Our Paper, “Exploring First-Person Perspectives in Designing a Role-Playing VR Simulation for Bullying Prevention: A Focus Group Study” has been accepted in the Frontiers in Virtual Reality Journal.
Our paper, “Usability Evaluation of Behind the Screen Interaction” has been accepted at the ACM Spatial User interaction, SUI 2021.
I am seeking a PhD student to join my research lab in Fall 2022. More information available here.
Prof. Wole has been awarded a National Science Foundation (NSF) award.
Title: REU Site: Research Experience for Undergraduates in Immersive 3D Visualization
Abstract: This Research Experiences for Undergraduates (REU) Site award funds a new site to enable ten undergraduate students each year to undertake Immersive 3D Visualization research projects at Hunter College, City University of New York (CUNY). The intended impact is to use the creative potential of Immersive 3D technology to attract and broaden participation of women and underrepresented minorities in STEM and computing fields.
Our paper, “A Comparative Study of Smartphone, Desktop, and CAVE systems for Visualizing a Math Simulation” has been accepted at the ACM International Conference on Virtual and Augmented Reality Simulations, ICVARS 2021.
Noman Ahmad, Victor Huang, Michelle Lucero, Alyssa Ma
This game examines a virtual reality experience that was created to emphasize environmental immersion. The goal was to combine lighting, sound, and user directional choice to simulate the most immersive experience possible. We incorporated a night-time forest as our environment setting in order to deliver this experience.
Hannan Abid, Steffen Loh, Joseph Ruocco
This is a ”Poacher Protection” game where users can explore the endogenous (food and reproduction) and exogenous (poachers) factors affecting an ecosystem. The main objective when we first conceived our ”Poacher Protection” game centered around an exploratory animal protection experience. In this experience the user can take part in preventing poachers who are trying to kill the animals and see the consequences they (the poachers) have on the habitat. The goals are for (1) create an day-night environment and ”ecosystem” of randomly spawning wolves that roam the environment and ”consume” the grass objects. (2) a fence building mechanism for users to create a fence that they can place wolves into (3) A light pointing mechanism that can ward off predators that inhabit the environment during the night phase.
Marko Grgic, Nixon Lazaro, Jiancong Lu
The aim of this project is to create a replica of Portal using VR. We ultimately chose the Portal idea because of the amount of features that we could add, such as:
- Portal traversal – Moving through portals fired from a gun made for some interesting puzzle levels.
- Object grabbing – Picking up objects and allowing them to interact with the world can add to the immersive puzzle qualities of the game.
- Particle effects – Visually appealing special effects. This can include: fire, gun blasts, explosions, portal animations, etc.
- Portal gun – A gun that allows the player to place portals on a particular surface. It is easy to implement and fun to use
Eric Truong, Caitlin-Dawn Sangcap, Oleksandr Taradachuk, Yaroslava Shynkar
This project implemented a space exploration game in which the players scour solar systems hunting for treasure. We decided to make an interactive first-person space shooter, treasure hunt game with enemy ships and aliens, an upgrade system and original music. The game was inspired by a different game called “Outer Wilds.” ”Outer Wilds” is a game in which the player is stranded on an unknown planet and the player must scavenge around for materials and resources to survive. We decided on the environment being in space because we wanted the freedom to fly about and explore the world that we created and we did not want to be limited by the rules of gravity.
Brian Chambers, Troy Daniello, Alyona Karmazin, Chi Shing Lee
An ‘Escape the Room’ puzzle game with mystery sci-fi themes was implemented to take advantage of the limited Google Cardboard VR. The main objective for the project then became using different types of puzzles and environments to provide a variety of interactions and, as a result, create an immersive and engaging game.