What is this thesis about?
Can an ordinary 2D screen feel like a window into a VR-like world?
This thesis explores whether simple, accessible techniques — head-coupled perspective (off-axis projection), first-person camera movement, and visible first-person hands- can create a genuine sense of immersion on a normal monitor, without any VR headset.
You will build a small house interior in Unity, drive the camera's projection from webcam-based head tracking (MediaPipe face mesh), and render visible first-person hands from MediaPipe hand landmarks sent over UDP to Unity. Then you will run a user study comparing conditions: head-coupled vs. fixed camera, hands visible vs. hidden, and measure spatial presence, embodiment, sense of depth, and comfort.
Why does it matter?
VR is immersive but expensive. It needs headsets, controllers, and tracking hardware. This research asks whether screen-only techniques can deliver a meaningful slice of that immersion using nothing more than a webcam and a monitor.
If it works, the approach could be useful for games, interactive media, education, simulation, and low-cost VR alternatives, anywhere a headset is unavailable or impractical.
What will you actually do?
Build a first-person Unity environment with WASD navigation
Implement webcam-based head tracking (MediaPipe face mesh → UDP → Unity)
Implement off-axis projection so the screen behaves like a window into the scene
Implement visible first-person hands (MediaPipe hand landmarks → UDP → Unity)
Design and run a user study with real participants
Analyze results using basic statistics (ANOVA, t-tests, effect sizes)
Write up the findings as a thesis
What will you learn?
Unity and interactive environment development
Off-axis projection and head-coupled perspective math
MediaPipe-based head and hand tracking
UDP communication between Python and Unity
First-person camera control and FOV design
HCI and user study design
Basic statistical analysis
Research and technical writing
Research Question
Does adding visible first-person hands to a head-coupled, first-person navigation experience on a 2D screen improve spatial presence or embodiment, and does it interact with the motion parallax cue?
Background Reading
Core:
Ware, Arthur & Booth (1993). Fish Tank Virtual Reality. CHI '93.
Thanyadit & Pong (2017). Visible Hands in Fish Tank VR.
Arsenault & Ware (2004). Eye-Hand Coordination in Fish Tank VR.
Supporting:
Jicol et al. (2023). Realism and Field of View Affect Presence in VR but Not the Way You Think. CHI 2023.
Thorp et al. (2024). Comparative Analysis of Spatial Ability in Immersive and Non-Immersive Virtual Reality. Frontiers in Virtual Reality.
Effect of Expansive Optic Flow and Lateral Motion Parallax on Depth Estimation (2023).
Technical:
Unity documentation: Camera.projectionMatrix, PerspectiveOffCenter
MediaPipe face mesh and hand landmark documentation
de Brisis, M. Off-axis projection in Unity. Medium.
Relevant Courses
Computer Graphics
Human–Computer Interaction
Game Development
Programming
Statistics / Probability
What you'll have by the end
A first-person Unity environment with head-coupled perspective and visible hands
A working webcam-based head and hand tracking pipeline (MediaPipe → UDP → Unity)
Hands-on experience with off-axis projection, parallax, and FOV design
A completed user study on presence, embodiment, and comfort
Statistical analysis of your results
A full thesis documenting the process from development to experimentation
Future Research / Scope
Apply the approach to larger and more complex environments
Improve hand tracking fidelity (full skeletal animation, finger-level interaction)
Test with different user populations (gamers vs. non-gamers, VR-experienced vs. not)
Explore additional depth cues (stereo, shading, atmospheric perspective)
Extend to games and interactive applications
Explore VR/AR-based implementations of the same pipeline
Publish the research findings
Interested?
If you want to build something at the intersection of graphics, HCI, and game development — and run a real user study on immersion — this thesis is for you. No prior VR hardware experience required. Just curiosity, some Unity familiarity, and willingness to learn.