Introduction
@ClimateChange is a VR experience for people to make them realize how human activities have impacted climate change since the beginning of civilization. In this group project, me, Mario Dcunha, Sweksha Sinha, and Yashwanth Iragattapu have created four concentric worlds, with the center being the Neolithic age, expanding outwards to the future age. The experience begins from the center, and the player can explore the area in VR and observe the environment change as they move from one age to the other.
In this project, Sweksha designed the Neolithic age, Yashwanth designed the medieval age, I designed the modern age, and Mario designed the future age. Finally, I compiled all the 4 worlds to create a cohesive VR experience for the players.
In this project, Sweksha designed the Neolithic age, Yashwanth designed the medieval age, I designed the modern age, and Mario designed the future age. Finally, I compiled all the 4 worlds to create a cohesive VR experience for the players.
Concept
Since the evolution of humanity, humans have continued to shape the world as per their convenience. The consequences of their actions have led to many physical and environmental changes.
Through this project, we have created an interactive experience using virtual reality. This experience immerses the player in a world wherein they experience the transformations which took place in the infrastructure and the environment through the different ages of human civilization. Starting from the Neolithic, to medieval, to modern, and finally ending with the future age, the player travels through these worlds and realizes how human intervention changed our physical landscape.
Through this time travel, we want the player to realize that they must do something about the current situation to have a sustainable future. It is critical to think about the change we have done to our landscape over several ages.
Through this project, we have created an interactive experience using virtual reality. This experience immerses the player in a world wherein they experience the transformations which took place in the infrastructure and the environment through the different ages of human civilization. Starting from the Neolithic, to medieval, to modern, and finally ending with the future age, the player travels through these worlds and realizes how human intervention changed our physical landscape.
Through this time travel, we want the player to realize that they must do something about the current situation to have a sustainable future. It is critical to think about the change we have done to our landscape over several ages.
Final Work
The following video of the VR experience with added sound effects depicts how the players would explore the world we designed for them.
Process
We started the project by dividing the VR experience into four sections: a world designed by each person in the team. We divided the project based on our interest in the world we wanted to design.
Then, we finalized the outlook of the project – 4 concentric rings and the world built inside the ring area. We also planned how the player would transition from one world to the other – designing border areas among the worlds.
Then, we finalized the outlook of the project – 4 concentric rings and the world built inside the ring area. We also planned how the player would transition from one world to the other – designing border areas among the worlds.
We took inspiration from the present infrastructure and did research on the future life. Then, we started developing our experience in Unity3D. We used several assets from the Unity Assets Store in our project.
Here is the concept video of our project, highlighting the entire process from initiation to completion.
Tools and Equipment Used
We used Unity for VR development, along with Adobe After Effects, Premiere Pro, and Audition for creating visual experiences for the players. Finally, we exported the project on Google Cardboard and Oculus Go.
Limitations
We set up our VR experience on Oculus Go. Due to hardware limitations and the massive project size, we faced terrible issues in the frame rate and video quality on Oculus Go. So, for the future versions of the project, we would actualize the project on more robust hardware.
Due to time limitations, we were unable to do enough user testing to capture player’s understanding of the concept. For future iterations, we would incorporate user feedback into our experience design to enhance the experience.
We set up our VR experience on Oculus Go. Due to hardware limitations and the massive project size, we faced terrible issues in the frame rate and video quality on Oculus Go. So, for the future versions of the project, we would actualize the project on more robust hardware.
Due to time limitations, we were unable to do enough user testing to capture player’s understanding of the concept. For future iterations, we would incorporate user feedback into our experience design to enhance the experience.
Due to time limitations, we were unable to do enough user testing to capture player’s understanding of the concept. For future iterations, we would incorporate user feedback into our experience design to enhance the experience.
We set up our VR experience on Oculus Go. Due to hardware limitations and the massive project size, we faced terrible issues in the frame rate and video quality on Oculus Go. So, for the future versions of the project, we would actualize the project on more robust hardware.
Due to time limitations, we were unable to do enough user testing to capture player’s understanding of the concept. For future iterations, we would incorporate user feedback into our experience design to enhance the experience.