diff --git a/public/index.html b/public/index.html
index 2cca8739307cfe6e7ed9c82c06aa3c5f75f273d5..08a1cd299009cfacd8e36349863004a0a288e434 100644
--- a/public/index.html
+++ b/public/index.html
@@ -13,7 +13,7 @@
 
 <!-- Starting an immersive WebXR session requires user interaction.
     We start this one with a simple button. -->
-<button onclick="activateXR()">Start Torus</button>
+<button onclick="activateXR()">Start HOuse</button>
 <script>
 async function activateXR() {
   // Add a canvas element and initialize a WebGL context that is compatible with WebXR.
@@ -24,7 +24,7 @@ async function activateXR() {
   const scene = new THREE.Scene();
 
 // Define the vertices
- var vertices = new Float32Array([
+ const vertices = new Float32Array([
             -1.0, 0.0, 1.0,  // P0
              1.0, 0.0, 1.0,  // P1
              1.0, 0.0, -1.0, // P2
@@ -37,7 +37,7 @@ async function activateXR() {
         ]);
 
         // Define the indices for the walls
-        var wallIndices = new Uint16Array([
+        const wallIndices = new Uint16Array([
             0, 1, 5, 0, 5, 4,  // Front face
             1, 2, 6, 1, 6, 5,  // Right face
             2, 3, 7, 2, 7, 6,  // Back face
@@ -46,7 +46,7 @@ async function activateXR() {
         ]);
 
         // Define the indices for the roof
-        var roofIndices = new Uint16Array([
+        const roofIndices = new Uint16Array([
             4, 5, 8,  // Front roof face
             5, 6, 8,  // Right roof face
             6, 7, 8,  // Back roof face
@@ -54,22 +54,22 @@ async function activateXR() {
         ]);
 
         // Create the wall geometry
-        var wallGeometry = new THREE.BufferGeometry();
+        const wallGeometry = new THREE.BufferGeometry();
           wallGeometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
           wallGeometry.setIndex(new THREE.BufferAttribute(wallIndices, 1));
 
         // Create the roof geometry
-        var roofGeometry = new THREE.BufferGeometry();
+        const roofGeometry = new THREE.BufferGeometry();
           roofGeometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
           roofGeometry.setIndex(new THREE.BufferAttribute(roofIndices, 1));
 
         // Create materials for walls and roof
-        var wallMaterial = new THREE.MeshBasicMaterial({ color: 0x8B4513, side: THREE.DoubleSide });
-        var roofMaterial = new THREE.MeshBasicMaterial({ color: 0xFF0000, side: THREE.DoubleSide });
+        const wallMaterial = new THREE.MeshBasicMaterial({ color: 0x8B4513, side: THREE.DoubleSide });
+        const roofMaterial = new THREE.MeshBasicMaterial({ color: 0xFF0000, side: THREE.DoubleSide });
 
         // Create the wall and roof meshes
-        var wallMesh = new THREE.Mesh(wallGeometry, wallMaterial);
-        var roofMesh = new THREE.Mesh(roofGeometry, roofMaterial);
+        const wallMesh = new THREE.Mesh(wallGeometry, wallMaterial);
+        const roofMesh = new THREE.Mesh(roofGeometry, roofMaterial);
 
         // Add the meshes to the scene
         scene.add(wallMesh);