DTSC 5777:Virtual Reality and its Applications

Group Projects, Semester: Spring 2025 DVXR logo

Project 1: Customer Service Interaction Training for a Clothing Shop using Generative AI

Student: Sam Rahimzadeh Holagh, Uday Gautamkumar Patel (Project Report)

The main goal of this project is to simulate a realistic store environment where employees can be trained on essential job functions. Objectives include developing scenarios for customer service, stocking, cashiering, and managing unexpected events like customer complaints or spills. The designed environment includes a fully modeled retail space with shelves, signage, counters, and animated customers. Users can interact with store objects and respond to tasks. The application targets new retail employees, store managers, and training coordinators. This VR training is useful because it reduces onboarding time, improves employee confidence, and avoids disruptions to actual store operations.

   

Project 2: Development of a Virtual Reality Environment for Managing Academic Anxiety and Stress

Students: Komala Subramanyam Cherukuri, Navatha Maloth (Project Report)

This study presents an interactive virtual reality VR) system that uses dynamic contextual transitions to measure and react to user anxiety levels. The players begin in a classroom and proceed to a hospital room before taking an anxiety test. Users are led to personalized therapy settings with suitable ambient sounds, textures, and AI-driven navigation based on the answers to their questionnaire. Meditation rooms, serene parks, and dense forests are just some of these settings. The system offers a highly customized and immersive anxiety treatment experience using first-person VR joystick controls, animated 3D objects, proximity and touch sensors, and a range of user-triggered events.

 

   

Project 3: Lost in Wilderness Game (Project Report)
Students: Johannas Meela Katikala, Abhaya Ladalla, Sahana Loka

 

In real-life wilderness survival experiences, quick decision-making, resource management, and adaptability are important, while traditional survival training is dangerous and not for the masses. Survival in the Wilderness, this project suggests, is an experiential Virtual Reality (VR) simulation created using Unity with a focus on providing a safe, interactive, and immersive environment in which users learn and practice wilderness survival techniques. Set in a realistic forest environment, the game involves resource gathering, hunger and thirst management, fire creation, cooking, and defending against AI-powered wild animals. The simulation focuses on the necessity of environmental awareness and decision-making under stress. The project beneficiaries include teachers teaching survival skills, emergency readiness groups training members virtually, and game players interested in interactive and educational games. By combining gamified interaction and real-world learning, this VR environment offers a new approach to survival strategy learning.

 

 

 

Project 4: Virtual Moon Survival Game

Students: Anjana Erukala, Manisha Gangamreddy, Srikanth Guntupalli (Project Report)

The Virtual Moon Survival Game is a groundbreaking decision-making simulation designed to sharpen critical thinking and collaboration skills. In this game, players are faced with a life-threatening scenario: stranded on the Moon after a spaceship crash. With only 15 available items, players must decide which objects are most crucial for survival and rank them accordingly. The game merges educational content with an engaging interactive experience, encouraging participants to think critically, work as a team, and strategize under pressure. This project also showcases the potential of gamified decision-making exercises to revolutionize traditional learning and corporate training environments.

 

   

Project 5: Multi - user VR Airport Security Training Simulator

Students: Vijay Goparaju, Uma Abhishek Polakonda, Bala Pothuri (Project Report)

Airports are some of the most advanced, highsecurity buildings in the world. Training for airport security procedures is typically resource-demanding and operationdisruptive. This project proposes a multiplayer Virtual Reality (VR) simulation of an airport environment where users can roleplay as passengers or security personnel. Built using Unreal Engine, the simulation emphasises authentic traveller processing processes such as boarding pass retrieval, baggage handling, and security screening. Security personnel are responsible for screening passengers and inspecting luggage. The project targets aviation students, airport management trainees, and VR developers, providing an entertaining and educational platform

 

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Project 6: AI Campus Navigator

Students: Jhansi Muppalla, Litesh Perumalla, Koushik Sriram (Project Report)

AI Campus Navigator, is an interactive Virtual Reality (VR) application designed to provide a guided virtual tour of a university campus in a fully immersive 3D environment. We developed a detailed virtual campus model that includes key buildings and landmarks, and we implemented an AI-driven virtual tour guide to lead users through the environment while providing real-time information about each location. Users can either follow the guided tour or freely explore the campus at their own pace, interacting with points of interest to learn more. The system is built using the Unity 3D engine and incorporates high-quality 3D models, realistic textures, character animations, and spatial audio to enhance immersion. .

