Old
Projects
These
are the projects that people worked on in previous iterations of the
course.
2005
class projects:
Project 1
focuses on the creation of a simple immersive environment to give
everyone some experience with the software toolkits. This project will
be done individually.
One of the most common 'hello world' VR applications is the VR museum.
While this is typically not a particularly good use of VR in the real
world, it does provide a nice testbed to try to create your first
world. So, your task is to create a small VR museum. This museum should
have one or more rooms with 'artwork' on the walls and 'sculptures' in
the middle of the room(s) that you can walk around. This museum could
be old tech, current tech or future tech in terms of what the displays
look like and how they function. That is, maybe its a typical 'low
tech' museum with paintings hanging on the walls and sculptures sitting
on pedestals and guides walking around. Or maybe it has holographic
generators and android guides. The architecture itself does not have to
be physically constructable. It could have 'active' sculpture like
fountains or mobiles.
You should have some way for the patrons to get information about the
exhibits. Since text is rather hard to read in VR, this is a good place
to make use of audio. You could have areas that describe the piece when
the user gets close, or you could have people as museum dosuns who
explain the piece when the user gets close.
The Museum could be layed out in normal human scale, or perhaps the
items are much larger or smaller than human scale. Perhaps the person
is walking through the space or maybe its an underwater museum.
Interesting lighting is something you can play with. Maybe the rooms
have very detailed lighting that you burn as textures onto the
surfaces. Maybe the rooms are completely black and you have a
flashlight. Make sure people can easily and sucessfully navigate
through the space.
What are the exhibits? That's up to you. Preferably there should be a
theme linking all the exhibits, but it could just as easily be sugar
coated breakfast cereals as Impressionism. It should be something where
VR is at least helpful to understand the sculptures. You can use models
you find on the web (as long as they are properly cited) but you will
get more credit for creating your own rooms and models. Creativity and
imagination are very good things ... but you may want to run your
incredibly creative and imaginative idea past Andy before you progress
too far just to make sure its a good creative and imaginative idea.
To get a passing grade you need to create one low-detail square room
with artwork on the 4 walls and a static sculpture in the middle that
you can walk around with stereo visuals and head tracking will get you
a D. More rooms or more detailed rooms or better looking rooms, or more
interesting artwork will improve your grade to a C. More connected
rooms are better than one, but each room should be unique - not just
more of the same. It is definitely possible to get an A with only a
single well developed room. In order to get a B you will need to have
interaction - allowing the user to do more than walk around the
space(s) ... the user should be able to dynamically interact with the
pieces of artwork, or move the artwork around, or improve/destroy the
artwork. Getting an A requires the creativity and imagination discussed
earlier.
There are a bunch of different possible langauges to use to create this
project. Last year the two most popular were Blitz3D
(http://www.blitzbasic.com/) and YG (http://www.evl.uic.edu/yg/). This
year another good possibility is Electro
(http://www.evl.uic.edu/rlk/electro/electro.html). You can also use
OpenGL or Java 3D or VR Juggler or Coin3D or Open SceneGraph etc if you
want, as long as you clear it first with Andy. The resulting
application must be interactive, have stereo visuals, and do
position/orientation tracking (head, object, etc). You also must be
able to demostrate it in EVL, and you can bring your own hardware along
if you wish (HMDs, gloves, different trackers) to do so, or use our
sgi-based CAVE or our linux/windows-based C-Wall. Each languages has
advantages and disadvantages depending on what you want to do. Blitz3D
is good for making realistic looking scenes and is windows specific; YG
is good at user interaction and is better on linux than windows.
Electro is good for dealing with high-resolution tile displays and runs
on multiple platforms.
Project 2
focuses on the creation of a immersive environment as a
historical or pre-historical reconstruction. That is you could do a
reconstruction of a historical site where human beings once lived, or
an exhibit on pre-historic creatures such as dinosaurs, or an exhibit
about the conditions on the early Earth. The historical reconstruction
should also at least be 30 years old, and preferably a lot older than
that.
Your
exhibit should be historically accurate, based on current
generally accepted scientific and historical records, and you should be
able to cite scientific or historical references for your work. As a
caveat, you could also create an exhibit on previous scientific
theories that have been proven wrong, since those previous incorrect
theories are still historical.
This project can either be done as individuals or in groups of two or
three. Groups of two or three are responsible for CLEARLY delineating
each persons role in the project. Groups of n people are expected to do
n times as much work as a group of one.
You have the same development langauge choices for this project as in
project 1. If you are motivated you can also work in OpenGL, Coin3D, VR
Juggler, Open SceneGraph, java3D, etc if you want, as long as you clear
it first with Andy. The resulting application must be interactive, have
stereo visuals, and do position/orientation tracking (head, object,
etc). You also must be able to demostrate it in EVL on one of the
C-walls or in the CAVE, or on the varrier, and you can bring your own
hardware along if you wish (HMDs, gloves, different trackers) if you
prefer to use that hardware.
The
environment should be educational - that is, the user should learn
something from the experience, and the experience itslef should
obviously
benefit from being experienced in VR. The environment should be
designed to
fit within a museum setting and give the user(s) a 15 minute
experience. It should be highly interactive. You can
assume that the museum will have someone standing by the
display to help people with the equipment, but you should provide an
easy way to reset the application from the beginning.
The environment could be multi-user with different patrons at different
displays sharing the same space, or having different roles in the same
space. You may also want to consider linking in other devices such as a
pocket PC for displaying other visual or audio information. You can
assume that the museum will have someone standing by the display to
help people with the equipment, but you should provide an easy way to
reset the application from the beginning.
You
should describe how the VR display or displays fit into the museum
setting. That is, what does the overall room look like? Are there other
physical displays of artifacts, or videos playing that share space with
the VR display? How are you going to control the lighting and the
sound? Remember that you need to think about the flow of people through
the exhibit. If you haven't been to a museum in a while then your group
may want to take a visit to the Museum of Natural History or the Museum
of Science and Industry and get a sense of how these kinds of spaces
are layed out. Most museums in the Chicago area have student discounts,
and one free day per month.
The work you did on project 1 should be a guide on how NOT to do
project 2. The goal here is not to recreate a museum, but to create a
VR exhibit that would fit within a museum setting.
Frazini,
Gambi
Life in the Middle Ages
|
|
Liang
Ancient China |
|
Khokhlov
World War n |

