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Portal VR Replica

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

Spirates: A Space Pirates Adventure Game

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. 

Can You Escape?

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.

Chase the stars

Ralph ”Blake” Vente, Boubacar Diallo, Natanael Feitosa

This game is modeled after the independently produced game Race the Sun. When the user launches the game they are transported into a game world with an “infinite” plane before them. Upon this plane lies their in-game avatar, the “hovercar” model. The hovercar begins moving slowly and then picks up speed. This carries the hovercar towards a track with walls surrounding the in-bounds game environment, and within this track, there are rocks, targets, and power-up items that spawn. The objective of the user is to survive as long as possible to accrue the highest score they can. The user will be awarded flat bonuses for every objective target that they collide with. They will suffer one unit of “damage” to their vehicle with every obstacle they hit. The power-up will be a “shield” and gives invincibility so players can “phase through” the boulders. The user will be able toggle their point of view of the plane from first person perspective to a 3rd person perspective. We implemented two perspectives so we can gauge which perspective allows the user to feel more immersed in the game and causes the least amount of motion sickness.

Puzzle Maze – The Path Back Home

Jackson Lu, Alvin Rosario, Jessica Wong, Sunniyatul Quaderin

The objective of this game is to create an interactive and intriguing Virtual Reality (VR) game using the Google Cardboard virtual
reality device. The game consists of a variety of puzzles that require different approaches to solve. The authors decided to go for an “escape room”-
like approach. The player spawns in a room surrounded by many objects, some of which they can interact with. The rooms also have hints and
follow principles of good game design by providing the player with clues to help solve the puzzles and indications about what to do next. The
objective of the game is for the player to attempt to solve the puzzles which eventually leads to “escaping” each room, which conclusively
leads the player to find their home.

Learning in Virtual Environments

We designed an interactive 3D Maths (Algebra) simulation and visualized it on three different systems (CAVE, 3D Desktop and Smartphone).



Prof. Wole co-organized the ACM SIGGRAPH Birds of Feather Session. You can read more about our contribution on https://blog.siggraph.org/2021/01/teaching-culturally-relevant-steam-concepts-through-xr.html/.

Frontiers in VR Editorial

Prof. Wole has been invited to join the editorial team of Frontiers in Virtual Reality Journal as a:

  • Guest Associate Editor, Virtual Reality in Medicine,
  • Review Editor, Virtual Reality and Human Behaviour
  • Research Topic Editor, “Virtual Reality and Mental Health: Opportunities to Advance Research and Practice”

PSC-CUNY Research Award 2020

PSC-CUNY Research Award (Traditional B), Effect of Self-Avatars in Head-mounted Collaborative Virtual Environments, $6,000.

Archive: Clemson Visualization Lab

Read news clips featuring Prof. Wole’s achievements at the Clemson Visualization Lab.

  • November 2017 – Find out more about the Immersive space, a student-run VR club initiative started by our group.
  • January 2017 – Our publication (VizSpace: Interaction in the Positive Parallax Screen Plane) has been accepted as a poster at IEEE 3DUI 2017 conference.
  • June 2016 – Clemson Visualization Lab featured in ACM Interactions magazine.
  • June 2016 – Clemson Visualization article featured on Clemson News.
  • April 2016 – Clemson Visualization awarded the Adobe Digital Marketing Research Awards.
  • April 2016 – Clemson Visualization article featured in Glimpse magazine.
  • April 2016 – UPIC Intern, Joseph James featured in UPIC newsletter.
  • The Center of Excellence in Next Generation Computing and Creativity (Visualization Division) had a booth at the IEEE Virtual Reality 2016 Conference in Greenville SC from 19 – 23 March 2016 – Greenville News article.
  • We had several visualization presentations and demos at the Clemson university booth 1747, SuperComputing 2015 conference in Austin Texas from 15 – 20 Nov 2015.
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