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HELLSMOKE Feasibility Study

Client: Pleiadian Systemss

Date: Feb - March 2021

Duration: 12 man-days

Feasibility study in which we aimed to determine the best approach for a general simulation involving gas, smoke, and fire that would be able to run on an Oculus Quest 2 virtual reality headset. The results were used to gain insights in the cost to build such a system for training of fire fighters and gas utility workers.

Distracted Navigator

Client: University of Michigan

Date: 80 man-days

Duration: March 2019 - Dec 2020

Prototype which originated from a PreviewLabs-led brainstorm session aiming to come up with ideas to educate about distracted driving. The prototype was developed in four iterations and lets the player discover how their ability to navigate a spaceship is impaired by various distractions.

Distracted Sorter

Client: University of Michigan

Date: November 2019

Duration: 10 man-days

In this prototype, the player smashes rocks in VR to obtain gemstones, and then needs to sort them by shape and color. After playing for a while, some distractions are introduced: pressing a sequence of buttons, and chasing away a ghost. The prototype was one of three concepts originating from a PreviewLabs-led brainstorm session, aiming to come up with ideas to educate people about the dangers of distracted driving.

Screenshot of the Invite Only VR prototype, along with four of the accolades the project received.

Invite Only VR

Client: Yale play4REAL XR Lab

Date: Dec 2017 - Nov 2019

Duration: 191 man-days

Brainstorm session and six iterations for a vaping prevention game prototype for a large research study at Yale, sponsored by Oculus VR. In the game, players learn to understand the dynamics of peer pressure, practice strategies for refusing, and gain knowledge about vaping. While early iterations of the prototype used the Samsung Gear VR, later iterations used the Oculus Go.

Pain Buddy prototype

Pain Buddy

Client: UC Irvine

Date: Nov 2016 - Aug 2019

Duration: 148 man-days

In Pain Buddy, children with chronic pain are incentivized to complete a standardized assessment to allow following up on their pain levels and making timely adjustments in their care. We achieved this by making the assessments playful, and rewarding the kids with points which they can use to customize their avatar as well as to play various minigames we designed. Work included six iterations as well as support work in the years afterwards as our client used the prototype to study a large amount of kids in a hospital setting.

Distracted Cook

Client: University of Michigan

Date: April - May 2019

Duration: 11 man-days

In this prototype, the player slices ingredients in VR while following recipes like a cook, while encountering all kinds of distractions – including burning food and smoke alarms. The prototype was one of three concepts originating from a PreviewLabs-led brainstorm session, aiming to come up with ideas to educate people about the dangers of distracted driving.

Screenshot of the Patronus VRET prototype for Virtual Reality Exposure Therapy - showing a scenario in which the user with claustrophobia takes a seat in a virtual car.

PATRONUS VRET

Client: IWT

Date: March 2018 - Jan 2019

Duration: 54 man-days

Two iterations for a Virtual Reality Exposure Therapy (VRET) prototype for HTC Vive and Google Cardboard in which an elevator scenario and in-car traffic scenario was created. The scenarios were highly customizable to allow matching the various aspects that could trigger anxiety in test subjects suffering from claustrophobia and panic disorder.

Screenshot from the Opioid Prevention Game prototype, where the subtitles of the character's voice read "I need some pills!".

Opioid Prevention Game

Client: Edification Project

Date: May - Sept 2018

Duration: 16 man-days

This prototype explored how the effects of recreational opioid usage could be portrayed through storytelling and simulation in VR in which you adopt the point of view of a teenager experimenting with the drugs. The prototype was also used for pitching purposes.

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

Tagged ,

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.

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.

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.

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.

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.