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B.Tech. CSE – Immersive Technologies
Program details
The B.Tech. CSE – Immersive Technologies is a four-year, full-time, on-campus program (8 semesters; ~160+ credits) for students who want to build the next wave of digital experiences. It combines a strong computer science base with human-centred design, so you learn not only how to create immersive systems, but also how to make them feel intuitive and engaging. The program focuses on AR/VR, Mixed Reality, Spatial Computing and Digital Twins, where technology and experience design come together.
Learning here is hands-on from day one. With a studio-based, project-first approach, every semester ends with a portfolio-ready outcome—something you can actually show: working code, 3D assets, interaction flows and UX design. Along the way, you build skills in AI/ML and computer vision, game engines and real-time systems, and cloud/edge computing for XR—alongside HCI, UX, interaction design and design thinking. Many projects are shaped through industry co-creation labs, so you get to work on real briefs from startups and enterprises, not just classroom prompts.
To help you grow in the direction that suits you best, the program offers two tracks: a Technical Track (core CSE, AI, XR development and real-time systems) and a Creative Track (3D modelling, spatial UX, motion design and storytelling). There’s also design-led startup incubation and global plug-ins like cross-university hack weeks and design-technology sprints, so you build confidence in collaboration, pitching and product thinking. By graduation, you’re ready for roles—and even your own venture—across gaming, simulation, healthcare, Industry 4.0, retail, fintech, smart cities and metaverse-led platforms.
Program Highlights
- Semester-wise XR studios and portfolio projects
- Deep integration of AI + XR + cloud + design
- Choice-based tracks to align with technical or creative strengths
- Industry-mentored projects using real briefs from gaming, healthcare simulation, manufacturing/digital twins and education
- Final-year option for industry residency or startup incubation with access to mentors and demo days
- Global exposure through international hackathons, visiting faculty, masterclasses, and optional immersion/exchange
Industry Trends & Career Opportunities
Immersive technologies are expanding rapidly across enterprise and consumer use-cases, driven by spatial computing, AI-enabled immersive environments, and the adoption of digital twins for operations, training and planning. Growth is also being shaped by simulation-based learning, multi-platform distribution, XR integration with robotics/autonomous systems, and emerging WebXR experiences and decentralised virtual economies. The curriculum is aligned to prepare graduates for both current roles and evolving job profiles in this space.
Career pathways span technical, design and enterprise roles such as XR/AR/VR Engineer, Unity/Unreal Developer, Spatial Computing Engineer, Computer Vision Engineer, AI Engineer (Interactive Systems), and Simulation/Digital Twin Engineer, as well as Immersive UX Designer, Technical Artist, XR Interaction Designer, and Narrative/Experience Designer. Entrepreneurial routes are also supported, including XR startup founder, immersive ed-tech/health-tech solutions, gaming studio ventures, and enterprise XR product development.
Placements
The placement approach emphasises portfolio-based hiring, industry-aligned certifications, and readiness for global and remote opportunities. Target sectors include gaming and simulation studios, XR/AI/cloud product companies, healthcare and med-tech firms, manufacturing and digital twin providers, defence/aerospace training organisations, and innovation labs within startups and large enterprises. Placements and entrepreneurship are supported as parallel success tracks.
Fee Structure
Click here for detailed Fee Structure.
Curriculum
Engineering & Economic Foundations
The first year focuses on the "Common Engineering Core" required by AICTE, with early introduction to Economic Principles.
Semester 1
| Course | L | T | P | Credit |
|---|---|---|---|---|
| Engineering Mathematics - I (Linear Algebra & Calculus) | 3 | 1 | 0 | 4 |
| Engineering Physics (with Lab) | 3 | 0 | 2 | 4 |
| Programming for Problem Solving (C/Python) | 3 | 0 | 4 | 5 |
| Principles of Microeconomics | 3 | 0 | 0 | 3 |
| Professional Communication Skills | 2 | 0 | 2 | 3 |
| TOTAL | 19 |
Semester 2
| Course | L | T | P | Credit |
|---|---|---|---|---|
| Engineering Mathematics - II (ODE & Multivariable Calculus) | 3 | 1 | 0 | 4 |
| Engineering Chemistry (with Lab) | 3 | 0 | 2 | 4 |
| Data Structures & Algorithms (with Lab) | 3 | 0 | 4 | 5 |
| Principles of Macroeconomics | 3 | 0 | 0 | 3 |
| Workshop & Manufacturing Practices | 1 | 0 | 4 | 3 |
| TOTAL | 19 |
Year 2: Core Interdisciplinary Integration
The transition from general engineering to specialized computational economics begins here.
