Undergraduate Projects

Flood VR

The FLOOD VR system should freely and efficiently convey a Post-Colonial Gothic conception of Australia’s social, cultural, and historical qualities of various Hawkesbury River floods.

Virtual Reality (VR) has remarkable potential to enhance historic and expressive views, by providing practical possibilities for visual interpretation. Stage 2 in FLOOD VR’s introduced the adaption of the VR system, from an augmented Stage 1. Numerous developmental flaws, including delayed technological competence and limited architecture structures, were compounded in Stage One.

Several enhancements to the solution ideologies were delivered by Top Shelf Technology, integrating numerous working prototypes and subsequent planning. Furthermore, our objectives introduced new refinements in the framework, beyond the scope, and expressly constructed a final model for future development and demonstration. The system outcomes resulted in advanced functionalities that progressively highlighted components of Hawkesbury floods in an interactive and aesthetic form.

Solution Description

Stage 2 of FLOOD VR was effectively completed through Unity3D, setting working frameworks, as well as C# programming for simulation scripts. The solution expressed various flood layouts, similar to the Hawkesbury River flood, using Blender, TurboSquid, and 3D max. In addition, our team created objects to convey the historical qualities of Australia and a Post-Colonial Gothic asthetic.

Our system also integrated audio clips to enhance interactive objects and simulation goals, presenting a historical story under a quadrant system. The audio function developed in Unity3D and C# programming, including advanced scripts, will be used to raise the voices of Indigenous Australians.

Technologies Used

Two main technology devices are required for this system to run as intended:

The first device is a PC running Windows 10 with a dedicated graphics card. Please see the handover report for a more concise list of compatible graphics card options.

The second device is an Oculus Quest (only tested on the first release, not any subsequent releases). Oculus Link software will be required on the PC for Oculus Quest to be able to interface with the PC.

Other technologies used for this project include Unity3D for game development and Blender for objection management.

Developed By:
William Awad
Anirudh Karthik
Brittany Miller 
Eugene Zem