Augmented reality laser tag

Authors

  • Daniel Altman Science & Engineering Magnet Program , Manalapan High School image/svg+xml
  • Daivik Jajoo Science & Engineering Magnet Program , Manalapan High School image/svg+xml
  • Rishith Chandra Kilaru Science & Engineering Magnet Program , Manalapan High School image/svg+xml

DOI:

https://doi.org/10.64804/zbqt1w40

Keywords:

augmented reality, AR, laser tag, Meta Quest 3, virtual environment, colocation, MetaSDK, Unity, OpenCV

Abstract

Laser tag is usually played in large pre-existing arenas that require heavy physical equipment. This can be costly, and inconvenient for casual players who do not want to invest heavily into it. As such, the goal of this project is to recreate laser tag in augmented reality (AR) to improve convenience of playing laser tag while demonstrating the capabilites of current mixed-reality systems. This project will leverage the Meta Quest 3 due to its color passthrough and room-scanning abilities to combine virtual and real elements.

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Published

2026-06-16

How to Cite

Altman, D., Jajoo, D., & Kilaru, R. (2026). Augmented reality laser tag. Journal of Science & Engineering, 2(8), 133. https://doi.org/10.64804/zbqt1w40

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