|
Moscatelli
Ancient Egypt |
-
|
Ghidoni
Ships of Exploration |
-
|
Vroustouris,
Subramanian
Medieval Castle
|
- |
Chen,
Sun, Rabindran
Cricket Museum |
 |
Ghezzi,
D'Ercole, Marella
Last Days of Pompei
|

|
Bernasconi,
Beretta
Roman Encampment |

|
Mottola,
Stragapede
Ancient Greece
|
-
|
2004
class projects:
|
Bell
Downside
Up
CAVE / world toolkit
|
|
Lee
Bouncing
Space
C-Wall / YG |

|
Fossati, Citterio, Pioltelli
Neverland
C-Wall / Blitz3d |

|
Jagodic, Thompson
Police
Training
CAVE / YG
|
|
Jeong
VR
Golf
CAVE / YG |

|
Garofano, Freddi
VR
Dungeon
C-Wall / Blitz3d |

|
|
Kooima, Rao
Scooter
the Surfing Shooter
C-Wall / Blitz3d
|
 |
Svistyulya, Olmstead, Klinko
Breakout
VR
C-Wall / Blitz3d |

|
Cordone
Undersea
Adventure
CAVE / YG |
-
|
2001 class
projects:
Lance
Dragonfire |
 |
Shalini
Virtual Inhabitants |
|
Manjunath
Virtual Archery |
-
|
Omprakash
Virtual City |
-
|
Lawrence
Life Objects |
|
Javier,
Brenda
Jedi Training |
|
Atul
SCUBA-dude |
 |
Janet
Virtual Theremin |
 |
1999
Class Projects:
Ben
|
Core Limbo II development |
Mike
|
Collaborative menu sytsem |
Ark
|
-
|
Sateesh
|
-
|
Xiao
|
VRML world |
Nikita
|
-
|
Svetlana
|
VRML fairy tale |
Chris
|
Interaction framework for Limbo
II |
Alex
|
-
|
Zhongwei
|
Annotation system |
Sowmitri
|
Recording and playback
of virtual experiences |
Naveen
|
Virtual Campus Tour: Using VRM |
1998
Class Projects:
Zarit
|
-
|
Imai
|
-
|
Insley
|
-
|
Hayakawa
|
-
|
Wang
|
Correspondense algorithm for
creating intermediate views from 2 given views of a person in the CAVE
|
Cui
|
-
|
Orrego
|
-
|
Kapoor
|
-
|
Kalra
|
3D Julia Sets
|
Demsetz
|
-
|
Jefferson
|
-
|
Trolio
|
Wave Transmission and
Propagation Simulation
|
last
revision 11/29/07