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INFO 5777:Virtual Reality and its Applications

Group Projects, Semester: Spring 2024

Project 1: Virtual Museum for Archeology

Student: Sireesha,Sai Tejaswi,Leela Abhiram, Sai Sindhu,Koushika,Subhadra (Project Report) 2nd Prize

The project virtual archaeological museum mainly focuses on the need for innovations to provide and preserve the archaeological heritage and its legacy or history through virtual reality environments. The main importance of the project is to deliver an immersive and real-time experiences which fills out the gap between ancient historical things which includes artifacts, fossils, paintings with the general people who are seeking to know the information. The virtual environment displays archaeological museum resurrecting the civilizations and artifacts in a virtual world. Researchers, Educators, Students and other information seeking professionals are benefiting from this project by having an immersive experience of the environment and interpreting the archaeological data and having appreciation of our worldwide heritage.

   
 

 

Project 2: Enhanced Mental Health Diagnostics

Students: Vamsi Krishna Kosuri, Prathyusha Pritila (Project Report)    1st Prize

Mental Health is a crucial component of well-being of an individual, yet many people avoid seeking help even when there is a high necessity. The reasons behind avoiding help can be due to the stigma, privacy concerns and many more reasons. Our proposed approach "Enhanced Mental Health Diagnostics" allows an individual to self-assess their mental health state in a private setting using VR, this will remove the barrier of privacy concerns and social stigmas. This is a Unity 3D based application, which guides the users to explore the virtual environment. Then the individuals take the PHQ-9 questionnaire to assess their mental state. The PHQ-9 evaluation is used for screening, diagnosing, monitoring and measuring the severity of depression. The benefited individual for this application will be any individual who desires to understand the state of their mental health, the evaluation can be taken by any age group. Based on the PHQ-9 criteria, the individual has to be of age 18 or older.

 

   

Project 3: Immerse & Explore: Crafting a VR Museum Wonderland for kids (Project Report)
Students: Dinesh Sai,Venkata Sai, Sururthi, Kavya, Shivanjani,Sri Navya    3rd Prize

 

The "Virtual Museum" project uses virtual reality (VR) technology to provide an interactive and immersive platform for viewing exhibitions, monuments, and artifacts, with the goal of revolutionizing the museum experience. The project uses Unity 3D to create a detailed virtual recreation of a museum atmosphere, with an emphasis on user involvement and educational value. High-resolution textures and animations are included to enhance authenticity. The user experience is enhanced with interactive features like sound, animations, and AI-driven character actions, which make exploration and navigation simple. With a focus on museum enthusiasts, educators, and students, the Virtual Museum intends to attract audiences of all ages and interests with its innovative approach to virtual learning and exploration.

 

 

 

Project 4: Virtual Planetarium

Students: Venkata,Preetham, Girija, Tirumalesh, Durga, Mohith (Project Report)

The advancement of digital technologies has significantly enhanced educational methodologies, particularly in the field of astronomy. This project thus brings a Virtual Planetarium built using Unity 3D to simulate curiosity and deeper understanding of astronomic phenomena by engaging virtual reality experiences. The application comes with a virtual museum in which the user, as a first-person controller, navigates through exhibits about celestial bodies and space exploration. It also includes a solar system exploration module that offers a perspective on each planet, including scientifically accurate details about the environment. A third component of the application is a feedback system that uses Google Sheets for collecting user inputs to continuously improve the application. The project aims to make astronomical education more accessible and engaging, thereby fostering a deeper appreciation of the universe's wonders through interactive learning. Targeted at space enthusiasts and children, the Virtual Planetarium promises an enriching educational experience that leverages virtual reality technology to bring the cosmos close to the users. Making space explainable in an intuitive and immersive way, this makes this application an excellent resource for space exploration.

 

Virutal Planetarium User Interface to Navigate Sun in the Virtual Solar System
Text Input to collect the User Feedback Virtual Solar System with Stars and Planets
Hall inside the planetarium. Text Display on Screen when User comes close to any Object.

Project 5: Active Shooter Response

Students: Sushanth, Varun, Lakshmi, Sreya,Sai Teja (Project Report)

The Virtual Reality (VR) project on Active Shooter Response aims to create a realistic training environment for individuals to prepare for and respond to active shooter situations. This VR environment provides a safe yet immersive space for users to simulate various scenarios and practice crucial decision-making skills under pressure. By leveraging the capabilities of 3dsMax and Unity, the project offers a comprehensive training tool accessible to a wide range of users.

 

   
   

Project 6: Survival cosmos and seas Game

Students: Nikhil, Shiva Sai, Vamsi,Saketh, Sowmya, Manish (Project Report)

The "Survival: Cosmos and Seas" game aims to meet the current need for fun, informative, and immersive games that test the player's ability to make choices when things don't go their way. These space and ocean survival settings in virtual reality worlds help players learn and use critical thinking when they are under a lot of stress. The project is for a lot of different people, from casual gamers who like the task of a survival mission to people who want to get better at staying alive. The game "Survival: Cosmos and Seas" is a training tool that has realistic settings, 3D scenes with lots of details, and dialogue boxes that let players talk to the characters.

