Description

Bring together XR-specific interaction design and implementation by building one compact VR interaction module using Module D patterns. The scene should demonstrate locomotion, activation, feedback, world-space UI, one grabbable, and one socket. Headset hardware is not required—you may use a Quest headset, Unity XR Device Simulator, or Meta XR Simulator to develop and test.

Scope note: Do not build oversized “mega-projects.” Do not build multiple rooms, multiple machines, or a long mission. One interaction loop is enough.


Goals

  • Configure a Unity project for VR using XR Plug-in Management and simulate VR input if hardware is unavailable.
  • Implement locomotion with comfort features.
  • Build a grabbable + socket workflow with clear placement feedback.
  • Implement one activation flow with multimodal feedback.
  • Design and place readable in-world UI in the VR scene.
  • Document how a grader can reproduce the demo.

Structured Core Tasks

Build one compact VR interaction loop that demonstrates locomotion, a grabbable-and-socket workflow, activation, feedback, and world-space UI in a single focused scene.


Required Scene

  • One compact VR station or zone.
  • One user start point / XR Origin.
  • One clear task goal, such as:
    • Pick up a tool and place it in socket,
    • Activate a machine after placing a part,
    • Inspect a component and confirm status.

Required Features

  1. Locomotion
    • Teleportation.
    • One additional movement/turning option: snap turn, continuous move, or continuous turn.
    • At least one comfort setting or explanation: teleport fade, snap-turn angle, movement speed, vignette/tunneling if available, or limited movement zone.
  2. Grabbable + Socket
    • Exactly one required grabbable object.
    • Exactly one required socket/placement target.
    • The grabbable must have collider, Rigidbody if appropriate, and XR Grab Interactable.
    • The socket must provide clear visual feedback when the object is placed correctly.
    • You may include extra objects, but the grading will focus on the one required grabbable/socket workflow identified in your evidence table.
  3. Activation Interaction
    • One object/system changes state after user action (e.g., conveyor starts, machine light changes, panel unlocks, robot status changes).
    • Must have visual feedback and at least one audio or haptic/simulated feedback cue.
  4. World-Space UI One readable status/instruction panel showing:
    • Current task,
    • System status,
    • One instruction or warning.
  5. Feedback
    • Hover/select feedback on at least one interactable.
    • Spatial audio cue.
    • Haptic feedback if using controllers; simulated visual/audio feedback is acceptable if haptics are unavailable.
  6. Simulation/Hardware
    • You may use a Quest headset, Unity XR Device Simulator, or Meta XR Simulator.
    • Document how the grader can reproduce the demo.

Suggested time: ~5–7 hours.


Evidence Checklist

Include this table in your PDF and fill it in with video timestamps:

Required item Where shown Video timestamp
Teleportation    
Second locomotion/turning option    
Comfort feature    
Grabbable object    
Socket placement    
Activation state change    
Visual/audio/haptic feedback    
World-space UI    
Simulator/headset test method    

Graduate Extension

Complete the core assignment and submit a short Research-Informed Design Memo. Your goal is to connect one or two peer-reviewed research findings to a specific design or implementation decision in the assignment.

This is not a full literature review, a separate project, or a baseline-vs-variant study. The research connection should visibly inform one part of your existing assignment work.


1. Research Reading

  • Read 2 peer-reviewed papers related to the assignment topic.
  • Papers must come from credible XR, HCI, engineering, manufacturing, robotics, simulation, training, visualization, or human factors venues.
  • At least one paper should have a clear engineering, industrial, training, robotics, manufacturing, maintenance, healthcare engineering, infrastructure, product design, or systems-engineering connection.
  • Avoid generic papers that only discuss broad UI design, general education technology, or unrelated VR/AR experiences without a clear connection to the assignment.

Suggested topics for Assignment D:

  • VR training for engineering, manufacturing, maintenance, safety, healthcare, or infrastructure,
  • VR locomotion comfort in task-based environments,
  • Manipulation, grabbing, assembly, inspection, or maintenance workflows in VR,
  • Spatial cognition and wayfinding in engineering training,
  • Multimodal feedback for VR training,
  • Haptics/audio feedback for procedural learning,
  • World-space instruction design for technical tasks,
  • Human factors in immersive training.

