Project VISM (Virtual Interactive Simulation for Material customization)
Interactive Visualization with User-Controlled, Procedural-Based, and Physical-Based Material Customization.
PI. Ming Tang.
P&G Team: Kim Jackson, Andrew Fite, Fei Wang, Allison Roman
Virtual Reality Training on Issues of Youth Firearm Possession.
PI. Tang. 8/5/2024-8/4/2025. $20,000.
Funded by the God.Restoring.Order (GRO) Community, this research project will develop several VR scenarios that simulate environments designed to educate youth on applying critical skills in risky situations.
Team: Ming Tang, XR-Lab, Aaron Mallory, GRO.
XR-Lab students: Aayush Kumar, Mario Bermejo, Jonny Peng, Ahmad Alrefai, Rohit Ramesh, Charlotte Bodie
The XR-Lab collaborated with the GRO community to leverage advanced extended reality (XR) technologies in the development of a virtual reality (VR) training application designed to strengthen the curriculum by reinforcing key competencies through immersive learning activities. In partnership, we evaluated the feasibility of integrating VR technology into the GRO training program, providing participants with an engaging narrative framework while equipping them with practical knowledge applicable to real-world contexts. The immersive VR scenarios addressed high-risk situations, including firearm possession and substance use, thereby creating a controlled environment for experiential learning and skill development.
The XR-Lab has harnessed advanced motion capture technology in this project to translate the movements of real people into lifelike digital characters. Every gesture, shift in posture, and subtle facial expression is carefully recorded and mapped to ensure authenticity and emotional depth in the virtual environment.
Our development team has worked closely and continuously with the GRO community, engaging in multiple motion studies, rehearsals, and testing sessions. This collaboration allows us to capture not just movement, but the nuance behind each action — the personality conveyed through body language, and the emotional context embedded in facial expression.
Through this process, the digital characters become more than avatars; they become authentic extensions of human experience, reflecting the stories. The result is an immersive, emotionally resonant experience where technology and humanity move together.
https://i1.wp.com/ming3d.com/new/wp-content/uploads/2024/09/chatGRO2.jpg?fit=653%2C644644653Ming Tanghttp://ming3d.com/new/wp-content/uploads/2022/01/TY_logo-300x300-new.pngMing Tang2024-09-15 17:35:162026-05-07 20:44:49VR Training on Issues of Youth Firearm Possession
Automatic Scene Creation for Augmented Reality Work Instructions Using Generative AI. Siemens. PI. Ming Tang. co-PI: Tianyu Jiang. $25,000. UC. 4/1/2024-12/31/2024
Title: Leveraging Metaverse Platforms for Enhanced Global Professional Networking – Phase 1
Ming Tang, Principal Investigator
Amount: $32,416
Funding: P&G Digital Accelerator.
Gotal: Metaverse technologies for global engagement. Human-Computer Interaction, Digital Human. Immersive visualization.
P&G Team. : Elsie Urdaneta, Sam Azeba. Paula Saldarriaga, JinnyLe HongOanh
UC Team: Ming Tang, Students: Nathaniel Brunner, Ahmad Alrefai, Sid Urankar
In Phase 1 of the “Leveraging Metaverse Platforms for Enhanced Global Professional Networking” project, conducted in partnership with P&G, the XR-Lab proposes a pilot study aimed at identifying and analyzing the top five metaverse platforms best suited for professional networking and conferencing. The metaverse has opened unprecedented opportunities for communication, collaboration, and social engagement, offering innovative solutions for professional networking and conferencing. In Phase 1, “Surveying the Current Metaverse Landscape,” the UC team examined the top five metaverse platforms to evaluate their potential for replicating global in-person professional networking experiences and supporting multi-user online conferences.
This phase provided a systematic assessment of the leading platforms suitable for professional networking and conferencing. The team analyzed how these platforms leverage emerging technologies to create immersive experiences, such as hosting online conferences and facilitating discussions with global experts. The Phase 1 final report delivered a comprehensive evaluation of the strengths and limitations of each platform, along with recommendations for platform selection based on specific criteria such as audience size, interactivity, and technical requirements.
Additionally, the UC team demonstrated how platforms such as Mesh and Hyperspace can be customized for specific events, including tailored branding and interactive features designed to enhance professional networking and conferencing. These demonstrations provide valuable insights for P&G, highlighting how metaverse technologies can be strategically developed and adopted to expand global engagement and enable innovative event experiences.
Customized Metaverse Demo developed by the UC Team.
Please reach out to the P&G Team for the final report.
IIOT for legacy and intelligent factory machines with XR and LLM feedback with a Digital Twin demonstration of real-time IOT for architecture/building applications using Omniverse.
$40,000. UC Industry 4.0/5.0 Institute Consortium Research Project: 01.2024-01.2025
The project centers on the development of a Digital Twin (DT) and a multi-agent Large Language Model (LLM) framework designed to access and interpret real-time and historical data through an Industrial Internet of Things (IIoT) platform. Real-time data is sourced from legacy machines and smart machines, integrating Building Information Modeling (BIM) with environmental sensors. The multi-agent LLM framework comprises specialized agents and supports diverse user interfaces, including screen-based systems, Virtual Reality (VR) environments, and mobile devices, enabling versatile interaction, data visualization, and analysis.
The research evaluates leading DT platforms—Autodesk Tandem, NVIDIA Omniverse, and Unreal Engine—focusing on their capabilities to integrate IoT and BIM data while supporting legacy machine systems. Autodesk Tandem excelled in seamlessly combining BIM metadata with real-time IoT streams for building operations and system scalability. NVIDIA Omniverse demonstrated unmatched rendering fidelity and collaborative features through its Universal Scene Description (USD) framework. Unreal Engine, notable for its immersive visualization, proved superior for LLM integration, leveraging 3D avatars and conversational AI to enhance user interaction.