08-08-2018 07:03 PM
08-13-2018 11:01 AM
08-13-2018 11:03 AM
Evolvr is a VR self-improvement hub, that can be thought of as a "healing center" and training tool.
We are very excited to announce we will be releasing this app for FREE on the Oculus Rift - users will have to register to reach our tools in the app, but we will be making this title free in order to reach more users with the powerful benefits of our modules.
Customers are tired of regular “brain training” apps and games, with Evolvr you can Self-improve with therapeutic game experiences! We worked on Pillars this week and are putting these forward:
EVOLVR_OCULUS PILLARS
1. gamification of self-improvement =
-mood & energy modulation tools are "destinations" via the central hub
-exploration with unexpected events
-user earns avatar upgrades / other assets as incentive
2. social/cultural layer =
-cultural games in destinations
-distant characters modeling behavior
-featured cultural charters teach use of tools in each destination
3. AI-assisted guidance & levels progression
-avatars give time-sensitive and "smart" responses based on user participation in modules
-destinations progress user in each culture-based game intelligently based on skills assessment
-Feedback Tracking in each destination (ex. Emotional Tracking) This helps track effectiveness of each module
The user will enter the central environment which connects different therapy modules. These modules have tailored experiences with audiovisual content that are natural, organic, and even abstract using principals from therapeutic gaming and music therapy.
Upon entering the pleasing and serene main environment, the user will encounter an AI-driven avatar that the user can customize, speak to (using Rift mic built-in), and get intelligent responses from. The avatar will “evolve” with the user over time. The avatar will serve as a guide or guru that can detect and direct the user toward an appropriate module based on intake questions, triggers (like time of day), and user behavior.
By utilizing the center over time, the user can monitor their emotional state, physical performance, and other health measures. Additionally, in the main environment, the user will encounter creative ways for viewing and gaining insights from the analysis of their performance data gleaned from the individual modules that they can enter/teleport into. Here too in the main hub, the user will be able to provide feedback about their experience with the modules (so the development team can push improvements and additional modules in the future to our application).
Finally, over time, the user will encounter “unexpected events” in the main healing center environment to increase the novelty of the experience and break the monotony of using the same modules over time. This can include mini-interactions involving cultural learning experiences, like coloring mandalas in VR.
This module has a gamification of rhythm, reaction time, and visual-motor processing skills. By engaging in several game play modes, benefits to the user may include, “increased speed and accuracy of attention and visual special abilities improved learning and memory, executive functions, problem-solving skills and creativity”. Also included increased diligence and persistence. More on this to come next week.
08-13-2018 11:09 AM
Hello all,
This week is going to be a short update as well. There are a ton of due dates coming up for Verge! There’s everything from a mobile non-VR game, Enter the Reveries, going into another beta round this evening. There’s a women in computing VR challenge I’m helping out with, and there’s the medical VR project that just completed an experiment and is looked by quite awesome these days.
Not much progress on The Warrior Within but it’s going to bump up in
Priority in a few days. But there are lots of ideas floating about. I’ve recently reconfigured my office so that I can use my 60” display for VR development. And also played with configuring my oculus rift so that it can see me when I turn around. I’ve been testing my game on VIve so far and hadn’t really considered the limitations of oculus tracking before now. But I think now I can get a pleasant play experience from it, even in an about-face position.
For now I’ll just reiterate how excited I am for the wave of art coming in, especially after Enter the Reveries ships, since the art is really dependent on the ship of that game (I’m bartering with a friend of the company)!
08-13-2018 12:02 PM
08-13-2018 02:00 PM
Week 6
This week I began prototyping 3dof tools for the Go. I began with a saber, a wand, chopsticks, and a hammer. For my game, I want to break free of the typical controller with a laser pointer, so I am continuing these experiments until I get both a nice collection and a solution for my application. Personally, I really enjoyed the hammer and the chopsticks. This week I am going to grow this tool kit and do some play testing to see what other find satisfying.
That's it for this week. Thanks for reading!
- Ciera
Oculus ID: Ciera_Jones
Instagram/Twitter/Facebook/Medium: @cieraej
Email: ciera.jones.cj@gmail.com
Website: cierajones.com
08-13-2018 02:14 PM
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