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Experience the Mesozoic Era Like Never Before

An interactive VR museum with AI-driven guides, living animal behavior, and timeline quests.

DESCRIPTION

Our research project is a multi-disciplinary system that integrates virtual reality, artificial intelligence, behavioral simulation, VR timeline and Extinction Event Simulation into a single ecosystem. Its centerpiece is an immersive PaleoVision experience designed for the Meta Quest 3 headset, supported by AI-driven interactions, dynamic animal behavior, and interactive educational features.

AI Virtual Guide
AI Animal Behaviour
KPG Extinction Event Simulation
VR Timeline

PROJECT SCOPE

Literature Survey

Traditional prehistoric education—textbooks, documentaries, and static exhibits—is often passive, text-heavy, and low in engagement, limiting memory retention and attention. Existing VR projects, including 360° videos and animated reconstructions, provide more immersion but remain mostly static and scripted. Advances in VR and AI offer interactive, immersive learning opportunities. Virtual reality enables users to explore inaccessible environments and visualize complex concepts [1], [2], while artificial intelligence supports context-aware and adaptive learning experiences [3], [4]. Studies in STEM and museum contexts show that immersive VR improves comprehension, retention, and spatial reasoning [1], [2].

Previous AI behavior modeling using rule-based systems or fuzzy logic lacks adaptability and realism. Integrating machine learning with VR allows autonomous virtual agents to respond to environmental conditions and social dynamics [5]. Projects such as Dinosaurs and Crvena Stijena VR demonstrate increasing interest in immersive prehistoric simulations but still rely on static storytelling and limited interactivity. This project addresses these gaps by developing an AI-driven, spatially aware VR environment with dynamic animal behaviors , interactive activities, and adaptive learning techniques [4], [5], transforming passive exploration into active, engaging learning.

[1] J. Radianti, T. A. Majchrzak, J. Fromm, and I. Wohlgenannt, “A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda,” Computers & Education, vol. 147, p. 103778, 2020.
[2] L. Jensen and F. Konradsen, “A review of the use of virtual reality head-mounted displays in education and training,” Education and Information Technologies, vol. 23, no. 4, pp. 1515–1529, 2018.
[3] K. MacCallum and D. Parsons, “A design-based approach to evaluating mobile learning: The ecology of mobile devices in higher education,” TechTrends, vol. 63, no. 5, pp. 555–565, 2019.
[4] L. Boer, M. Schwaninger, and A. Hutter, “Artificial intelligence for adaptive learning in museums: Opportunities and challenges,” Museum Management and Curatorship, vol. 37, no. 5, pp. 527–545, 2022.
[5] Y. Li, X. Chen, C. Xu, and S. Zhao, “Virtual reality and artificial intelligence for educational applications: A review,” IEEE Access, vol. 9, pp. 118809–118826, 2021.
Educational Content Including

RESEARCH GAP

AI-Driven Prehistoric Animal Interactions in VR

Existing VR exhibits rarely include scalable and believable AI animals. We propose herd/predator logic with scene-aware behaviors.

Enhancing Memory & Attention in VR Learning

We add timeline quests, spatial anchors, and spaced-recall cues to improve focus and learning outcomes.

Beyond Static Storytelling in Prehistoric VR

From passive viewing to dynamic scenes: reactive narration and hands-on interactions.

Context-Aware AI Guides

Guides read the room: surfaces, exhibit proximity, and player location for natural interactions.

RESEARCH PROBLEM & SOLUTION

Research Problem

Low engagement/retention with static VR exhibits; limited interactivity and adaptive guidance.

Proposed Solution

An AI-guided, scene-aware VR museum featuring dynamic animal simulations, a playable timeline, and memory enhancers.

Research Objectives

METHODOLOGY

1. Prototype & Scene Setup

Environment blockout, interaction patterns, and baseline navigation (teleport + direct locomotion).

2. AI & Simulation

Herding, predator detection, feeding interactions, and narrator triggers linked to exhibits.

3. Evaluation

Usability testing, knowledge retention measures, and iteration.

Testing Group 1
Testing Group 2

Milestones

Timelines in Brief

  • Project Proposal — February 2025

    A Project Proposal is presented to potential sponsors or clients to receive funding or get your project approved.

  • Progress Presentation I — August 2025

    Reviews the 50% completion status of the project, revealing any gaps or inconsistencies in the design or requirements.

  • Research Paper — March 2025

    Describes contributions to existing knowledge, giving due recognition to all referenced work in making new knowledge.

  • Progress Presentation II — August 2025

    Reviews the 90% completion status and demonstration of the project.

  • Website Assessment — October 2025

    The website helps promote our research project and reveals all details related to the project.

  • Logbook — Ongoing

    The status of the project is validated through the Logbook.

  • Final Thesis Document — October 2025

    Evaluates the completed project over the year and includes both individual and group reports.

  • Final Presentation & Viva — October 2025

    Conducted individually to assess each member’s contribution to the project.

Technologies We Use

Meta Logo Meta
Quest 3 Logo Quest 3
Unity Logo Unity
Unity ML-Agents Logo ML-Agents
Python Logo Python
VSCode Logo VS Code

PROJECT RESOURCES

Documents

Presentations

LEARN MORE ABOUT US

Supervisor Mr. Aruna Ishara Gamage
Mr. Aruna Ishara Gamage
Sri Lanka Institute of Information Technology
Faculty of Computing
Co-Supervisor Mr. Nushkan Nismi
Mr. Nushkan Nismi
Sri Lanka Institute of Information Technology
Faculty of Computing
Group Leader M M Ilangameera
M M Ilangamveera
IT21284502 • SLIIT
Faculty of Computing
Group Member Waynath S.P.K
Waynath S.P.K
IT21803420 • SLIIT
Faculty of Computing
Group Member Dissanayake J S
Dissanayake J S
IT21318970 • SLIIT
Faculty of Computing
Group Member Kodithuwakku A.K
Kodithuwakku A.K
IT21231582 • SLIIT
Faculty of Computing