The visual thinking lab is the prime spot to interact with virtual and augmented reality on campus. Located at the Startup Center we have access to multiple HTC Vives, Oculus Rifts, and Google Cardboard. We organize workshops and one on one sessions to help students learn Virtual Reality technology, use it to better their learning experience or apply Virtual and Augmented Reality in their startups. Our primary goals are:

  • Expand the reach and knowledge regarding Virtual and Augmented reality.
  • Teach students how to program for Virtual Reality.
  • Integrate Virtual and Augmented Reality, with startups on competition that could be interested.
  • Create Virtual Reality programs to improve the learning process of the student through better visualization. 



Perception Neuron Motion Capture


fdasPining to be the next Hideo Kojima? Want to make the animation in your new VR game more lifelike? The newest addition to the Maker Space's equipment portfolio is the Perception Neuron motion capture "suit." The suit has up to 32 sensors that can be worn by a model, but as little as 3 sensors can be worn if desired. Captured animation can be exported to Unity, Unreal Engine, Maya, Unigine, Oculus, and more.

  • Dynamic Range: 360°
  • Accelerator Range: ±16 g
  • Gyroscope Range: ±2000 dps
  • Resolution: 0.02°
  • Roll: < 1°
  • Pitch: < 1°
  • Yaw Angle: < 2°
  • Max Connected Sensors: 32
  • Output: USB 2.0, WiFi, Micro-SD Card Recording
  • Max Output Rate: 60 fps (32 Neurons), 120 fps (18 Neurons)

Oculus Rift


fdasOculus Rift is a virtual reality headset developed by Oculus VR. It uses a pair of "Constellation" tracking cameras, which use infrared light, in order to provide 360° positional head tracking in the play area.

  • Screens: (2) Pentile OLED Displays
  • Resolution: 1080x1200 pixel resolution/eye
  • Refresh Rate: 90 Hz
  • Field of View: 110°
  • I/O: USB 2.0, USB 3.0, HDMI 1.3



  • Smartphone VR Development
    • iOS

    • Android 

      • There are several steps needed to develop an Andriod project using unity

        • Things needed: Unity, Andriod SDK, and phone (iPhone 5 or later or Android with Jelly Bean)

        • To get the android SDK you go to the Google VR Downloads page, click on the “Agree” button, and download the SDK (if you see any errors later, you can also download Android studio and this should fix them)

        • When opening Unity, you need to import the assets just downloaded by going to Assets > Import Packages > Custom Package  

        • The final step to finishing the setup is to switch the build platform. You can go to File > Build Settings and switch to Android or iOS. If prompted to go to the downloads page, do so. Then go to Player settings in the build settings window and select the type of VR equipment you choose

  • Standalone Resources

  • Tethered VR Resources