Project 2 - Takin' Care of Business

Alpha Due Saturday 10/12 at 8:59pm Chicago time
Application Due Saturday 10/19 at 8:59pm Chicago time
Documentation Due Monday 10/21 at 8:59pm Chicago time

This second project is focused on immersive Virtual Reality at room scale. This project will give you some experience with building virtual worlds for people to move around in and interact with, seeing that world at both human scale as well as other scales.

In this project you are given the task of designing your dream work cubicle within a somewhat depressing team work area. You can work on this project alone, or in groups of two or three.  The number of cubicles you need to populate equals the number of people in your team. Note that the cubicles are not graded independently for a group project - the entire space is graded as a single whole, so group members must make sure their individual work combines together well. You can keep the same group from the first project or create a new one.

The office could be more of a traditional (i.e. boring) space, or something more tech startup inspired, but the contents of the space should be G / PG rated, and be a place that a wide variety of potential clients would feel comfortable in.

Screenshot of default office space with cubicles



Implementing the Project

You will be implementing the project in Unity 2019.2 and VRTK 4 to run on the HTC VIVE in the classroom using the classroom PC.

As a starting point the default team room area is available at https://github.com/uic-cs428-arvr-master/Project2 as a unity project.

You should already have installed git so you can use it to clone the project2 repository, then remove the empty Assets/VRTK directory and reinstall it from Git according to the VRTK 4 instructions at  https://github.com/ExtendRealityLtd/VRTK under 'Cloning the repo' and then start up the appropriate version of Unity from Unity Hub.

If you are seeing a bunch of 'Missing Prefab's in your hierarchy then you didn't install VRTK4 into the project assets folder correctly.

You should also be sure to go through the VRTK4 videos and tutorials, and run the sample farm scene by going through all the instructions on the  https://github.com/ExtendRealityLtd/VRTK page and creating a new project to get a sense of the kinds of things you can do with VRTK 4. I checked and the Farm demo still works fine under 2019.2.6.

A couple particularly good (though long) videos are:

https://www.youtube.com/watch?v=bBh10TYY-Xw
https://www.youtube.com/watch?v=uZ1VBWSlOnc

Be sure when looking for videos or documentation that you are looking at the 2019 VRTK 4 information, and not the earlier VRTK 3 information as things were dramatically reorganized (for the better) in version 4.

Before running my starter app you should enable either the UnityXRCameraRig or the SimulatedCameraRig depending on where you are testing.

I went through their tutorials and videos and used them to create my scene. In the simulator you can move around through the cubicles with the WASD keys. In 'real' VR you teleport with the left controller.  For the simulator I adjusted the controls somewhat to use the arrow keys to take control of the different virtual controllers (as shown in the key bindings overlay in the simulator), and I added the ability for the virtual controllers to pick up objects like the Mars balls (left mouse button to grab with the left virtual controller, right mouse button to grab with the right virtual controller). Grabbing is done with the triggers for the actual controllers.  The small UFO in the office should make sounds as you get close to it.

You can pick any of the cubicles in the room to redesign. You can use the stock tables or replace them in your cubicle if you wish, but the other cubicles should remain as they are. You can change the colors of the panels on the cubicle walls or add things onto the walls. You cannot move cubicles around or enlarge or shrink the cubicles. Each of the cubicles should have a consistent theme.

While I left the ceiling off to see all the office space by default, you should have the ceiling on / visible when running your application.


The number of cubicles you need to populate equals the number of people in your team. Each team member should work on their own cubicle, but all the cubicles should work in the same space (i.e. if you have a giant palm tree hanging over your cubicle it shouldn't take up the same space as the climbing wall in the next cubicle). The whole room has to has to run at a decent smooth frame rate for VR so test moving around the entire office space with all of your models in the space as quickly as possible to see if you need to simplify the models or replace some of them or dynamically turn some of them on and off.

To get a C on the project each cubicle should have

To get a B you need to add to each cubicle ...
To get an A you need to give the user control to change their size (or conversely change the size of the environment around them). The user should be able to easily shrink to down to 6 inches (15 cm) tall (allowing you to fulfill your incredible shrinking man / land of the giants / ant man / downsizing fantasy), resume their normal size, or grow to 20 feet (6 meters) tall (allowing you to fulfill your attack of the 50 foot woman / amazing colossal man fantasy).


The graduate students need to also work on the large common area


Be very  careful when you are collecting or creating models for your space as the polygons start to add up; you need to make sure you maintain a good interactive frame rate in stereo on the classroom VIVE PC from every point in the scene - i.e. you may have good frame rate in the middle of the scene with the models around you  but the frame rate may drop too low if you move to a corner of the team space and all the models are in front of you. The frame rate should remain high throughout.

Other potential gotchas:
- be sure the models that you import do not have their own cameras - unity may get confused about what camera to use

Note that you also have the ceiling above your cubicle, the floor, and the wall outside the entrance to work with.

