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The logo of imec, the institute that organized the call for the project.

PATRONUS Panic Coach

Client: IWT

Date: March - May 2018

Duration: 18 man-days

This mobile coaching prototype simulates guiding a patient with claustrophobia or general panic disorder who is following VR exposure therapy sessions. The prototype was developed as part of the PATRONUS research project in conjunction with a VR exposure therapy prototype that we developed.

Screenshot from the Brussels Airlines app, after Cousteau integrated the solution from our Proof of Concept in their application.

360 Video Navigation

Client: Cousteau

Date: Jan - Feb 2018

Duration: 9 man-days

Technical prototype in which we developed a solution to allow creating 360 degree animated content by combining a 360 degree image with a video cropped from a 360 degree video. This technical solution was used by our client in a project for Brussels Airlines in which they showcased various features of the in-flight experience.

VRReliever Prototype

Client: XRHealth (formerly VRHealth)

Date: Nov - Dec 2017

Duration: 8 man-days

Windows Mixed Reality prototype to distract people having surgery by having them watch videos of their choice. The surgeon can send the patient messages during surgery or adjust the view in VR.

A screenshot of the Buggy Blasters HoloLens game prototype, showing the multiplayer gameplay with buggies of the red and blue team driving around in the PreviewLabs office.

Buggy Blasters

Client: Cronos Groep

Date: Dec 2016 - Dec 2017

Duration: 91 man-days

Mixed reality prototype for the Microsoft HoloLens in which you can drive a virtual ‘radio controlled’ car around in the real world, colliding and interacting realistically with real-world objects.
The prototype featured online multiplayer, which also worked in case the two players were in the same room, observing the augmented reality content collectively in a shared experience. This prototype was the first multiplayer experience on the HoloLens store.

Screenshot of the HoloLens tech support demo, in which you are in a simulated Skype call.

HoloLens Tech Support Demo

Client: Cronos Groep

Date: Nov 2016 - Sept 2017

Duration: 32 man-days

HoloLens prototype, exploring how someone wearing a HoloLens could call in the help from a person supporting them remotely from a regular computer – while allowing to share their view. The remote support person could walk the HoloLens user through maintenance steps of a complex machine. In a second iteration, the prototype was adjusted to serve as a tool to help Cronos’s business developers sell HoloLens solutions integrated. In this iteration, the recognition of images in the real-world environment using Vuforia was added.

Forklift Operator

Client: Human Condition Safety

Date: Dec 2016 - Jan 2017

Duration: 34 man-days

A virtual reality prototype for a forklift safety simulator in which people are able to drive a forklift while learning (and failing) in a safe way. The virtual forklift is controlled with foot pedals and the HTC Vive controllers. Camera inertia physics were implemented to increase realism and reduce motion sickness. Triggers and consequences in the project are built in a modular way, so it’s easy to new training environments.

Create

Client: Seyenapse

Date: Oct 2016 - Jan 2017

Duration: 25 man-days

Become a skilled alchemist in this Gear VR and Google Cardboard prototype. Select basic elements and combine them into more complex ones. Craft your own objects by snapping a picture of them and defining their ingredients. You can also try to create elements and objects made by others. While you’re busy crafting stuff, you can see the ghosts of other players.

VU.City logo

VU.City Technical PoCs

Client: VU.City

Date: Feb - Dec 2016

Duration: 29 man-days

A series of technical proofs of concept for VU.City, an application which offers a ‘digital twin’ that city planners can use, e.g. to look at the direct impact of a new addition to an existing city. This included a building shape modeling tool, a camera placement tool, a coordinate conversion system, and a 3D distance measuring tool.

Idler prototype

Client: Wargaming

Date: November 2016

Duration: 9 man-days

Mobile casual game prototype, allowing our client to evaluate a unique hybrid of a match-3 puzzle game and other gameplay mechanics in a single iteration.

Cartes

Client: Yale University - Department of Mathematics

Date: September 2016

Duration: 35 man-days

This prototype, based on an idea of our client, is designed for use in a class setting and reinforces basic knowledge of math functions for incoming undergraduate students at Yale. In an artillery-style game, two people battle each other using function graphs. First, both players place traps on a grid. Second, they take turns to combine playing cards and form a function. Then they unleash it to destroy the other player’s traps.

Sound Naples

Client: Second University of Naples

Date: Aug - Sept 2016

Duration: 12 man-days

This web-based research prototype was collaboratively developed for the Department of Architecture and Industrial Design at the Second University of Naples. In the prototype, users explore a simulation of the Piazza Vittoria in Naples, Italy. Each user experienced one of four different traffic and street design scenarios, by completing a number of tasks. At the end of each task, users were presented with a survey screen, gauging for their perception of the soundscape in various locations of the Piazza. PreviewLabs’s work primarily focused on the user interface, data logging, and database setup.

Screenshot of the end result of the Geometry Creation Tool for VU.City, after they implemented it in their solution.

VU.City Geometry Creation Tool

Client: VU.City

Date: Aug - Sept 2016

Duration: 10 man-days

Technical prototype allowing users to draw arbitrary polygons and extrude them to the chosen height. Used to represent buildings in our client’s urban planning software, allowing to evaluate spatial organization.

Famine Ties

Client: Quinnipiac University's Irish Great Hunger Museum

Date: Jan - July 2016

Duration: 13 man-days

This game prototype about the hardships of the Irish Great Hunger resulted from a brainstorm session organized by PreviewLabs, and was developed collaboratively with Quinnipiac University students. In the game, the player takes turns feeding a child living in 1845 and their present-day descendant. Both characters are dealt cards with food items and cures that were present during the famine.

wE-MOVE: Shapes and Rhythm prototype

Date: Dec 2015 - Jun 2016

Duration: 30 man-days

A fun rhythm-based game as a replacement for conventional mirror therapy, for rehabilitation of fine hand motor skills. In Shapes and Rhythm, the players have to position their hands so they fit certain hand posture shapes, without hitting the edges. By using Virtual Reality in combination with the Leap Motion sensor, players are tricked to believe that their disabled hand is performing the right motions, speeding up the recovery process. The prototype includes in-game data collection, for a pilot study at Ghent University.