SpaceX: The Unreal Reality

  • Yutika Donga
  • Ritika Shukla
  • Rupal Gherwada
  • Komal Champanerkar
Keywords: Unity, Virtual Reality, Augmented Reality, Mixed Reality, Virtual Buttons, Gaze Interaction, Speech Recognition, Android and iOS.


The project aims in designing a simulation which will be operated on Android and IOS mobile comprising of gyroscope. The interactive simulation of ‘SpaceX: The unreal reality’, is demonstrated in our smartphone using coordinative combination of computer game and augmented reality. Here within the project the VR Box 2 is employed to look at the simulation of computer game with Gaze Interaction and Virtual Buttons are to interact in Augmented Reality. Android and iOS is that the software stack for mobile devices that has an OS , middleware and key applications. Gyroscope present within the device is employed to detect the orientation that's to augment the objects in world and consider through virtually designed world. Additionally , Unity plays a key role in developing the appliance providing vast plugins to embed AR and VR technologies and also provide cross platform  applicability. Augmented reality is that the mixture of video game with world , using computer generation layers to enable us an enhanced interaction with reality. This is generally done through applications, (for example, Pokemon GO), however can likewise be utilized for games, driving, and significantly more. Computer game , on the other hand, could also be a totally artificial, computer-generated simulation of a real-life experience. This typically required the use of a video game headset, like Oculus  Rift or HTC Vive, so on to completely immerse the user. This project contains various user interaction by means of virtual buttons, gaze interaction and speech recognition The project eventually provides the Mixed Reality Simulation combining both AR and VR technologies and depicts the vision of Elon Musk’s Mission of SpaceX to colonize Mars.


[1] Eike Langbehn and Frank Steincke, “Redirected Walking in Virtual Reality” , Springer March 2018.
[2] Young Min Kim, Sangwoo Ryu and Ig-Jae Kim, “Planar Abstraction and Inverse Rendering of 3D Indoor Environments” , IEEE Transactions on Visualization and Computer Graphics, Vol. XX, No. X, August 2019.
[3] Dongho You, Bong-Seok Seo, Eunyoung Jeong and Dong ho kim, “Internet of Things(IoT) for Seamless Virtual Reality Space: Challenges and Perspectives” , Seoul National University of Science and Technology, South Korea 2018.
[4] Ann DeMarie, “Let Us Entertain You” , IEEE September 2017.
[5] Ronak Dipakkumar Gandhi and Dipam S. Patel, “Virtual Reality – Opportunities and Challenges” , IRJET, Volume 5, January 2018.
[6] Vladimir M. Petrović, “Artificial Intelligence and Virtual Worlds – Toward Human-Level AI Agents” , IEEE 2017.
[7] João Pedro Assunção Campos and Rafael Rieder, “Procedural Content Generation using Artificial Intelligence for Unique Virtual Reality Game Experiences” , 21st Symposium on Virtual and Augmented Reality (SVR), IEEE 2018.
How to Cite
Donga, Y., Shukla, R., Gherwada, R., & Champanerkar, K. (2021). SpaceX: The Unreal Reality. Asian Journal For Convergence In Technology (AJCT) ISSN -2350-1146, 7(1), 22-24.

Most read articles by the same author(s)

Obs.: This plugin requires at least one statistics/report plugin to be enabled. If your statistics plugins provide more than one metric then please also select a main metric on the admin's site settings page and/or on the journal manager's settings pages.