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Virtual Reality Research Projects

Lower body tracking and obstacle clearance in VR

In this collaborative research between computer science and the department of physical therapy at Elon, we addressed the problem of lower body tracking and user experience and comfort analysis in VR by combining the aspects of human-computer interaction and physical therapy.
 

Player Emotion Analysis in VR Games

In this research activity, we investigated the players' six emotional states (excitement, engagement, stress, relaxation, focus, and interest) using an EEG device while playing three types of VR games (Space Pirate Trainer, TrippVR, and Room VR).

Publication Link

Slice Up - VR

Purpose: to analyze the exertion level in VR while using two hands

Game system design
"Slice Up VR" is a prototype VR game that I developed on the Oculus Quest platform. The game comprises a dark and murky theme, in which the player takes up the role of a Ninja. The goal of the player is to slice some evil pumpkins within an X amount of time. In addition to this, the player needs to fend off the evil spells from a haunted clown and house. The AI system of the evil clown in this game was designed using behavior trees. 

Mage Dash - VR

Purpose: to investigate the exertion due to locomotion in the VR space

Game System Design:

"Mage Dash" is a duelling challenge and in this challenge, the player takes the role of Harry Potter and the goal of the player is to defeat the Dark Lord - in disguise. the Dark lord's character NPC has been designed using Behavior Trees. During the duel, if the enemy's HP reduces less than a certain amount then the enemy would run away to boost HP and trigger the spiders to attack the player in the meantime. Player can cast different spells to attack the opponents and should move in the physical world to dodge the incoming spells from the Dark lord. 

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