Virtual Reality (VR) took center stage in this session, offering us a deep dive into the world of fully immersive digital experiences. With Dr. Sameer’s guidance, we unpacked the core concepts of VR technology, discussed its applications, and explored presence, avatars, and system design—both in theory and through Unity3D practice.
What is VR?
VR allows users to step into a computer-generated world using specialized equipment such as head-mounted displays (HMDs), motion trackers, and haptic feedback devices. Unlike AR, VR fully replaces your sensory input with digital stimuli.
Presence and Plausibility Illusion:
We explored how a good VR system relies on the user experiencing “presence”—the sense of actually being in the virtual space. We also learned about Place Illusion (PI) and Plausibility Illusion (PsI), which are essential for believability in VR environments.
Breaks in Presence:
Any failure in haptics, visual tracking, or system latency disrupts immersion. Understanding these breaks is crucial in VR design.
Commercial Ecosystem:
We examined VR systems including Oculus Rift, HTC Vive, Apple Vision Pro, and CAVE environments. The current commercial interest in VR is staggering, with applications ranging from education and healthcare to military training and mental health treatment.

Unity VR Development:
Project 1: VR Table Tennis Game (Unity-Based)
In my first project, I developed a VR Table Tennis game using Unity.
Concept and Development:
The game recreates the fast-paced, skillful dynamics of table tennis in an immersive, virtual arena. I focused on precise motion tracking and realistic physics to ensure the game felt both challenging and fun.
Key Features:
Learning Outcomes:
This project deepened my understanding of VR controls, user interaction, and the importance of smooth real-time physics in creating a believable virtual environment.


Project 2: Web-Based VR Data Visualization (HTML/CSS/JS with WebGL)
For my second project, I developed a VR experience entirely using web technologies.
Concept and Development:
I built an application that loads data from a CSV file and visualizes it in a fully interactive VR environment. Utilizing WebGL, the project integrates 3D graphics into a browser, allowing users to navigate through and interact with data in a novel way.
Key Features:
Learning Outcomes:
This experience taught me the intricacies of developing VR applications on the web. I gained practical insights into using WebGL for high-performance 3D rendering and appreciated the challenges of ensuring cross-browser compatibility and performance optimization.

GitHub - NAME0x0/VisualCharts: A VR project for CST1160. Visualizing data in VR.
Exercise 2: Compare the benefits of using VR for training purposes versus traditional real-world training.
Deliverable Placeholder:
This approach ensures VR enhances training while addressing its current limitations.
Working on these VR projects has proven to be a transformative experience, offering deep insights into both the technical and design aspects of immersive environments. The VR Table Tennis game in Unity pushed me to confront the challenges associated with precise motion tracking and realistic physics simulation. I encountered occasional discrepancies in control precision, which disrupted the gameplay experience. To improve on this, I plan to incorporate a more robust testing phase and explore advanced control algorithms to fine-tune user interactions. This proactive approach will help minimize glitches and enhance the overall fidelity of the simulated experience.
Simultaneously, developing the web-based VR data visualization underscored the immense potential of leveraging WebGL to create interactive, data-driven environments accessible via browsers. Although this project successfully demonstrated high-performance 3D rendering, I observed challenges regarding cross-browser compatibility and performance optimization. Moving forward, I aim to delve deeper into modern VR frameworks and performance tuning strategies to ensure smoother and more responsive visualizations. Additionally, I will seek peer feedback and collaborate with experts to refine these techniques.
Overall, these projects have not only broadened my technical skills but also sparked innovative ideas for future VR applications. I plan to explore further avenues, such as immersive training simulations and interactive storytelling, to expand my portfolio. By rigorously addressing both technical setbacks and design shortcomings, I am committed to developing more robust, user-centric VR experiences that effectively blend entertainment with meaningful data exploration.