<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Roll-a-Ball on Human-Computer Interaction for Mixed Reality Blog</title><link>https://xyn-1127.github.io/igd301-blog/tags/roll-a-ball/</link><description>Recent content in Roll-a-Ball on Human-Computer Interaction for Mixed Reality Blog</description><generator>Hugo -- 0.155.3</generator><language>en-us</language><lastBuildDate>Mon, 05 Jan 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://xyn-1127.github.io/igd301-blog/tags/roll-a-ball/index.xml" rel="self" type="application/rss+xml"/><item><title>Lab 4 — Roll-a-ball in VR</title><link>https://xyn-1127.github.io/igd301-blog/posts/lab4-roll-a-ball-in-vr/</link><pubDate>Mon, 05 Jan 2026 00:00:00 +0000</pubDate><guid>https://xyn-1127.github.io/igd301-blog/posts/lab4-roll-a-ball-in-vr/</guid><description>&lt;p&gt;This Lab 4 focuses on migrating the Lab 3 Roll-a-ball project into a Quest (VR) environment, and implementing two fundamental (and most commonly used) selection techniques: &lt;strong&gt;Direct Selection (near-field grabbing)&lt;/strong&gt; and &lt;strong&gt;Raycasting (far-field ray selection)&lt;/strong&gt;.&lt;br&gt;
In the end, I built it as a small “tabletop game”: Roll-a-ball is scaled down into a tray/board placed on a table. I can grab the whole board with the controllers, move it around, and drop it. I can also use a right-hand ray to select and grab the board from a distance, while still letting the ball roll inside, collect pickups, and keep the UI readable in VR.&lt;/p&gt;</description></item><item><title>Lab 3 — Roll-a-ball</title><link>https://xyn-1127.github.io/igd301-blog/posts/lab3-roll-a-ball/</link><pubDate>Wed, 17 Dec 2025 00:00:00 +0000</pubDate><guid>https://xyn-1127.github.io/igd301-blog/posts/lab3-roll-a-ball/</guid><description>&lt;p&gt;This Lab 3 follows the Unity Learn Roll-a-ball workflow (Unity 6.3) and delivers a runnable minimal rolling-ball scene: I set up the ground and player sphere in a URP 3D project, configured lighting and materials, and implemented physics-based movement using a Rigidbody together with the new Input System (Player Input).&lt;br&gt;
On top of the tutorial baseline, I added surrounding walls to constrain the play area, and adjusted the camera angle and distance to make the gameplay view more stable and readable.&lt;/p&gt;</description></item></channel></rss>