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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.

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.

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.

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.

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.

Screenshot of the A Life Well Traveled prototype, showing how the tools developed are used in the Unity Editor.

A Life Well Traveled

Client: Curiious

Date: Jan - Feb 2016

Duration: 21 man-days

Three iterations of a technical proof of concept where we created a system to allow artists to set up navigation in a virtual reality environment, and to display 360 videos. Both Oculus Rift and HTC Vive were supported.

wE-MOVE: Machinist prototype

Date: October - December 2015

Duration: 15 man-days

Rhythm-based game replacing conventional mirror therapy, speeding up the rehabilitation of fine hand motor skills in stroke patients. In Machinist, the player sits behind the control panel of toy factory and operates various controls using hand gestures. 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, which speeds up the recovery process.