Santos, Beatriz SousaDias, PauloJean-Jacques Bourdin and Amit Shesh2017-04-222017-04-2220171017-4656https://doi.org/10.2312/eged.20171027https://diglib.eg.org:443/handle/10.2312/eged20171027Never before has Virtual and Augmented Reality hardware been so affordable allowing so many new applications of these technologies; however, developing these applications implies specific skills that are not usually acquired in core courses in Computer Science/Engineering. In this context, specific courses introducing the basics on these technologies seem to be most relevant. With this panel we intend to foster a discussion concerning what should an introductory course on Virtual/Augmented Reality be as of 2017. A review of the courses described in literature is presented as well as guidelines issued by profes- sional/scientific associations concerning a basic Virtual Reality course identifying a set of relevant aspects to be considered when organizing such a course.K.3.2 [Computers and Education]Computer and Information Science EducationComputer science educationCurriculumI.3.7Computer Graphics Three Dimensional Graphics and RealismVirtual and Augmented RealityWhat Should a Virtual/Augmented Reality Course be?10.2312/eged.2017102759-62