Möbius Floe

  About the Project Möbius Floe is an immersive virtual reality game designed as a tool to help chronic and acute pain patients lower their pain and anxiety. Patients are immersed in a virtual wintry setting where they hike through snowy paths and trails, experiencing action-packed encounters. They are presented with a world so captivating, and with the help of a head-mounted display and noise-cancelling headphones, they feel as if they’re inside or part of the world itself. The game includes tasks that stimulate the patients’ working memory and keep their attention constantly focused forward, stimulating cognitive and sensory capacities to effectively distract them from short-term pain. I worked on Möbius Floe as my undergraduate honours project. In April 2014, I was selected as one of 6 students to receive the annual SFU FCAT (Faculty of Communication, Art and Technology) Undergraduate Fellowship Award for my research and work for the SFU Pain Studies Lab. For more information about my research, please visit my research blog. Responsibilities Game-design and patient related research Researched about patients’ needs and helped implement game design concepts accordingly Proposed and implemented tutorial segment to allow non-gamer patients to learn about gameplay Game development Contributed extensively to project ideas […]
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  About the Project Players enter an immersive mental hospital space to experience what goes on in the minds of people with mental disorders, to understand and empathize with these various individuals. Our goal for this project is to allow players to experience the hidden pains and involuntary moments that these patients go through, as opposed to the 'horror' approach often used by game designers when it comes to games with the mental asylum theme. Our game will act as an educational tool for modern society. Each scene in our environment delivers various events that will depict a certain type of mental disorders. For our project, we have chosen schizophrenia, ADHD, and depression as the three main types of mental disorders to be experienced. Subtle storytelling through players’ interactions with different objects and environments will allow the players to examine the thoughts or motivations behind the actions of the mentally ill, as well as understand the behaviours of specific mental symptoms. In the “Depression Room” example, sad voices and sounds as well as the dimming or desaturation of the room recreates the mood of someone feeling depressed. Responsibilities Concept/Idea | Narrative | Asset Modeling | Scripting & Animation | Photo-manipulation […]
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