🚀 Final Project: Multi-Domain Spatial Simulation & Adaptive AR Narrative System
Overview: Pitch, architect, and construct an industry-grade wide-area AR experience in Unity. Teams must explicitly define their experience category—Track A: Entertainment, Art & Interactive Storytelling OR Track B: Scientific Training, Education & Task Simulation (or a hybrid of both)—and engineer robust Out-of-Bounds (OOB) Spatial & Narrative Redirection Mechanics to manage unconstrained user movement in physical spaces.
Phase 1: Target Experience Definition
Before technical implementation, projects must explicitly declare their core domain objectives:
Phase 2: Out-of-Bounds (OOB) Spatial & Narrative Redirection
Unlike Virtual Reality, where digital boundaries constrain movement, Wide-Area AR allows users to explore the physical world freely. To maintain focus and safety, your system must incorporate smooth, non-jarring spatial redirection mechanics that gently bring wandering users back into the designated experience zone without breaking immersion. Whether you choose an educational or entertainment track, the experience must feel natural, engaging, and informative. Most importantly, the app must behave predictably, delivering consistent results every time, and remain robust enough to handle unexpected user actions without crashing, freezing, or creating dead ends that block progression through the story or lesson.
Redirection Strategy Framework (Select at least 2):
Diegetic Spatial Hazards: Environmental AR shifts (e.g., rising fog, water, or digital decay) that make off-path areas visually unnavigable.
Dynamic NPC Intervention: AI Avatars or crowd agents walking over to intercept and re-engage the user conversationally.
Spatialized Audio Attenuation: Narrative audio fading or shifting directional cues that draw user attention back toward the boundary center.
Adaptive Narrative Branching: Narrative logic that dynamically relocates story triggers to the user's current physical coordinates if they wander too far.
Technical Specifications:
Engine: Unity (HDRP or URP) + AR Foundation / Spatial Anchoring
Core Architecture: C# State Machine / Event Bus, Custom Spatial Anchor Manager, Out-of-Bounds Boundary Solvers
Visuals & Audio: Shader Graph, VFX Graph, Spatial Audio Mixers
Submission Deliverables:
Fully packaged standalone AR mobile app build (.apk / .ipa) or Unity executable
Technical Pitch Deck (PDF/Slides) detailing domain objectives, system architecture, spatial math models, and Profiler analysis
Live 10-minute technical demonstration and presentation in front of the evaluation panel on the physical scanned site
Grading Check Point and Rubric:Â
[ ] 1. Experience Scope & Domain Definition: Clear pitch defining target outcome (Entertainment/Artistic storytelling vs. Scientific/Educational training) with measurable goals.
[ ] 2. Wide-Area Spatial Registration: Robust persistent world anchoring with zero spatial drift across large physical locomotion radii.
[ ] 3. Out-of-Bounds (OOB) Redirection Mechanics: Functional C# spatial boundary system that detects user derailment and executes diegetic/narrative redirection back to safety.
[ ] 4. Modular C# System Architecture: Well-structured event-driven code pipeline separating input tracking, narrative states, AR rendering, and AI logic.
[ ] 5. Track A: Artistic, Entertainment & Narrative Depth:
Entertainment Track: Narrative branch design, emotional resonance, aesthetic coherence, dynamic visual pacing, and creative expressive use of spatial AR.
[ ] 6. Track B: Scientific, Educational & Training Precision:
Training Track: Task evaluation accuracy, real-world skill transfer metrics, procedural precision, real-time feedback cues, and scientific domain correctness.
[ ] 7. Dynamic AR Materials & Lighting: Real-time lighting integration, shadow receiver planes, and custom Shader Graph effects conforming to real-world spaces.
[ ] 8. 3D Spatialized Audio & Acoustics: Directional audio attenuation, occlusion filtering, and environmental audio cues matching physical spatial geometry.
[ ] 9. Device Profiling & Frame Rate Locks: Stable 60 FPS performance verified via Unity Profiler with zero thermal throttling or memory leaks.
[ ] 10. Live Demonstration & Pitch Deck: Professional 10-minute presentation covering spatial architecture, performance metrics, live OOB redirection, and live Q&A.
© You-Jin Kim
        Nebraska–Lincoln 🌽Â