Overview
As an intern at the Qualcomm Institute, I worked to create an interactive Virtual Reality classroom experience. The 'Smart Classroom' is a digital twin created from a combination of BIM modeling and LiDAR scanning. It consists of many interactive elements including the SmartDesk UI, imported/grabbable artifacts, a functional whiteboard, and multiplayer capabilities.
Modeling
From physical space to digital twin.
Given a Revit model of Qualcomm Institute, we used a Datasmith workflow to import the reconstructed building into Unreal Engine whilst maintaining all of the Revit materials, metadata, hierarchy, geometric instancing, lights and cameras.
After importing the Revit model, we had a general layout of the classroom. However, some of the scaling and dimensions of the room were dated and not exactly accurate to the actual classroom. Using a 3D laser scanner, we captured a Point Cloud which we imported into Unreal Engine. We were then able to scale, adjust, add, and fix any elements of the room that were not displayed by the original Revit model.
Once the general layout of the room was established, we used BIM repositories to find accurate stationaries to furnish the classroom. We downloaded these BIM objects into Revit and using Datasmith imported them into Unreal Engine.


1.0 Real-Life Classroom (Reference) — Images


2.0 Point Cloud Scan Images


3.0 Revit Complete Building Model & Render (w/ lights) — Images
Interactivity
Making the classroom come alive.
An integral component of the Smart Classroom was implementing interactive elements that students and professors alike could use to create new learning experiences in VR.
We developed a SmartDesk that is functional in writing, drawing, accessing files, and web browsing. We also implemented an interactive whiteboard where multiple people are able to draw and interact simultaneously. In addition, we introduced the ability to import scanned archeological objects (artifacts) that were interactable.
To emphasize interactivity, we scaled the classroom to be a 1:1 mapping of the physical and VR space. This allowed us to walk freely throughout not only the classroom, but the entire first floor in VR — knowing exactly where and what was around us physically.
We also introduced and tested the implementation of MetaHuman avatars for multiplayer interaction.
User Interface
Designing for VR simplicity.
In designing the UI, we centered our style guide around Neumorphism. The soft visual of neumorphic UIs was appealing, and after speaking to other students it was clear that simplicity was key in providing a good user experience — especially in VR.
There were several key benefits we found important in creating a neumorphic user interface for VR. Most importantly, it allowed us to be cohesive through all screens and widgets whilst accelerating the process of conceptualizing, building, testing, and iterating new screens. This was imperative as we not only had to design the UI but also figure out how to develop and import it into the Smart Classroom and anchor it to the desks.
When brainstorming the Smart Classroom Desk Interface, we wanted to prioritize specific widgets tailored towards the student's experience. Through conducting user interviews, we decided to focus on these key widgets: File Inbox, Notes, Drawing, Chat, Whiteboard, Audio, and Settings.
4.0 Smart Desk UI — Usability Test
Retrospective
Bridging physical and virtual learning.
The Smart Classroom project demonstrated that virtual reality can meaningfully enhance the educational experience when thoughtfully designed. By combining precise digital twin modeling with intuitive UI design, we created an environment where students could seamlessly interact with both the space and each other.
Key takeaways:
- Precision matters — The combination of BIM modeling and LiDAR scanning was essential for creating a believable 1:1 digital twin.
- Simplicity in VR — Neumorphic design principles translated well to VR interfaces, reducing cognitive load for users.
- Interactivity drives engagement — Features like the SmartDesk, interactive whiteboard, and grabbable artifacts made the virtual classroom feel alive.
- Multiplayer is the future — Real-time collaboration in VR opens new possibilities for remote and hybrid learning.