Termipankki
  1. C
    1. Course Schedule
  2. L
    1. Lecture Slides
      Reading
  3. O
    1. Oculus Best Practices Guide
      Reading
  4. U
    1. Unity
      Platform
  5. V
    1. Virtual Reality, LaValle 2016
      Reading
  6. Y
    1. YouTube Lectures: VR Systems and Humans
      Content
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Final Project Submission

Due date: .
Your final project submission consists of two parts: a live presentation and the submission of your Unity build files. Please carefully review the instructions below for details on how to arrange your live presentation and submit your project files. Additionally, find the grading rubric we will use for your submissions below.

Live Presentations

We ask you to present your project live to us on days that will be announced to you later. Typically, these presentations will occur in the last week of the course, possibly during lab sessions, lectures, or both.
Please follow the link to set up the time for your final presentation here: SIGN UP PAGE.

Grading

The projects are graded mainly based on creativity, technical difficulty, and other "wow" factors. The maximum score for the project is 25% of the final grade: 3% for Part 1: Project First Scene, 2% for Part 2: Project Description, and, finally, 20% for this final Part 3 submission.
Name Points Description
Issue 1 2 Issue 1 implemented
Issue 2 2 Issue 2 implemented
Issue 3 2 Issue 3 implemented
Issue 4 2 Issue 4 implemented
Completeness/usability 2 Did you get it working? Is it well polished, or only started working minutes before? Is it running at full frame rate, or are there glitches?
Creativity 2 Did the project involve substantial creative effort, or did you simply throw some standard things together?
Difficulty 1 Using middleware and other existing software, how much work was required for the team? How many obstacles had to be overcome to make everything work?
Aesthetic/overall quality 1 Is this an aesthetically pleasing experience? Is this an enjoyable experience?
Human factors 1 How well the principles of making a comfortable experience are followed. If some are ignored, then it must be explained why (the point of a virtual roller coaster may be discomfort), along with an explanation of the possible side effects of using your project.
Working Unity build 1 If the experience needs to be run from the project you do not get these points
Code documentation 1
Instructions integrated into the experience 1
Live presentation 2 You present your project to us live, and your presentation clearly conveys your project functionality.
Total 20

Unity Build Files Submission

Check the content of the Rubric above to make sure that you have implemented everything we ask from you in this project.

Step 1: Create a Unity3D Package File

  1. Save your Unity scene in the Assets folder with a descriptive title.
  2. Using the editor, find the created scene in the Project menu
  3. Right click on the scene and select Export Package
  4. Export the file using default settings. Make sure that Include dependencies is enabled.
  5. This will create a .unitypackage file. We may use this during grading if your executable does not work, so make sure you also submit the data folder.

Step 2: Create a Standalone Build

  1. Save the project to C:\Users\<your netid>\<project name> temporarily, rather than the EWS U: drive. Local storage is faster when building.
  2. Go to Edit → Project Settings → Player. Make sure the Virtual Reality Supported box under XR Settings is checked.
  3. Go to File → Build Settings.
  4. Open the scene with your work for the MP.
  5. Click Add Open Scenes. You must have saved the scene to the assets folder for this to work.
  6. Click Build.
  7. This will create an executable (.exe) for running the build, a folder containing your scene data, a Mono folder, and UnityPlayer.dll.

Step 3: Copy the Input Manager File

  1. Shut down your project.
  2. In your project folder, navigate to the ProjectSettings subfolder.
  3. Find the InputManager.asset file, and copy it to your submission folder. This will allow us to replicate any new gamepad buttons or joysticks you mapped.

Step 4: Zip the Files

  1. Create a .zip file containing the following items:
    • The .unitypackage created in Step 1.
    • The .exe, .dll, Mono, and DATA FOLDER created in Step 2.
    • The InputManager.asset file found in Step 3.
    • A README.txt file containing any special instructions or notes you think are relevant for evaluating your assignment.
  2. Make sure the executable in your submission folder runs correctly on the Rift before submitting.

Step 5: Submit the link to your .zip file.

  1. Make sure only one of the students from your group submits the link.
  2. You can use Google Drive or a similar service to share the link to your .zip file with us, using the textbox below:
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Lectures and labs schedule for the VR Systems and Humans course, Fall 2023
Lecture slides, VR Systems and Humans course, University of Oulu, 2023
Informative Guides to Help You Design, Develop, and Distribute Your VR App.
The platform for interactive, real-time, 3D content creation.
Virtual Reality, LaValle 2016 is the free online textbook we use in this course.
YouTube Channel: VR Systems and Humans, Fall 2022
University of Oulu