Posts

Safeguarding : VR Player and environment design

 How can virtual reality player safe space design data be captured and analysed ? I am considering the many different ways in which safe player spaces could be designed in VR. I am thinking about how I might protect the player when viewing challenging, emotive story content. While considering how and when I might apply various design devices when designing various white box model prototypes.  I am also beginning to research how and why I might set up effective data capture systems as part of the user research and analysis pro.  My primary concern is the sense of safety that players feel when encountering challenging emotive content to offer protection when viewing potentially distressing scenes, encountering objects that are indicative of the narrative and other player characters. Focusing on players physical and emotional safety as a primary objective will help when designing prototypes that test the solutions applied. I will then be able to experiment with different env...

Safeguarding : Brief Design a Narrative HMD VR Training Experience for mental healthcare practitioners.

Image
 To test some of the research, assumptions and questions that I have discovered recently, I decided to write a simple brief so that I could conduct a little practical R&D.  Brief:  Design a Narrative HMD VR Training Experience for mental healthcare practitioners, that immerses learners in a story that presents different aspects of Opioid Addiction.  I should be able to sketch out some initial concepts and then construct a simple white box model prototype in Unity.  Oscillating between practice and theory / theory and practice, is a technique I use in the initial concept development stage when I try to acquire as much research theory and practical examples as possible (depending on time) * *Research and Development is one of the most enjoyable stages of development and could easily continue beyond the economic constraints of a project which is why I love to tinker with these things in my own time  ;)  Opioid Addiction Opioid Addiction is traumatic… ...

Brief Research

  Hypothesis A Narrative (Cinematic) HMD VR Immersive experience is more effective than other modes of TEL Delivery because experiential, interactive, open-ended exploration leads to highly effective knowledge acquisition, retention and application in practice, when engaging with story-based mental health learning content.  more effective than passive learning.  supports training practitioners knowledge acquisition, retention and application of challenging mental health topics (Example opioid addiction) learning content more effectively Research Question Can HMD VR Environments be designed to safely immerse mental Healthcare practitioners in learning experience that explores challenging mental health topics more effectively than alternative modes of delivery ?  Trauma and Safe Immersion  HMD VR (Cinematic) Narrative Design  Research Location    Located in the triangulation between :  1. TEL Design : Mental Healthcare and Wellbeing Training an...

Users perspective

To experience challenging narrative in a safe way, I am thinking about design decisions that would positively support the affects of protection, agency and control. Decision that foucs on how to protect the  learner from the negative affects of the experience. Considering things like ‘prospect and refuge’ in addition to or instead of, user interface design.  I will need to consider Narrative and how this is directed by the VR Environment design, considering any negative consequences if the immersion on the player. I am initially thinking about two design solutions that would create a ‘safe space’ for the player and also allow the player to exit the screen immediately they no longer want to be there, so for example adding a visible UI that includes an emergency exit button (other than removing the HMD). This may afford the player a sense of safe detachment and agency to control their experience. 

Safe spaces : Prospect and refuge in VR design - safeguarding

Image
 Beginning with the GDC presentation on Spatial Cinematography, I am going to focus on how virtual spaces use ‘prospect and refuge’ in the design of a game environment.  I want to look at this to follow on from the previous post where I considered how an environment affects a negative emotion in a player in horror games.  I am interested in whether prospect and refuge could support the player in helping them to feel safe when immersed in a challenging story that deals with a serious mental health condition such as substance abuse. The challenge is to provide a safe space for the observer without them feeling too vulnerable to the scene they are viewing. I think that the 4th wall would usually provide this protection in a screen based mode of presentation.  Because of this, I am looking at examples of prospect and refuge in apps that support mental health in virtual reality experiences and how they do this. To begin with I am looking at VR experiences like Guided Medi...

Does the design of VR environments affect the mental health of players/learners?

Image
  During the pandemic, I was very thankful to living where I live in the heart of the welland valley; a heartbeat away from open green spaces, rolling hills, brooks and valleys. I was able to get out daily and walk the dog, which greatly helped.  Approaching a research methodology    In thinking about my own experience, and those I talk with in a personal and professional capacity; I am acutely aware of maintaining objectivity in a research process. This is challenging to do, but is possible when taking an academic approach.  I am not an expert in mental health but I do know how to construct a virtual environment. My claim to authority is that I have been researching immersion and using virtual tools since 2007. I can construct a virtual experiences using unity game engine and can compare virtual environments with those I have worked in, in the natural world. I do so to  examine things like spatial human interaction and navigation while experimenting with, ...

Safeguarding : Deconstructing horror VR games

Image
  Looking at Screen Based and HMD VR, I began by looking at faiths Horror Design toolkit. As Mason Smith of Airdorf games talked about story and affect, in his horror game development, I considered that as horror games are intentionally scary and frightening, What affects are deployed in terms of mechanics, narrative and affect ?  It could be problematic, thinking about fear inducing games as entertainment. Horror games could be considered exploitative or maligning of mental health conditions but in these instances players are choosing to be frightened as they feel as if they are in safe place in reality. Given that this is a difficult thing to think about, I still think that the horror game genre has some really valuable information in them that could be used to design positive experiences, or conversely, presenting negative mental states in a safe way.  What do you want the players story to be and how do you want them to be affected ?  Protection: In The video Spat...