Best practices for cross-platform virtual reality development

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Schlueter, Jonathan
Baiotto, Holly
Hoover, Melynda
Evans, Gabriel
Winer, Eliot
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Kalivarapu, Vijay
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Mechanical Engineering
The Department of Mechanical Engineering at Iowa State University is where innovation thrives and the impossible is made possible. This is where your passion for problem-solving and hands-on learning can make a real difference in our world. Whether you’re helping improve the environment, creating safer automobiles, or advancing medical technologies, and athletic performance, the Department of Mechanical Engineering gives you the tools and talent to blaze your own trail to an amazing career.
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Virtual Reality Applications Center
At VRAC, our mission is clear: “To elevate the synergy between humans and complex interdisciplinary systems to unprecedented levels of performance”. Through our exceptional Human Computer Interaction (HCI) graduate program, we nurture the next generation of visionaries and leaders in the field, providing them with a comprehensive understanding of the intricate relationship between humans and technology. This empowers our students to create intuitive and transformative user experiences that bridge the gap between innovation and practical application.
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Electrical and Computer Engineering

The Department of Electrical and Computer Engineering (ECpE) contains two focuses. The focus on Electrical Engineering teaches students in the fields of control systems, electromagnetics and non-destructive evaluation, microelectronics, electric power & energy systems, and the like. The Computer Engineering focus teaches in the fields of software systems, embedded systems, networking, information security, computer architecture, etc.

The Department of Electrical Engineering was formed in 1909 from the division of the Department of Physics and Electrical Engineering. In 1985 its name changed to Department of Electrical Engineering and Computer Engineering. In 1995 it became the Department of Electrical and Computer Engineering.

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  • Department of Electrical Engineering (1909-1985)
  • Department of Electrical Engineering and Computer Engineering (1985-1995)

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Virtual Reality (VR) simulations have become a major component of the US Military and commercial training. VR is an attractive training method because it is readily available at a lower cost than traditional training methods. This has led to a staggering increase in demand for VR technology and research. To meet this demand, game engines such as Unity3D and Unreal have made substantial efforts to support various forms of VR, including the HTC Vive, smartphone-enabled devices like the GearVR, and with appropriate plugins, even fully-immersive Cave Automatic Virtual Environment (CAVETM) systems. Because of this hardware diversity, there is a need to develop VR applications that can operate on several systems, also known as cross-platform development. The goal in developing applications for all these types of systems is to create a consistent user experience across the devices. It is challenging to maintain this consistent user experience, because many VR devices have fundamental differences. Research has begun to explore ways of developing one application for multiple system. The Virtual Reality Applications Center (VRAC) developed a VR football “Game Day” simulation that was deployed to three devices: CAVETM, Oculus Rift HMD and a mobile HMD. Development of this application presented many learning opportunities regarding cross-platform development. There is no single approach to achieving consistency across VR systems, but the authors hope to disseminate these best practices in cross-platform VR development through the game day application example. This research will help the US Military develop applications to be deployed across many VR systems.


This proceeding is published as Jonathan Schlueter, Holly Baiotto, Melynda Hoover, Vijay Kalivarapu, Gabriel Evans, Eliot Winer, "Best practices for cross-platform virtual reality development," Proc. SPIE 10197, Degraded Environments: Sensing, Processing, and Display 2017, 1019709 (5 May 2017); doi: 10.1117/12.2262718. Posted with permission.

Sun Jan 01 00:00:00 UTC 2017