Avoid generic VR entertainment or game-design papers unless the finding clearly applies to engineering training or task performance.


2. Reading Evidence

For each paper, include a short reading note with:

  • Full citation,
  • Research problem or application domain,
  • Method or study type,
  • One specific finding relevant to the assignment,
  • One sentence explaining why the finding matters for your design.

Do not submit AI-generated paper summaries. The notes should show evidence that you actually read the paper, such as a specific method, condition, design factor, measured outcome, limitation, or finding from the paper.


3. Research-to-Assignment Connection

Choose one research-informed decision you made in the assignment. Explain:

  • What you changed, emphasized, configured, or evaluated,
  • Which paper finding informed it,
  • Where it appears in your Unity scene, script, interaction, UI, validation, or evidence PDF,
  • What trade-off or limitation remains.

This can be a small design decision inside the normal assignment work. It does not need to be a separate variant, extra feature, or full comparison study.

Paper Engineering/XR relevance Specific finding used How it influenced my assignment
       

4. Graduate Research Memo

Submit AD_GraduateMemo_FirstName_LastName.pdf as a separate PDF, 2 pages maximum. Include citations, reading notes, and the research-to-assignment connection.


Submission

Because Unity projects can become large and difficult to submit, the default submission is a short demo video plus a concise PDF evidence document. Submit source files only as requested below. The TA may request source files if a feature cannot be verified from the video.


Required

  • Demo video (4–6 minutes): Show required features in order with narration or captions.
    • The video does not need to be professionally edited. A clear screen recording with narration or captions is sufficient. Make sure UI text, scene objects, and required interactions are visible.
  • AD_Evidence_FirstName_LastName.pdf (≤ 2 pages) including:
    • Project title and student name,
    • Evidence checklist table with timestamps,
    • Task goal,
    • Input mapping/simulator controls,
    • Brief comfort/design reflection,
    • Video link and timestamps.
  • 2–4 screenshots if helpful.

If You Are a Graduate Student

AD_GraduateMemo_FirstName_LastName.pdf (≤ 2 pages) — separate from the undergraduate evidence PDF. Include citations, reading notes, and the research-to-assignment connection.


Optional / If Requested

  • Lightweight UnityPackage exported from your personal folder only, with dependencies included only when reasonable.
  • Do not submit Library/, Temp/, Obj/, Logs/, or full project caches.

Fallback

If file upload, recording, or Unity packaging fails, submit the evidence PDF by the deadline and sign up for a brief TA demo during office hours. TA demos must be scheduled by the assignment deadline. The TA demo is a fallback verification method, not an extension.

Submit individually via Canvas.


Grading Rubric

If a required feature is not visible in the video or TA demo and not clearly documented in the evidence PDF, it may receive little or no credit even if it exists in the Unity scene.


Core (100 points)

Criterion Objective evidence Points
Compact task design One clear VR task loop with appropriate scope 10
Locomotion Teleportation plus one movement/turning option works 15
Comfort handling Comfort setting is implemented or clearly configured/explained 10
Grabbable/socket workflow One grabbable and one socket work with clear placement feedback 15
Activation interaction One system state changes through user action 15
Multimodal feedback Visual plus audio and/or haptic/simulated feedback are tied to interactions 15
World-space UI UI is readable, placed well, and communicates task/status/instruction 10
Reproducibility/evidence Video/PDF clearly show required features and controls 10

Graduate Requirement (25 points)

Criterion Objective evidence Points
Paper relevance 2 credible peer-reviewed papers; at least one has clear engineering/industrial/training/robotics/manufacturing/systems relevance 6
Reading evidence Notes identify problem/domain, method or study type, specific finding, and limitation or design implication 6
Research-to-assignment connection One specific finding is clearly connected to a design, implementation, UI, interaction, validation, or documentation decision 9
Memo clarity Memo is concise, cited, within 2 pages, and not just a generic literature summary 4

If you are a graduate student, this graduate requirement is required—not optional extra credit. Your assignment grade includes the core rubric above plus these graduate criteria.