This document proposes creating an interactive escape room game using virtual reality (VR) and SSN College as the environment. The goals are to open new areas of learning for students, build an interactive virtual SSN, and claim the title of the first virtualized college in India. The scope includes fully virtualizing SSN and creating a logical game for students. Limitations include the limited time, dependency on VR headsets, and potential for cybersickness. The methodology involves designing requirements, the base environment, textures, collisions, storylines, actions, multiplayer support, and testing. Tools like Unreal Engine and Blender will be used to create the base environment and animations. A storyboard and Gantt chart are proposed to
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1. Motivation
• Opens a new area of learning and discovery for the students of SSN.
• If this project develops well, we can modify the project and
successfully build an interactive virtualized SSN. With this, we hope
that one day the college can claim the title of “First virtualized college
in India”
• Moreover, Escape rooms are a very fun and mind boggling way to not
only de stress but also challenge the out-of-box thinking and problem
solving skills of the players. It is an impressive setting to put the
players in and experience the surrounding
3. Scope & Limitations
Scope:
• There is scope to develop the project further an build a fully virtualized SSN
• Ability to create an interactive logical game for students
• Extension into AR development is possible
• Opens an opportunity for commercialization
Limitations:
• The limited time provided might not be sufficient enough to build the entirety of SSN
in VR
• There is a dependency on the presence of Goggles like Oculus,etc
• Users could experience cybersickness/simulator sickness
• The performance of the finished product may vary from device to device
4. Literature Survey
Journal Name, year Title of the paper Techniques used Dataset Inference
Computers, Environment and
Urban Systems 54 (2015) 376–384 -
Elsevier
To go where no man has gone
before: Virtual reality in
architecture,
landscape architecture and
environmental planning-
M.E. Portman , A. Natapov, D.
Fisher-Gewirtzman
Geographic information
system(GIS), Vision Dome, Cave
Automatic Virtual Environment
(CAVE™), Building Information
Modelling(BIM)
- This paper gives an introductory stance on how worlds in
VR can be created that mimic the real world conditions
using real-time GIS for landscape modelling and vision
dome to create restricted VR spaces coupled with BIM
techniques to capture the structural component of the
world
International Conference on
Advances in Computing and
Communication Engineering
(ICACCE-2018)
Paris, France 22-23 June 2018
VR aided architecture and
interior design
basic box-modelling, dynamic
lightning, baked lightning,
navigation
Mesh
- This paper talks about the more conventional procedure
of architecture modelling with external 3D modelling
software like blender and importing the model into a
game engine like Unreal Engine for gaining VR capabilities.
This paper also dives deep into the effect of lighting
patterns and UV radiation that determine the realism of
the VR experience
Управління розвитком
складних
систем(Management of the
development of complex
systems) - 2020
VR-Technology as a modern
architecture tool
- - This research paper gives the readers a general
overlook on how VR is being used in creating
buildings and its features along with its
furnishing and accesorization
5. Literature Survey
Journal Name, year Title of the paper Techniques used Dataset Inference
The International Archives of
the Photogrammetry, Remote
Sensing and Spatial
Information Sciences
February 2019
Recreating Cultural Heritage
Environments for VR Using
Photogrammetry
structure from motion (SfM)
photogrammetry and laser
scanning,
physically based rendering
(PBR), Polygon Meshing
- This paper introduces the concept of converting
3D scans and pictures of objects and places into
3D objects that is used to create the VR world.
Conversion of 2D content into 3D content is
achieved by assuming perception based on light
distribution. The 3D model rendering efficiency
is controlled by tuning the polygon meshing
IEEE Conference on Virtual
Reality and
3D User Interfaces - 2019
VRoamer: Generating On-The-
Fly VR Experiences While
Walking inside
Large, Unknown Real-World
Building Environments
procedural generation, torso
force feedback system, path-
planning algorithms for
redirected walking, Automatic
Corridor Generation
- This paper deals with the on the fly creation of VR
environments that adapt to the changes
happening in the real world and the intractable
space available in the real world, this allows
creation of assets in the VR space that do not
interfere with any real world obstructions.
Redirected walking algorithms take advantage of
small spaces to create immersive world that feel
bigger than the real world confined test space
7. Tools & Purpose
Base Environment
Tools used: Unreal Engine, Blender
Purpose: The base environment acts as the
physical layout of the game environment where
the building assets, intractable components and
animated features live
Aminations
Tools used: Unreal Engine, Blender
Purpose: Animations play a major part in
creating immersion in games which makes
interaction in VR more realistic and noticeable,
the animations of the environment also acts as
a que of how the interaction is designed to
happen
Story Line/ Story Board
Tools used: FrameForge, Plot
Purpose: Every game has to have a story
associated with it so that the purpose of the
player is defined, the story of the game pushes
the player in the right logical order and is also a
great selling point of the product
9. References
To go where no man has gone before: Virtual reality in architecture,
landscape architecture and environmental planning
M.E. Portman ⁎, A. Natapov, D. Fisher-Gewirtzman, Faculty of Architecture & Town Planning, Technion-Israel Institute of Technology, Israel
VR aided architecture and interior design*
Anett Rácz, Gergő Zilizi Department of Applied Mathematics and Probability Theory Faculty of Informatics Faculty of Informatics University of Debrecen, Hungary Debrecen
VR-TECHNOLOGY AS A MODERN ARCHITECTURE TOOL
Tsiutsiura Svitlana
DSc (Eng.), Professor, Head of Department of Information Technology, orcid.org/0000-0002-4270-7405
Kyiv National University of Construction and Architecture, Kyiv
Bebeshko Bohdan
Senior Software Engineer, orcid.org/0000-0001-6599-0808
Softorino Ltd., USA
Khorolska Karyna
Assistant at Software Engineering and Cyber Security Department, orcid.org/0000-0003-3270-4494
Kyiv National University of Trade and Economics, Ukraine
RECREATING CULTURAL HERITAGE ENVIRONMENTS FOR VR USING PHOTOGRAMMETRY
A. Dhanda1, *, M. Reina Ortiz 1, A. Weigert 1, A. Paladini2, A. Min3, M. Gyi4, S. Su4, S. Fai 1, M. Santana Quintero 1
1 Carleton Immersive Media Studio (CIMS), Carleton University, Ottawa, Canada - (adhanda, aweigert, sfai)@cims.carleton.ca, (miquel.reinaortiz, mario.santana)@carleton.ca
2 Raymond Lemaire International Centre for Conservation (RLICC), KU Leuven, Leuven, Belgium – alice.paladini@student.kuleuven.be
VRoamer: Generating On-The-Fly VR Experiences While Walking inside
Large, Unknown Real-World Building Environments
Lung-Pan Cheng* Eyal Ofek† Christian Holz‡ Andrew D. Wilson§
Microsoft Research Redmond
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