Given a 3D model of the new Computer Science building in construction at the University of Illinois Chicago, this project focuses on providing the user with an immersive Virtual Reality (VR) experience at building-scale. Loosely modeled after the Mega Pizzaplex from the video game Five Nights at Freddy's: Security Breach (2021), the user can explore the building and interact with objects within reach through the use of a Virtual Reality headset.
As shown in the image comparison above, the Golden Freddy statue found in the game has been included in the project to make it resemble the Mega Pizzaplex.
In order to use the application, one must first download the project from GitHub and install the necessary software. Assuming that the steps described in the section titled "Instructions to Build and Run" have been followed, the user can now explore the Security Breach-themed building. The user can pick up and toss ten items which are a Fazer Blaster, a flashlight, a noise maker, a paper cup, a pizza, a cupcake, a wet floor bot, a puppet mask, a stroller, and a Bonnie plush. They can also interact with objects that produce duplicates. Pressing the buttons of the oven results in duplicates of Mr. Cupcake and a pizza. Pressing the button on the side of the flashlight charger dispenses flashlights. Lastly, spinning the handle of the prize box spawns Bonnie plushes. Additionally, the user can pull levers to change aspects of the scene. One lever changes Sundrop to Moondrop while the other triggers the lights and theme music of the hidden stage. In order to better traverse the space, the user can teleport to six locations using the charging stations.
To begin, download the project from the following link by clicking on the green button that says "Code" and selecting "Download ZIP":
Group4.Project3Extract the ZIP file as needed. The next step is to install Unity. To do so, go to https://unity.com and select the blue "Get Started" button at the top. Select the "Individual" tab and click on another blue "Get started" button underneath "Personal". Download Unity Hub for your preferred platform. Install Unity Hub which will host your Unity projects. In Unity Hub, click on "Installs" then "Install Editor" to install a new Unity version. This project uses version 2021.3.6f1. Visit the download archive at https://unity3d.com/get-unity/download/archive and select Unity 2021.x to find the correct version. Install using Unity Hub. It should then appear there. Open the project by pressing the "Open" button in "Projects". While not required to download and install, it should be noted that the project makes use of VRTK version 4.
Connect the Quest headset to the laptop using a suitable USB cable. Put on the Quest headset and use the controllers to tell the Quest to accept the PC connection and always allow that connection. Make sure developer mode is on. Click on the Quick Settings menu on the left side of the thin menu, then click on the settings menu on the upper right. Next, scroll down in the menu on the left to Developer and turn on the USB Connection Dialog.
In the hierarchy of the Unity project, make sure CameraRigs.UnityXRPluginFramework is enabled while CameraRigs.SpatialSimulator is disabled. Under Unity Build Settings, make sure you are building for the Android Platform and the Quest connected shows up under the Run Device list of compatible connected devices. If it does not show up, unplug and re-plug the USB cable, then tell the Quest to accept the connection to the laptop again. Save the project and restart Unity.
Click on Build and Run. It should take about 5 to 10 minutes for Unity to convert all the assets to a form suitable for the Quest. Disconnect the USB cable from the Quest, put on the Quest headset, and grab the two controllers. The app should start automatically.
The following is a list of all the 3D models that have been downloaded from the internet as well as their sources and credits. Included are short descriptions of how each relate to the requirements of the project. In the images of this section, the red numbers represent the downloaded 3D models.
The Golden Freddy statue as seen on the first floor.
A brief glimpse of the second and third floors. The second floor is modeled after the game's daycare and the third floor hosts DJ Music Man.
The following is a list of all the sounds that have been downloaded from the internet as well as their sources and credits. Included are short descriptions of how each relate to the requirements of the project.
Objects on the second floor that have sound such as the Gregory VRoid and the playground.
The following list is of all of the models created by Silver Vo and Farah Kamleh. It should be noted that they have all been created in Blender and Unity. In the images of this section, the green numbers represent the student-made models.
The four tables found near the front entrance that showcase some of the items that can be interacted with.
As required, more than four new lights have been added to the scene. One is attached to the duplicating flashlights. Four others are near DJ Music Man. One allows the blue thunderbolt on the charging station to glow. The last ones are five in total that are above the stage and its animatronics.
The stage found in the hidden room with its five lights.
The lights associated with the Charging Station and Flashlight Charger.
The following is a list of all the flat models that have been downloaded from the internet as well as their sources and credits. In the images, they are numbered in blue.
From left to right, the Sundrop poster, the Save Station, and the Moondrop poster.
Some of the flat models used to decorate the building.
