Virtual Reality Classroom

Theoretical (Analytical):

Practical (Implementation):

Literature Work:


In this project you will develop a Unity framework for interactive virtual classroom settings. Basis for this virtual classroom is a shared virtual reality environment in which multiple (remotely located) users can join. One participant takes the role of a lecturer with extended interaction capabilities. The framework should provide a plattform for interactive lectures, including bilateral communication and interactions. An extensive study is required to examine the practicability of the digital learning environment and to compare it to classical classroom setups. 

Problem Statement

VR could be a great advantage when it comes to remotely co-located virtual meetings, e.g., in classroom setups, as multiple participants can meet at one shared place, even though they are physically located at remote locations. Aim of this project is to develop a classroom setup for interactive virtual teaching.  


  • Work alone or as team of two students.
  • Get familiar with Unity and the technical requirements for remote collaboration setup with the HTC Vive/Oculus Quest/similar. 
  • Create a framework that provides the functionality to enter a VR-environment with multiple HMDs.
  • Dependent on participant roles (teacher/pupil), each participant should be provided with a certain toolset of interaction and configuration possibilities.  
  • Evaluation of the framework by means of a user study. 


  • Basic knowledge about visual analytics
  • Advanced programming skills in Java or C#
  • Good conceptual skills (software architectures)
  • Useful: Git, Unity, VR-Experience, experience with user studies


  • Scope: Bachelor/Master




  • Rizzo, A. A., Bowerly, T., Buckwalter, J. G., Klimchuk, D., Mitura, R., & Parsons, T. D. (2009). A virtual reality scenario for all seasons: the virtual classroom. Cns Spectrums, 11(1), 35-44.
  • Sharma, S., Agada, R., & Ruffin, J. (2013, April). Virtual reality classroom as an constructivist approach. In 2013 Proceedings of IEEE Southeastcon (pp. 1-5). IEEE.