Student Projects Showcase at IndiaHCI 2026

Student projects from the IMXD Lab courses, showcased at IndiaHCI 2026.

Browse Projects:


Zoobie Doobie

VR Quest Unity Rowing-Movement

Team: Rohit Waghmare, Swapnanil Das, Kanishk Kamal, Riddhi Ashokkumar

Zoobie Doobie is an interactive virtual reality (VR) installation that explores themes of physical vulnerability, emergency situations, and improvised resourcefulness known as jugaad within a flooded domestic environment. In this experience, the player takes on the role of a young adult who is stuck due to a leg injury and wakes up to a flooded studio apartment filled with electrical dangers. Limited in mobility, the player must navigate the rising water by sitting on a pillow raft and using a crutch as an oar. This project offers a new seated 6DoF crutch-rowing experience, combined with realistic water interactions and floating hazards. By requiring physical effort and everyday props to manage the escape narrative of turning off running taps, the installation moves away from traditional gaming mechanics. It encourages players to engage in embodied roleplaying, fostering empathy and spatial resilience.


ME’OW

VR Quest Unity Arm-Swinging-Movement

Team: Tanushree Pillai, Ajay Babu, Shrestha Sharma, Arpit Singh

Me'ow is a VR game told from a cat’s point of view. You play as Me, a friend of Ow. They’ve always been together until Me is forcefully taken to a new home, leaving Ow behind. Me doesn’t want a new life. Stuck inside with the new owner Barry, Me comes up with a plan - make the house such that Barry can’t take it anymore.

The core mechanic revolves around destruction and making a mess. The goal is to have fun and create enough mess to push Barry’s frustration meter to its limit. Too little, and he just cleans up. You have to do whatever it takes to go back home.


Patchwork

VR Quest Unity Joystick-Locomotion

Team: Rajenshu Raut, Upasana R., Yuvraj Chauhan, Manan Soni

Virtual Reality typically maps controls 1:1 to the user’s body to avoid motion sickness. This paper presents an experimental VR framework that deliberately mismatches perceived and actual movement, using a body-horror setting where players remotely pilot detached hands from a fixed vantage point. Initially difficult, the control scheme grows rewarding with play, showing that deliberate motion mismatch is a viable way to expand VR’s interaction design space.


Khat-Phat

VR Quest Unity Arm-Swinging-Movement

Team: Snesha Roy, Megh Bora, Prajwal Dhiman, Kanak Kothawale

VR experiences have widely been explored through new ways to look around and locomote. Not many experiences play around with auditory immersion as the primary interaction medium in a VR experience. ‘Khat-Phat’ is a first-person VR game in which a child enters a neighbour's backyard to retrieve a cricket ball without waking the sleeping uncle or alerting his dog. The player navigates a densely cluttered rural Indian backyard where ordinary objects become sources of risk through their physical and acoustic properties. Apart from visual detection, the experience accumulates disturbance from player interactions, gradually changing the state of the uncle and dog. Through this game, we intended to explore sounds as the primary interaction system itself rather than as ambient property.


BO!NK

VR Quest Unity Room-scale-Movement Muliplayer-Game

Team: Sagnik Ghosh, Kaustubh Kaushal, Yuva Gharat, Aakanksha Singh

BO!NK is a two-player VR game where players take on the roles of Minion Kings who compete to take control of floating islands. Each player commands a set of colourful minions that can be grabbed, thrown, stacked, and repositioned across the islands.

Players move between islands, build towers with their minions, and disrupt their opponent's towers to gain control. As the state of the world changes, players must decide when to strengthen their own position and when to interfere with their opponent.

Conflict and challenge emerge primarily from player interactions, creating unpredictable situations and new strategies that make each round replayable.


Twelve Steps Down

AR Graphic-Novel Unity

Team: Kimaya Itkarkar | Aakanksha Singh

Twelve Steps Down is a physical, hand-illustrated book whose story changes direction depending on how it is read. Read forward, page by page, in print, it tells the story of Nishira, a seven-year-old haunted by nightmares and unexplained occurrences following her mother’s death. Read a second time, from the last page back to the first, this time through an Augmented Reality (AR) camera, the same twelve illustrations reveal a second, hidden narrative: that Nishira herself caused her mother’s death, and that what she has taken for haunting is her own guilt returning to confront her. The project uses AR not as a decorative layer added onto a book but as the structural device that allows a single set of visuals to carry two directionally opposed narratives. It was built using Unity and the Vuforia Engine SDK for marker-based tracking, pairing illustration, and interaction design to explore what a story can do when it is allowed to be read in more than one direction.


A Celebration – a VR experience of a painting

VR Unreal Engine Installation

This is an inter-media interactive art experience. In this exhibit, the audience get to view an original painting by the artist Nandhini Sreekumar, followed by a chance to step inside the painting and experience it spatially in a 6DoF Virtual Reality environment, with interactions and a narrative. The experience was created in Unreal engine, applying novel techniques of character scanning, stroke based texturing by the artist, and the concept of 2D art being a spatial interactive environment.