Website: click here
Aesthetic: Training simulation
Platform: Oculus Rift + Microsoft Kinect 2.0
Game Engine: Unity
Development Time: 3 Months
Team Size: 5
Role: Interaction Designer + Prototyper, Experience Designer
Tasks + Responsibilities:
Application Experience Tips + Guidelines: Click Here
Application User Manual: Click Here
Final Presentation Slides: Click Here
Re-Present is a semester-long project held at Carnegie Mellon University’s Entertainment Technology Center during Fall 2018. The project’s clients are Kim Hyatt – a CMU professor who teaches Strategic Presentation Course at the Heinz College of Information Systems and Public Policy, and Dave Culyba – a professor at the ETC. The project’s goal is to design and deliver a Virtual Reality application that help students improve their public speaking skills – in terms of Body Gesture, Eye Contact, and Vocal Delivery – through practice and reflection.
The experience is divided into 2 distinct modes.
The first is the Practice Mode, a recording booth in which the User practices and records his/her presentation performance.
Once finished, the performance is then stored and replayed in the Review Mode , in which the User reviews his/her performance by re-experiencing it from the perspective of an audience.
There are many ways each individual goes about improving the delivery of their presentation. One of the most common methods is to Practice first, record the Practice, play it back to Reflect on the mistakes, re-iterate the Practice, and so forth.
When performed on a regular basis, this iteration cycle is extremely effective in identifying and correcting one’s mistakes – even the ones one may not even be consciously aware of. However, the Reflection process has proven to be bothersome, as it requires conscious effort to video-tape oneself and manually self-identify the problematic moments by playing through the entire video clip. The fact that one may not even be aware of his/her flaws compounds this problem further, leading to situations where one would go on practicing without effectively building upon the subsequent practice sessions.
Our strategy is to heavily focus on improving the Reflection Phase, so that the overall Iteration Cycle can be unclogged.
1) Environment Setting
2) Audience Avatars
Transition from Practice Mode
1) Timeline Design
2) Gesture (Player Avatar)
3) Eye Contact
Taking this direction further, we further explored how the Heat Map UI of the audience can be spatially visualized in terms of shape and size. The emphasis here was on the readability of the UI icons, as well as how they indicate the presence of the audience in the scene.
Through internal and external testing, we verified that spherical shapes positioned where the heads of the virtual audience were originally, was a good way for the User to read and understand the UI as a simplified representation of the audience without being overwhelmed with visual complexity.
Also, as compared to the earlier version where the Heat Map UI changed both in size and colour, we concluded that it was difficult for the User to perceive the differences and changes in size as perception varied depending on the UI’s distance from the User in 3D space. We therefore settled on using colour alone as an attribute to indicate the changes in the Heat Map. We also decided to smooth the colour changes gradually rather than at fixed intervals used before.
In terms of highlighting particular objects within the environment the User looked at throughout the presentation, we have determined that bolding them out with tints of red
visual dominance and negative connotation rather than the neutral, indicative tone that we were going for.
To visually signal the changes in the
4) Vocal Delivery
More updates coming soon!