.5Lighting and environment maps
  6. 2.6Levels of detail and performance
  7. 2.7Hierarchical organisation of parts
  8. 2.8Updating models with design changes
  9. 2.9Managing model confidentiality
  10. 2.10Workshop: converting a CAD assembly into a VR scene
  1. 3.1Full-scale styling review
  2. 3.2Collaborative multi-user sessions
  3. 3.3Annotations and measurements in the virtual environment
  4. 3.4Comparing design variants
  5. 3.5Assessing visibility from the driving position
  6. 3.6Component packaging review
  7. 3.7Interference detection
  8. 3.8Recording design decisions
  9. 3.9Integration with the PLM workflow
  10. 3.10Practical exercise: design review of a cockpit
  1. 4.1Digital manikins and anthropometry
  2. 4.2Reach to controls and steering wheel
  3. 4.3Accessibility for maintenance
  4. 4.4Assembly and disassembly simulation
  5. 4.5Pit stop operations in a virtual environment
  6. 4.6Operator motion capture
  7. 4.7Augmented reality in the workshop
  8. 4.8Validation with real users
  9. 4.9Usability indicators
  10. 4.10Lab: accessibility study for a brake change
  1. 5.1Unity versus Unreal Engine
  2. 5.2Interaction with controllers and hands
  3. 5.3Physics and object interactions
  4. 5.43D user interface
  5. 5.5Measurement and section-cut scripts
  6. 5.6Performance and frame rate optimisation
  7. 5.7Deployment on standalone headsets
  8. 5.8User testing and improvement
  9. 5.9Application documentation
  10. 5.10Workshop: review application with section cuts
  1. 6.1Selecting the component or vehicle
  2. 6.2Model preparation
  3. 6.3Scene and lighting
  4. 6.4Implemented review functions
  5. 6.5Evaluation session with users
  6. 6.6Analysis of usability results
  7. 6.7Proposed design changes
  8. 6.8Cost comparison against a physical prototype
  9. 6.9Report and presentation
  10. 6.10Final project: final review with the tutor
Methodology, software & labs

How you'll learn

100% online training on the SEIUM campus, with downloadable material, recorded classes and an assigned technical tutor. There are no fixed timetables: you progress at your own pace within each intake, so you can combine it with work.

Each module combines theory, guided reading of the original standard and applied exercises. The working software is Unreal Engine, Unity, Autodesk VRED, Blender and PiXYZ Studio, in free, academic or evaluation versions. Practice is based on real procedures: a full-scale cockpit design review, a maintenance accessibility study and a collaborative multi-user session. Assessment is continuous by module, plus the final project.

Standards covered: ISO 9241-210:2019, ISO/IEC 12113:2022, ISO 10303-242, ISO 9241-11:2018, ISO 7250-1:2017, ISO/IEC 18039:2019.

Assigned technical tutor:every module ends with a deliverable that your tutor marks individually.
Standards-based learning:guided reading of ISO 9241-210:2019, ISO/IEC 12113:2022 and ISO 10303-242 applied to real cases, not as a theoretical annex.
Industry software:Unreal Engine, Unity, Autodesk VRED, Blender and PiXYZ Studio, in free, academic or evaluation versions.
Final project:a virtual prototype of a vehicle or component, evaluated with users, reviewed by your tutor.
Flexible format:100% online, no fixed timetables, compatible with full-time work.
Capstone project

Build it end to end

Your final project follows the real engineering workflow, step by step, reviewed by your tutor.

Component and model
Select the component or vehicle and prepare the model for VR.
Scene and review functions
Build the scene and lighting and implement the review functions.
User evaluation
Run an evaluation session with users and analyse the usability results.
Design changes and costs
Propose design changes and compare costs against a physical prototype.
Final project
Deliver the complete virtual prototyping report and presentation, reviewed by your tutor.
Career opportunities

Where this takes you

Virtual Reality EngineerXR Application DeveloperVehicle DesignerErgonomics Engineer3D Visualisation SpecialistProduct Engineer
Admissions & scholarships

Requirements

  • No prior qualification is required.
  • An internet connection and a computer able to run the programme software.
  • English sufficient to read technical standards.

Ready to start?

Send your application today. Our admissions team replies within 72 hours with your study plan and funding options.

FAQ

Frequently asked questions

The programme totals 300 hours over 3 months. You set your own pace within each intake, and your tutor helps you plan the workload around your job.

You work with Unreal Engine, Unity, Autodesk VRED, Blender and PiXYZ Studio, using free, academic or evaluation versions. Your tutor indicates the free alternative wherever one exists.

A SEIUM Institute certificate, awarded on passing the continuous assessment and the final project. It is SEIUM's own qualification, not an official state degree; its recognition depends on the programme completed and the regulations of each country.

Yes. Modules passed are recognised in a higher programme in the same area (postgraduate diploma or master's). Ask about the recognition policy when you enrol.

No prior qualification is required; you need a computer able to run the programme software and English sufficient to read technical standards.

Start dates are set by SEIUM's faculty for each intake. Our admissions team will confirm the next available date when you apply.

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