A Proposed Framework for VR Planning and Development in Collaboration with Virtus Tech

Yan Pui Kong


Supervised by Catherine Teehan; Moderated by Carolina Fuentes Toro

Virtus Tech is a Virtual Reality software company that creates apps for the web and Quest 2 VR headsets. Their primary way of building apps for the Quest 2 headsets is to use a physics and rendering engine known as Unity that has XR support for VR and AR devices.

One of Virtual Reality’s main differences compared to traditional monitor and screen hardware is that it has an extra axis in linear input compared to a mouse and has three dimensional spatial rendering that presents its view relative to the user’s physical location. This means that app inputs and outputs of the VR headset are completely different to applications that would run on a traditional computer.

There aren’t widespread taught processes for developing projects that include UI in three dimensional space and inputs based on physical movements, eye tracking and thumbstick controls. Therefore, the aim of the project is to explore and develop a new way of planning and designing for Unity projects so product owners and software engineers can function efficiently relative to their traditional software counterparts.

The goal is to propose a new framework for VR planning and development to improve effectiveness and efficiency, through understanding and analysis the current processes within Virtus Tech. Although the framework is developed with Virtus Tech, the ultimate goal is to develop a framework that is applicable to the wider VR industry.

Final Report (20/10/2023) [Zip Archive]

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