Spatial Memory: NYU IDM Thesis
中A VR spatial memory album: browse and step into 3DGS-captured personal spaces using hand-tracked microgestures on Meta Quest 3.
Overview
My thesis explores a new format for preserving and revisiting spatial memory: a personal album of 3DGS-captured places, experienced in VR on Meta Quest 3. Each entry is a real space from my life, preserved as a navigable 3D environment. The viewer puts on a headset, learns the gesture controls through a guided onboarding, then browses an archive of photo cards organized by category. Select a card, and the flat preview dissolves into a full 3D space around you. That transition, from looking at a memory to standing inside it, is the core moment.
Why This Project
I’m a stage lighting designer. The way I perceive the world is through space: how light fills a room, how a place feels when you’re standing in it.
I’ve noticed this about myself: when I remember someone, I don’t always remember what we talked about, but I remember the scene, the space, the light, the feeling of being there. Photos and videos capture what a place looked like, but they’ve always felt like they’re missing something: the sense of actually being surrounded by a space.
3D Gaussian Splatting can preserve space itself. VR lets you step inside it. One preserves, the other lets you return. This project started from that gap, and from a personal need to hold onto the spatial quality of memory that flat media can’t carry.
Core Inquiry
One captured space is a tech demo. Multiple captured spaces, held together by a browsing and transition system, become a medium.
The question shifts from “can you revisit a memory?” to “can spatial memory be collected, archived, and revisited the way we flip through a photo album, except each page is a place you walk through?”
The Archive
The album currently holds 19 spaces across three categories:
Travel (15 spaces)
| Space | Location |
|---|---|
| City Square | Amsterdam |
| Beach | Okinawa |
| Beach | Santa Monica |
| Liberty Square | Taipei |
| Marina Bay Sands | Singapore |
| Mirror Sphere | Amsterdam |
| River Gorge | New Taipei |
| National Concert Hall | Taipei |
| NTU Campus | Taipei |
| Sensoji Temple | Tokyo |
| Salt Fields | Tainan |
| Boulevard | NTU |
| Canal | Wuzhen |
| High Line | New York |
| Nankunshen Temple | Tainan |
Personal (3 spaces)
| Space | Location |
|---|---|
| Apartment | Brooklyn |
| Rooftop | Brooklyn |
| Home | Taipei |
Motion (1 entry)
| Space | Type |
|---|---|
| Camel | 4DGS sequence |
The Experience
- Onboarding: a guided 4-step walkthrough with video tutorials and voiceover introduces the gesture controls (palm menu, swipe to browse, swipe to switch categories)
- Carousel: photo cards appear in a curved arc. Browse with thumb swipes left/right, switch categories with up/down. The 3DGS scene dims when the carousel is open so cards are easy to read.
- Transition: select a card. The carousel fades, the scene transitions, and the new 3DGS space loads around you.
- Exploration: look around, walk through the space. The spatial memory surrounds you.
Documentation
Technical Approach
Capture: iPhone / 360 camera → RealityScan (point cloud) → PostShot (3DGS training)
Runtime: Unreal Engine 5 + PuerTS (TypeScript) + Meta ISDK (hand tracking) → Meta Quest 3
Interaction: Hand-tracked microgestures via Meta Interaction SDK. Palm menu toggle, thumb swipe navigation, ray-based card selection. All interaction logic written in TypeScript via PuerTS; Blueprint handles gesture detection.
NYU IDM MS Thesis, Spring 2026
Recent Updates
Week 10: Narration, Onboarding v2 & Final Demo
Apr 5Recording narration stories for 8 spaces, rebuilding onboarding as single demo video with synced text overlay, and capturing final VR demo.
Week 9: Thesis Draft Feedback
Mar 30Professor Camila's written feedback on the full thesis draft: strengthen the memory layer, revise abstract framing, expand UX/UI discussion.
Week 8: Writing the Thesis
Mar 281-on-1 feedback, thesis draft revision: rewriting the abstract, articulating the 3DGS-memory connection, and merging light and sound into one design layer.