   

Project 7: SmartSteps VR: Training Kids for Real-Life Challenges in Virtual School

Students: Sravani Artham, Lavanya Nidamanuri, Pranitha Seemalamudi (Project Report)

There is a growing need for innovative, experiential learning methods to teach children critical thinking, safety awareness, and real-world problem-solving skills. This project is important because it leverages Virtual Reality (VR) to create a safe, immersive environment where children can experience and respond to simulated emergency situations, such as fire hazards, and toxic gas leaks. The VR environment showcases an interactive school setup with AI-guided conversations, door code challenges and all designed to foster cognitive development and decision-making abilities. This project will benefit children by enhancing their practical skills, and it will also support educators, child development researchers, and emergency preparedness trainers in creating more engaging and effective learning experiences.

 

   

Project 8: Tactical Rescue and Evacuation Simulation for a Multi Storied Building

Students: Srritejj Arthimalla, Nivedhitha Duggi, Sameeksha Nalla (Project Report)

The practice of conducting emergency drills with physical locations creates both expensive and safety risks. A single-user first-person VR simulation takes place within an authentic burning urban plaza for training essential skills that include fire suppression and threat neutralization together with civilian evacuation. A mix of extremely detailed 3D models, realistic particle effect-generated smoke and fire materials, and spatially optimized sound effects leads to this responsive sense of immersion in the training environment. AI-controlled characters make seamless progress through Unity's NavMesh system while various sensor inputs activate functions that include door-destruction and NPC reactions. The application serves as a secure platform for training practices which promotes both experience-based competence and disciplined choices in high-pressure situations.

 

   
   

Project 9: Virtual Museum: Evolution of Humans and the Universe

Students: Sai Mantha, Saiveeravenkata Obinni, Srikanth Peethani (Project Report)

The evolution of Earth and human beings is an interesting history spanning billions of years, and modern digital technology offers new ways to explore it. The Virtual Museum – Evolution of Earth & Humans created here using Unity 3D is a project with the purpose of inspiring curiosity and furthering knowledge through an entertaining virtual reality experience. The users, as first-person controllers, stroll through interactive screens that explain the formation of Earth, evolution of life forms, and course of human civilizations. The application has immersive environments such as prehistoric eras, ancient civilizations, and critical milestones in the history of humankind, all of which have scientifically correct information embedded in them.

   

Project 10: Exposure Therapy Simulator for Phobias

Students: V S Sai, Imaduddin Mohammed, Satya Vara Prasad Namala (Project Report)

This project presents the design and development of Exposure Therapy Simulator for Phobias, a therapeutic simulation aimed at aiding individuals in overcoming specific phobias through controlled virtual exposure therapy. Implemented using Unity with HDRP and ray tracing capabilities, the system integrates AI- generated therapist dialogues via OpenAI API to provide dynamic coping strategies. The project emphasizes immersive first-person experiences within four distinct phobia environments to support psychological desensitization. Through progressive exposure in a controlled virtual environment, users can safely confront their fears while receiving real-time therapeutic guidance. Mental health professionals can utilize this application as a supplementary tool in clinical settings, offering patients a safe alternative to immediate real-world exposure.

 

   

Project 11: Dave: Detection of Anomaly in Virtual Environment

Students: Yonas Lemma, Arsema Derbie (Project Report)

This project proposes and develops a virtual reality (VR) application designed to train users to identify anomalies within a complex indoor/outdoor building environment. Traditional anomaly detection training lacks immersive, engaging experiences. This VR environment bridges that gap by simulating realistic emergency scenarios where users interact with AI-driven agents and dynamic objects. It targets safety training, behavioral research, and surveillance simulations. The primary beneficiaries include students, researchers, trainers, and public safety professionals.

 

 

 

Previous Year Projects for Virtual Reality Class

VRI: 20082009, 2010201120122013, 2014 201520162017, 2018, 2019, 2020, 2021, 2022, 2023, 2024, 2025 VRII2012 , 2013, 2015, 2019, 20202021