Education

  • 360-Video Multiuser Analysis Tool


    2017, Regis Kopper, Ph.D. Mitchel Berger, Isaac Anderson, Ryan Tofique

    A 360-video multiuser analysis tool is currently being developed at the lab as a way of teleconferencing. Multiple people in multiple places can watch the same video in virtual reality. The application currently works with

  • Digital Cities and Cyberarcheology


    2017, Regis Kopper, Ph.D. Maurizio Forte William Seaman, Todd Berreth, David Johnston

    Digital Cities and Cyberarchaeology is a Bass Connections project that is currently housed at the DiVE. This project is a collaboration with individuals across multiple fields of study including Classical Studies, Art, Art History and

  • Escape Room


    2016,

    Senior Meng’en Huang developed a virtual reality application, Escape Room, as an independent study project. The goal of her independent study was to explore the equipment and applications of a virtual environment. As a Computer

  • Civil Engineering


    2013, Joseph C. Nadeau

    As part of completing their engineering curriculum requirements, seniors take Integrated Structural Design and/ or Integrated Environmental Design, where they interact as employees of a fictitious company, Overture. The courses are interwoven with Architectural Engineering

  • Çatalhöyük


    2013, Maurizio Forte Nicola Lercari Regis Kopper, Ph.D. Rebecca Lai Emmanuel Shiferaw Cheng Ma

    Çatalhöyük @ DiVE was featured on Duke Today as well as on Duke’s YouTube Channel Çatalhöyük @ DiVE project seeks to make available to the Duke community and the general public a 1:1 scale, immersive representation of

  • Field Goals – Evaluating the Impact of Virtual Reality in Electromagnetics Education


    2012, Nikhil Saxena Patrick Pensabene Regis Kopper, Ph.D. Dr. Tabitha Peck

    Field Goals is a game developed for the Duke Immersive Virtual Environment (DiVE), which allows for 3D visualization of and interaction with electromagnetic fields and forces, both of which are not easily visualized in everyday

  • Nicotine – Smoking and How it Changes the Brain


    2012, Rochelle D Schwartz-Bloom, Ph.D. David J. Zielinski

    Developed with SEDAPA funding from the National Institute on Drug Abuse. Travel into the avatar’s brain to the “reward pathway”. There, you will interact with nicotine molecules to learn how smoking changes receptors for nicotine

  • Did You Mean?


    2012, David J. Zielinski Elizabeth Landesberg, Peter Lisignoli, Laura Dogget

    Did You Mean? explores the implications of using the word “word” to imply a single vessel or container of meaning. It invites DiVE participants to play around inside language itself, moving through the multiplicities of

  • BIDDIE’S BIG BENDER


    2012, David J. Zielinski Laurenn McCubbin, Marika Borgeson

    This project is an exploration of the sounds, spaces and visuals of Las Vegas, though the eyes of a senior citizen looking to have a good time in Sin City.

  • La Villa Di Livia


    2011, Nicola Lercari Maurizio Forte, Ph.D.

    La Villa Di Livia was created to let users explore a Roman village, both in it’s current state of ruins and in a hypothetical reconstruction of the space. The village ruins are recreated from field

  • Solomon’s Temple


    2011, David J. Zielinski Anathea Portier-Young, Sean Burrus,

    For a course in the Divinity School, Professor Anathea Portier-Young brought students into the DiVE to discuss a virtual reconstruction of Solomon’s Temple. She paired the immersive experience with her students’ reading of the books

  • DIVECraft


    2011, Elizabeth Izatt

    DIVECraft is an umbrella project covering several existing applications to port the computer and console game “Minecraft” to the DIVE.  The currently existing application places the user in a fully explorable port of a particular

  • Duke Food – Sustainable Eating Behaviors


    2011, Emily Mass Rachael Brady David J. Zielinski Paul Gratham, Sarah McGowan, Charlotte Clark, Melanie Green, Jocelyn Wells, Brandon Pierce

    Duke Food is meant to test sustainable eating habits. The environment is modeled after the Great Hall on Duke’s West Campus. The virtual eatery allows the user to browse through the dining hall stations–putting food

  • Recollection Chorus


    2011, Sarah Goetz David J. Zielinski

    Recollection Chorus is a network of floating memories, made as part of the Graduation with Distinction Project of sarah goetz (Trinity ’11). One walks into a virtual space surrounded by nodes, which play poetic and

  • Desired Dwellings


    2010, David J. Zielinski Fatimah Tuggar

    Desired Dwellings is an interactive virtual artwork that allows the viewer/participant to explore a variety of living experiences. Floating animated elements with audio hover above the heads of viewers; these can be grabbed & placed

  • DiVE into Alcohol


    2009, Rochelle D Schwartz-Bloom, Ph.D. Rachael Brady Marcel Yang, David P. McMullen

    DiVE into Alcohol is a chemistry education program exploring the oxidation of alcohol as affected by genetic differences in metabolism within the liver cell. The user follows alcohol molecules through the body to the liver

  • Kin-immerse


    2008, Jeremy N. Block David J. Zielinski Vincent B. Chen, Ian W Davis, E Claire Vinson, Jane S. Richardson and David C. Richardson

    KinImmerse is an app that allows a user to visualize, manipulate, & navigate molecular information in the DiVE using the kinemage graphics format (a graphic common to molecular research). KinImmerse provides a set of research

  • The Cathedral Project


    2007, Charles Sparkman

    The objective of this project was to model an authentic gothic cathedral for its application in the Pratt School of Engineering’s DiVE tank (Duke Immersive Visual Environment). Simultaneously the project marries the fields of: Art

  • Brain Structure


    2006, David J. Zielinski Michael Platt , Scott Huettel, Michael Malinzak

    This project recreates the human brain with accurate medical and scientific data in the DiVE environment. The users can interact and explore various parts of the brain – making certain areas more or less visible

  • Breakout


    2006, Zach Cancio

    This VirTools application is a 3D version of the game Pong. It was constructed for a gaming FOCUS program cluster when a computer science professor requested a 3D Pong game to be made. The orientation