Semester 3
| Course | L | T | P | Credit |
|---|---|---|---|---|
| Discrete Mathematical Structures | 3 | 1 | 0 | 4 |
| Object-Oriented Programming (Java/C++) | 3 | 0 | 2 | 4 |
| Intermediate Microeconomics (Mathematical) | 3 | 1 | 0 | 4 |
| Econometrics - I (Statistical Inference) | 3 | 0 | 2 | 4 |
| Digital Logic & Computer Organization | 3 | 0 | 0 | 3 |
| TOTAL | 19 |
Semester 4
| Course | L | T | P | Credit |
|---|---|---|---|---|
| Design and Analysis of Algorithms | 3 | 0 | 2 | 4 |
| Operating Systems (with Lab) | 3 | 0 | 2 | 4 |
| Econometrics - II (Time Series & Forecasting) | 3 | 0 | 2 | 4 |
| Intermediate Macroeconomics | 3 | 1 | 0 | 4 |
| Database Management Systems | 3 | 0 | 2 | 4 |
| TOTAL | 20 |
Year 3: Specialized Computational Economics
Focus shifts to "Mechanism Design" and "FinTech," where code meets market theory.
Semester 5
| Course | L | T | P | Credit |
|---|---|---|---|---|
| Game Theory & Strategic Behavior | 3 | 1 | 0 | 4 |
| Artificial Intelligence & Machine Learning | 3 | 0 | 2 | 4 |
| Computational Finance & Algorithmic Trading | 2 | 0 | 4 | 4 |
| Computer Networks | 3 | 0 | 0 | 3 |
| Professional Elective - I (See Baskets) | 3 | 0 | 0 | 3 |
| Mini Project (Market Simulation) | 0 | 0 | 4 | 2 |
| TOTAL | 20 |
Semester 6
| Course | L | T | P | Credit |
|---|---|---|---|---|
| Mechanism Design & Auction Theory | 3 | 1 | 0 | 4 |
| Econometrics with Machine Learning | 3 | 0 | 2 | 4 |
| Professional Elective - II | 3 | 0 | 0 | 3 |
| Open Elective - I (Management/Law) | 3 | 0 | 0 | 3 |
| Environmental Sciences (Mandatory Audit) | 2 | 0 | 0 | NC |
| Summer Internship (Industry/Research) | – | – | – | 3 |
| TOTAL | 17 |
Year 4: Synthesis & Industry Readiness
Final year is dedicated to high-level electives and a significant Capstone project.
Semester 7
| Course | L | T | P | Credit |
|---|---|---|---|---|
| Behavioral Economics & Digital Platforms | 3 | 0 | 0 | 3 |
| Professional Elective - III | 3 | 0 | 0 | 3 |
| Professional Elective - IV | 3 | 0 | 0 | 3 |
| Open Elective - II | 3 | 0 | 0 | 3 |
| Capstone Project Phase - I | 0 | 0 | 12 | 6 |
| TOTAL | 18 |
Semester 8
| Course | L | T | P | Credit |
|---|---|---|---|---|
| Full Semester Industry Internship / Major Project | 0 | 0 | 24 | 12 |
| TOTAL | 12 |
Eligibility
The minimum eligibility criteria for B.Tech. CSE – Immersive Technologies to be fulfilled by interested students is as follows: Minimum 70–80% aggregate in Class XII with Physics and Mathematics as mandatory subjects, along with one of the following - Chemistry / Computer Science / Electronics / IT.
Selection Criteria
Selection for B.Tech. CSE – Immersive Technologies is based on UPES entrance / national-level tests (as applicable) or merit (as per norms), along with a holistic evaluation of academics, problem-solving aptitude, creativity/design thinking, and interest in emerging technologies.
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