Two human models have been added to the scene, each representing a character from Security Breach. Rather than using MakeHuman, an alternative, VRoid, was used. Modeled by Silver, the Vanessa VRoid, which can be found on the third floor near DJ Music Man, is modeled after the security guard Vanessa. When touched, she speaks a single line taken from the following video: https://www.youtube.com/watch?v=NlIX8ONKqbg . Modeled by Farah, the Gregory VRoid, which can be found on the second floor near the playground, is modeled after the playable protagonist Gregory. When touched, he speaks a single line taken from the following video: https://www.youtube.com/watch?v=mf8akm2vn5M . The animations for the characters are from Mixamo.
The VRoids were modeled after characters Vanessa, on the left, and Gregory, on the right.
At highest, the frame rate is about 50; at lowest, it is about 30. The frame rate noticibly drops when an object, such as Mr. Cupcake, is duplicated many times. Similarly, the frame rate drops when staring at the first floor from a high distance like looking down from the third floor.
Developed at building-scale, this project demonstrates the potential of virtual reality as a method to propose and showcase a soon-to-be constructed building to, for example, employers and investors. For the sake of demonstration, suppose the Five Nights at Freddy's: Security Breach-themed building of the project is intended as the pitch. Through the use of a virtual reality headset, the individual can, right from the start, examine the scale of the building and its accompanying objects. It is clear from a quick glance that three floors are intended. The individual can explore the building by walking as they would in the actual building if it were real. However, to travel large distances, they would need to teleport using the green marker which is arguably a limitation of the application, but it should be noted that it is important for the physical safety of the user. However, if only being used for demonstrative and observational purposes, the virtual reality application serves well.
On the first floor, the individual can observe that a massive Golden Freddy statue surrounded by palm trees is intended to stand at a short distance from the entrance. Similarly, a kiosk, oven, and accompanying tables are also proposed in the same location. It can be argued that the interactive oven, for example, showcases to the individual how it intends to be used. By pressing the buttons, it creates duplicates of Mr. Cupcake and pizzas. In other words, the application is telling the user, "the oven will be used to serve students cupcakes and pizzas". The main takeaway from the objects placed on the first floor is that the space is intended as a "hangout" or lounge for students. Not only are visuals an advantage of virtual reality, but also audio. In the case of this project, there is an ambient sound of a buzzing fan. This sound indicates to the individual that, in the real building, a buzzing sound could be heard. Assuming that they are displeased by the sound, they can propose a fix prior to the development of the real building.
While the project showcases how a head-mounted display can successfully be used to showcase a building that is in development by "transporting" the individual inside of it, it would also be advantageous to deploy the project to a room-scale virtual reality display. Unlike head-mounted displays, room-scale displays encourage collaboration. By deploying the project to such a display, many individuals, rather than just one at a time, can explore the proposed building plan together. They can bounce ideas off of one another and express concerns to each other. This project showcases the way in which virtual reality, in general, can be used to generate a series of plans and designs prior to the final one. It is a time and cost-efficient method to developing, for example, a new vehicle or park attraction without having to spend time and money on real-world objects that will eventually be scrapped for better ideas. In addition, it can not only be shown, but also experienced in real-time by users whose input is vital to the project's development.
This technology is great for demoing everything from a toy to a whole city. Since it can simulate being in a space in real time and you could see how big a door is going to be or how long a hallway is going to look like. You could also see how the structure would look from above, the sidewalks, from the inside etc. You can do research by asking participants or volunteers to put on the head set and navigate around to get their opinion on whether or not they find it enjoyable and if they can find things like elevators, bathrooms, stairs.
This technology has already been implemented worldwide as a way to demo a building, but before VR and AR came along it’s mostly restricted by only being on a screen, paper schematics. This is amazing because architects won’t have to meticulously build physical models to present to their clients anymore. They can go straight from building in software to AR display right on the table or put them in the actual building with VR. I know a couple of friends in architecture who take 20, 30 or even more hours building just their small house projects. Imagine the time it would take to painstakingly model the entire new building that we were working with in our third project; it would be close to hundreds of hours with or without extra help from other people. Now with this technology, you only need one person, supercharging them to be super efficient. Someone might bring up that the cost of these headphones is too high, but with the amount of time, work this technology cuts out of the workflow it would be well worth it. That’s why headsets like the Varjo XR3 are making a lot of impact to all of the industries that it’s used in. The industries that are going to use this technology will generally overlook the cost of it because they’re going to get more time saved, efficiency, less manpower, and best of all reusability. Usually models after they’re done with their purpose get torn down and thrown away, but with this, you can reuse the headset as many times as possible, wherever you want because you won’t have to carry around a physical model of your design.
There is another way you could use this technology in this matter, let say you have an empty plot of land and you want to design a house/building for it. Everyone can bring out an AR headset with the proposed model loaded on it and project it into the real world. They can walk around, in and out of the building, taking notes on what to improve or remove. Scale this up to an entire city, and it would make any project come to realization faster than ever before. The power of visualization is amazing and if we make use of it (which we already are to a certain extent) we can explode growth in all kinds of industries.