UCOP

Human Mutual Actuation

๐Ÿค” About The Project

Developed during my semester abroad at NTU, I recreated my professor's research system titled "Mutual Human Actuation". With minimal documentation, I reverse-engineered and technical problem solved from the ground up which resulted in an asymmetric co-op VR experience for two players. Players would be linked via a local server-client architecture and each player would experience a different game simultaneously. One player takes active physical actions with real props, while the other experiences the direct consequences of those actions in their own virtual world. Developed in Unity/C#, the system integrates Optitrack motion capture to translate real-world tensions and force into synchronized virtual feedback. To view what the project was based on, view the project link!

โš ๏ธ The Problem

  • Given only a research paper as reference - no source code or demo - requiring full independent interpretation before any development could begin, including learning OptiTrack and creating trackable props from scratch.

  • Designing a multi-stage game layout that made effective use of physical space, hid props a the right moments, and ensured real-world positions and boundaries mapped accurately into the virtual environment.

  • Finding a reliable way to sync two separate machines in real time so stage transitions, prop interactions, and asymmetric experiences stayed in lockstep between both players.

๐Ÿ’ก Key Features

Full Two-Person Asymmetric Experience โ€“ Four linked stages where each player's physical actions directly shape the other's virtual reality.

Real-to-Virtual Space Calibration โ€“ Mapped physical room boundaries and prop positions into virtual game space for accurate, immersive interaction.

Custom Prop Construction โ€“ Built and marked physical props with OptiTrack rigid body markers, designed to be tracked accurately throughout each stage.

Concurrent State Machine โ€“ Manages prop visibility, phase transitions, and user timelines across both experiences without conflict.

Server-Client Sync โ€“ Real-time cross-machine communication keeps both players locked to the same stage regardless of individual timing.

๐Ÿ† Achievements

Independently reconstructed a graduate-level research project from a single paper, designing and shipping a fully functional two-player asymmetric VR system with real-time sync and physical prop integration.

Live Project

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Links

samgrace.lincoln@gmail.com

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