   

Project 7: Interactive Forest Simulation

Students: Praneeth,Likhitha,Abhinaya,Shreya,Manikanta,Tirumala (Project Report)

In this project, a 3D forest setting will be constructed with Unity. This immersive experience focuses on several applications, including environmental awareness, teaching, and gaming. Creating an aesthetically beautiful forest with a variety of plants, animals, and meteorological phenomena is the main goal. Open exploration and interaction with the surroundings are available to users. For the benefit of educational institutions, environmental organizations, and game creators, the project is meant to be adaptable.

 

   

Project 8: Virtual Campus for Navigation and Evacuation

Students: Sam Pranay,Manaswini,Vinay,Pranav,Pavan,Charmika (Project Report)

The development of a Virtual Campus for navigation and evacuation is essential for enhancing emergency preparedness and safety on campus. This project provides an interactive platform for training students, faculty, staff, and emergency responders on evacuation procedures and routes, enabling them to familiarize themselves with the campus layout and learn the best evacuation routes in a realistic virtual environment. Through accurate depictions of buildings, outdoor spaces, and various emergency scenarios, users can practice making informed decisions and navigating safely during crises. While simulated obstacles and interactive elements prepare users for real-life challenges. The project will benefits students, faculty, staff, emergency responders, administrators, and visitors to know how the campus looks and also improves knowledge of evacuation procedures, facilitating better coordination during emergencies, and identifying areas for safety infrastructure improvements. Additionally, its accessibility from anywhere makes it a cost-effective and inclusive training tool, ensuring that everyone involved in the campus community is well-prepared for any emergency.

 

   
   

Project 9: Multiuser VR Car Racing Game

Students: Chintureddy,Deepika,Veepura,Malavika,Syam,Bharath (Project Report)

The Multi-User VR Car Racing Game" is a game-changing development in multiplayer gaming that uses virtual reality (VR) technology to create an immersive and unparalleled gaming experience This project provides a fast virtual racing environment of players Responding to the growing demanding a unique and engaging multiplayer experience that can compete with each other in fast-paced racing the game uses virtual reality technology to immerse players in a fantastical life-like world that packed full of stunning car models, race tracks and gameplay features. It also encourages technological innovation. The multiplayer VR car racing game promises to engage players from different backgrounds and interests, giving it an exciting new dimension in the world of gaming and the potential to revolutionize gaming by humans many are fulfilled.

Project 10: Fire Fighter Training

Students: Teja,Shivaprasad,Vijay,Tarun,Phaneendhra,Varun (Project Report)

The Game is a virtual reality game designed to provide an immersive firefighter experience for the players. The game is designed to showcase a urban environment, where players can hunt different animals with varying levels of difficulty.

 

   

Project 11: Airport Simulation for Emergency Situations

Students: Shiva,Navyath,Sai Pavan,Hemachandra,Malavika,Jayram (Project Report)

Virtual reality (VR) airport simulations will help pilots, airport staff members, and security teams get more proficient in what to do in a situation like this. That's the purpose of this project. Real-life events like weather-related incidents, navigating difficulties, fires, and terrorist threats are utilized in the simulation to make the training more accurate. Pilots, airport workers, police officers, and schools looking for useful educational choices are all people who can benefit. VR technology is being used in the project to create a training tool that is exciting and engaging. This tool will help users improve their skills in a controlled and secure setting.

 

 

Project 12: Empathy In-Action: Bullying prevention program at the University

Students: Rakshit,SaiManjusha,Bhavya,Hemkiran,Pranaykumar,Dheeraj (Project Report)

Bullying remains a pervasive issue in schools and communities worldwide, necessitating innovative approaches for prevention and intervention. The" Empath in Action" project presents a virtual reality (VR) application designed to address bullying through immersive storytelling, interactive gameplay, and empathy-building experiences. The project aims to provide users with a nuanced understanding of bullying dynamics and promote positive behavior change by allowing them to explore different

 

Project 13: Campus Fire Evacuation Drill

Students: Lasya,Sai Karthik,Harsh,Danah,Bhavana,Adnan (Project Report)

The goal of this project is to create a virtual simulation of a campus fire evacuation scenario to educate and train individuals on proper evacuation procedures. The simulation includes a realistic virtual environment of the University of North Texas engineering campus building(s), Discovery Park, and surrounding areas, interactive elements to guide users through the evacuation process, and AI-controlled characters to simulate various behaviors and responses. The simulation provides feedback and evaluation mechanisms to assess users' performance and understanding of evacuation procedures.

   

Project 14: MediSim VR: Hospital Environment

Students: Devi,ai Krishna,Subha,Harshita,Satya,Sohail (Project Report)

This project aims to address these pressing needs by developing "MediSim VR," a comprehensive virtual reality simulation platform. "MediSim VR" provides an immersive environment where players assume the role of hospital administrators, tasked with overseeing various aspects of hospital operations, patient care, staff management, and COVID-19 precautions.

The importance of this project lies in its ability to offer realistic and dynamic training experience for healthcare administrators, enabling them to develop critical skills and decision-making abilities in a risk-free virtual environment. By simulating the complexities of hospital management, including the implementation of COVID-19 protocols, "MediSim VR" equips users with the knowledge and expertise needed to navigate real-world healthcare challenges effectively.

 

   
 

Previous Year Projects for Virtual Reality Class

VRI: 20082009, 2010201120122013, 2014 201520162017, 2018, 2019, 2020, 2021, 2022, 2023 VRII2012 , 2013, 2015, 2019