Posts

Update

 I continue to be part of the simulated training research group focusing on virtual reality, augmented reality. I have recently joined the AI research group nd the Immersive research group for the ambulance service. I add my voice to these research groups as a VR developer conversant in game engine development, as I focus specifically on safeguarding design.  I am currently conducting a basic literature search in this field of research and I am on the mailing groups for various immersive, interactive, AI design and research conferences within healthcare.  These will be added to the literature links in this blog.  I also intend to revisit journals that cover similar topics within academia, entertainment, science and technology as this is likely to reveal further literature that will be useful when underpinning ‘Shepherd’s Shield’… my research project. 

CERN: Interactive-immersive physics visitor center

Image
 

Ai Video : Safeguarding children

 I don’t think about AI as artificial intelligence but more as Computational Statistics (CS). I was thinking that AI or rather Machine Learning (ML) could be deployed to acquire (CS) about a players safety preferences such as the point at which they feel comfortable in proximity to other players etc.. in order for an optimal distance be placed between players for example… and in so doing automate an aspect of safeguarding in virtually real social spaces.  But, the following video offers the very dark and disturbing application of CS, and the dangerous safeguarding consequences thereof in parents posting data about their children online. WARNING ; The video is impactful and has triggers relating to child protection.  https://youtu.be/Yaa6-UZRMD8?si=-5oGurHicN0nmbky

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.