Project screenshot (a 1200 x 600 jpg image of your work which should be
named p2.<your_last_name1><your_last_name2>.jpg, demo link, video link, and github link are due
at 11am Tuesday, April 10 to the TA: vinh.nguyen[at]ttu.edu.
The presentation schedule should look like this.
You can update your source code and project report until 11am
Thursday, April 12.
Each student needs to send a peer evaluation for other teammates by 11am Saturday, April 14 to the TA: vinh.nguyen[at]ttu.edu. Forget submitting
the peer evaluation cost 5% of your total grade. This peer evaluation is significant to your individual
project grade. One team member can get A, but another can get D or Fail (team score is the average).
The peer evaluation contains:
Group id and teammate name.
Rating from 0 to 10 (10 is best).
One to three sentence review (about how you came up with your teammate rating).
Project 2 has several options:
The virtual watershed game is coupled with an Augmented Reality (AR) app. The app is loosely modeled
after Pokémon GO, an app-based AR game that most students are familiar with. The AR app asks the
students to identify natural and engineered features such as culverts, embankments, detention and
retention basins, and discharge channels within their watersheds. Students identify these features
in the “real-world” and learn about their role in maintaining sustainable water resources (both
quality and quantity) within their watersheds while earning coins for use in the VR game. The
scoreboard of top players will also be provided to interconnect students involving in the same tasks
in real time.
The data contains
and a description (what it is and what purpose does it serve)
The example data is available here. Students are also required
to collect more water features on campus for their project.
When users move close to the (GPS) location, scan a pattern sticked at the location, capture
the image similar to the stored site image (image recognition), etc. --> A sound track is played to
notify users (that they are close to a water feature). A multiple choice question will popup. Users
gain points for correct answers.
After that, the AR contents will appear. The displyed AR contents could be
Be creative! The main purpose is about education of water
The watershed development and management game is envisioned as a "multiplayer" game modeled after
the classic Monopoly and SimCity. Students are provided a fixed amount of coins and a distinct
parcel of land (which is assigned randomly) on which they can either build or expand urban areas,
grow crops or engage in industrial activities. All these activities release pollutants (biochemical
oxygen demand (BOD) and nutrients) into streams and creeks. The release of these pollutants will
affect the in-stream health which is measured by decreases in dissolved oxygen (DO) and increases in
algae. Critical thresholds of DO and algae (cholorophyll-a) will be used to simulate catastrophic
events such as fish kills and loss of riparian habitats. A set of compliance points (CP) are set up
on the stream segment to monitor water quality in the stream.
The youtube video above gives an example but not how your game needs to progress. You may come up
with more/different playing rules for this game.
VR can provide an immersive learning tool to help communities prepare for flooding and make the
right evacuation decision.
Here is Scott Blechman and Benjamin Fox Bolduc proposal. This proposal has been approved and can not
The project will be an AR app on the iPhone, a game playable using the Texas
Tech campus. We will load a topography/elevation map of the campus onto the scene, and fill it
with virtual water over the course of a couple of minutes. The player will need to use this time
to safely make it to higher ground, avoiding as much water as possible. The player will receive
points for successfully evacuating, and points will be reduced for entering potentially
dangerous situations such as crossing flooded roads. Scores will be synced to a cloud server and
associated with anonymous IDs, though the IDs can be replaced by player names if they so
Project 2 is a group (of 2 or 3 students) project, exceptions are allowed.
Students select their group member and the topic (from the list above). If you can't, Tommy will assign your
group. As soon as you have found your group, please send the TA by 11am Thursday, March
Create a 3-minute video showing the use of your application with your voice over. That video should appear
on the top of your github readme file.
The video can be used as a backup during your presentation just in case of something go wrong.
Add a link to your web-based application (right after the video). You can host it on your github or your ttu personal page.
Clearly explain the duties of each student in your group (if you work as a group).
Describe your application by screenshots (with meaningful captions) and text. Make sure you have the list
and screenshots of models.
Links to all the source code and any assets (models, textures, sounds). Make sure you source code is
The presentation is 6 minutes per group (everyone needs to present). It is 5-minute talk and 1 minute for
questions. You can present directly on your report and demo.
Make sure that you are ready to talk right after the person/group in front of you is done.
Show a live demo of your work: Show the basic functionality and emphasize why your VR is different. You
should include screenshots in your report as well.
Make sure your demo/app is self-contained: No hidden keyboard/mouse control, no hidden functionality (for
example, users might not know that they have to click on the Angry bird to play the sound). In case you have
these hidden controls, you need to make them available in the GUI:
Use highlighting principles (such as blinking) in my lecture 4.
A help menu is useful for uses of keyboard/mouse and it can work as a quick manual.