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
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.
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
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
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
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
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.