articulate AR/VR visualization software tool goals, requirements, and capabilities; (1, 3)
construct meaningful evaluation strategies for software libraries, frameworks, and applications; strategies include surveys, interviews, comparative use, case studies, and web research; (2, 4)
execute tool evaluation strategies; (1, 4)
build visualization software packages; (1, 4)
comparatively analyze software tools based on evaluation; (3, 5)
be familiar with a number of AR/VR software tools and hardware; (1, 5)
think critically about software; (3, 5)
communicate ideas more clearly; (4, 5)
Find new way to use VR data visualization in my future work (1, 3)
Ideas link: https://docs.google.com/document/d/1nZR69nuqVD_cQzVpHN1x-NEHd5QG5UkNHpF6w_GDC5Q/edit?usp=sharing
Explore how accurately somebody can throw a ball in vr in different setups (there are a few different ones in Unity, and probably a few in Godot)
Tasks
Build environments in Godot and Unity to measure accuracy and precision
Learn how to make throwing objects in both engines
Make different ball release methods to measure difference in accuracy
In class activity
Everybody can throw a tennis ball inside and in the vr world to measure the accuracy differences
Potential Deliverables
Compare building environments within the two game engines through the lenses of ease of use, capabilities, and more
See if users can determine distance better with VR or a 2D display depending on HMD model
Tasks
Make an environment in which users can easily measure distance (think like a classroom)
Use RNG to determine a distance for the user to guess
Find a measuring device that determines the actual distance they picked
Class Activity
Determine the distance game
Potential Deliverables
I don’t know yet
See how reaction time gets impacted by distance
Tasks
Build something that can appear from a random distance that the user has to respond to
Use Unity or ShapesXR or a similar frame-based tool to cause the reaction
Monitor the data
Class Activity
Use the headsets to figure out reaction times from different distances
Deliverables
Comparing different data metric tools work such as Unity’s Experiment tool
Explore how accurately somebody can throw a ball in vr in different setups (there are a few different ones in Unity, and probably a few in Godot)
Tasks
2/10
How about how to use VR in Godot
Potentially make small vr space
Install Unity and watch initial tutorials
2/12
Begin watching Unity tutorials on Virtual Reality Specifically
Begin setting up small vr space to work with
2/19
Start making the actual implementation of the measurement in both Godot and Unity
2/24
Finish implementation for at least one software.
2/26
Be done implementing the experiment stuff for both, begin trials
3/03
In-class activity
3/05
Get more tests
Project 1 Proposal <ADD LINK>
Presentation for Project 1 Proposal <ADD LINK>
End Presentation for Project 1 <ADD LINK>
Project 2 Proposal <ADD LINK>
Presentation for Project 2 Proposal <ADD LINK>
Poster <ADD LINK>
In-class Activity <ADD LINK>
Public Demo <ADD LINK>
Homework 1 Assignment:
10 Minute Changes
Add links to each of the papers shown in the VR in academia page
Add links to each of the papers shown in VR in psychology pages, as well as fix the broken link for Remote stereotactic visualization for image-guided surgery: technical innovation
Add more information about past IEEE VR Conferences, since currently the only one available is from 2022
1 Hour Changes
It is important to clarify which parts of the Statsbomb data set is open to the public and which is not so that new users can know what they can and cannot use
Fix the Student Research Page to actually include information about student research into VR
Add some open source repo’s to the open source repos page
10 Hour Changes
Make webpage on how to do VR development in Godot
Expand the AR software to include tech mentioned even in lecture itself, such as the meta glasses
Update the Large Displays, Labs, and Papers section
CONTRIBUTION 1 [Added links to the VR in Academia page] https://www.vrwiki.cs.brown.edu/what-is-vr/what-is-vr-for/vr-in-academia
.....
CONTRIBUTION N [short description] <ADD LINK>
Total: X hours
1/24/26 - 2 Hours
Read and annotated the paper on SpatialTouch to introduce myself to Cross-Reality Work
1/25/26 - 2 Hours
Set up and introduced myself to Godot software.
1/27/25.- 4 Hours
Read A Content-Analysis Approach for Exploring Usability Problems in a Collaborative Virtual Environment
Read about different software and came up with 3 project ideas for future projects (2 hours)
Read about other projects in order to get ideas about my own project
1/31/25 - 2 Hours
Setup DinoVR and read DinoVR paper
2/1/25 - 5 Hours
Read papers about throwing accuracy which eventually lead to reading Performance and Experience of Throwing in Virtual Reality
Read Quantifying Egocentric Distance Perception in Virtual Reality Environment
Read A novel reaction time assessment in virtual reality: Advantages over computerized tests
Expanded on my project ideas here
2/4/25 - 3 Hours
Watched tutorials on how to build VR software with Unity
Came up with a somewhat reasonable timeline for the first project.
2/5/25 - 1 Hour
Installed Unity, began 3D tutorial
2/6/25 - 2 Hours
Finished 3D tutorial for Unity
2/10/25 - 3 Hours
Began building VR software within Godot