Note that there is a very big difference between getting something working and getting it working well. The first is not that hard. The second takes much more time. You are expected to have things working well, so be sure to test on the actual hardware regularly. Having things running in the simulator does not count. The projects are going to be graded based on how they run on the classroom VIVE+PC.

You should create a new private gitHub repository for your project. You can integrate Unity with git so that it will track all your changes, or just regularly push files to git. The final project will need to be turned in via git so we know the timestamp on the files, but it can be also helpful to have regular commits to resolve any potential group conflicts. Initially this repository should be private yo your group, and then you can make it public for turning it in.



Turning in the Project

There are three due dates for the project.

The alpha is due first. At this point you should have all the basic C level functionality working. Add the TA as a collaborator to your GitHub repository so she can have access to your work, and email a link to the repository to her. You should also create a short 1 minute video YouTube video showing all of the basic C level functionality of your application running on the classroom VIVE PC or a computer of your choice, probably captured through a screen capture program or a cell phone if you are running it live in the classroom. Send a link to the video to Andy and the TA by the alpha deadline.


The unity source and application is due next. This will be turned in via git. Make your repository public and be sure to email the location of your repository to Andy and the TA before the deadline.

The third deadline is for the documentation.

You should create a set of public web pages (visible to anyone for at least the duration of the course) that describe your work on the project. You can host your web pages at UIC (http://people.uic.edu) or the provider of your choice, as long as they remain publicly available to all. You can use any publicly available templates as long as you cite them, or create your own.

These pages should include:

all of which should have plenty of screenshots with meaningful captions. Web pages like this can be very helpful later on in helping you build up a portfolio of your work when you start looking for a job so please put some effort into it.

You should also create a 2-3 minute YouTube video showing the use of your application including narration with decent audio quality. That video should be in a very obvious place on your main project web page. The easiest way to do this is to interact with the video in the classroom or the EVL main lab in front of the tiled LCD screen showing what you are seeing - this way people watching can see you interacting and what you are seeing. You can try to narrate while interacting but you will most likely find its useful to do some editing afterwards to tighten the video up. 

The web page including screen snapshots and video need to be done by the deadline so be sure to leave enough time to get that work done. Once you have your webpage done, send the URL to Andy and the TA before the deadline. We will respond to this email as your 'receipt'. We will be linking your web page to the course notes so please send Andy a nice representative jpg or png image of your application for the web. This should be named p2.<your_last_name>.pg or p2.<your_last_name>.png and be roughly 1024 x 768 in size.

When the project is done, each person in a group should also send Andy a private email with no one else CC'd ranking your coworkers and yourself on the project on a scale from 1 (low) to 5 (high) in terms of how good a coworker they were on the project. If you never want to work with them again, give them a 1. If this person would be a first choice for a partner on a future project then give them a 5. If they did what was expected but nothing particularly good or bad then give them a 3. By default your score should be 3 unless you have a particular reason to increase or decrease the number. Please confine your responses to 1, 2, 3, 4, 5 and no 1/3ds or .5s please.


Presenting the Project

An important part of creating VR applications is getting feedback and using it to improve your design. 

We will be spending time in class for each person/group to show off their work. Given the number of groups, each group will have <?> minutes to present their project.

The classroom VIVE PC will have a folder on the desktop named 428 Fall 19 Project 2. You should put a copy of your executable and its associated data folder into a folder named after you, and then put that folder into the 428 Fall 19 Project 2 folder. Be sure to test and make sure your project runs well through the VIVE and its controllers on that PC as that is where they will be shown in class and officially graded.



Groups

1
Mansur Shawabkeh
Michael Lederer
link
2
Zoheb Mohammed
Michael Ybarra
link
3
Juan Moraza
Zain Zahran
link
4
Frank Buttafuoco
Mark Chen
Justin Donayre
link
6
Nicole Laczny
Divay Pandey
link
7
Brent Yurek
link
8
Martin Bragiel
Tim Czepizak
link
9
Iqra Memon
Alex Lopez
link

10
Lucas Cepiel
link
11
Nathan He
Yushen Li
Brian DeVilla
link
12
Jonel Alcasid
Edward Reyes
link
13
Simran Jumani
link
14
Shiva Reddy KJ
Krunal Bhatt
Suhan Nath
link
15
Amit Panthi
link
16
Marco Beccarini
link
17
Jake Terhark
link
18
Conrad Ptasznik
Elizabeth Villanueva
Aastha Saraf
link
19
Omar Al-Khatib
James Trinh
link
20
Gregory Schamberger
link
21
An-Chi He
Joshua Peterson
link
22
Saumaun Vahedipour
link

p2.Vahedipour.PNG
24
Katherine Misyutina
link



last update: 10/12/2019 added more groups
10/8/2019 - started a list of other gotchas that the students have found and clarified the A requirements
10/3/2019 - clarified that the ceiling should be visible in the final application, made sure the links open in a new window
9/28/2019 - added note about missing prefab errors, and more clarification about team members vs cubicles