IDEA

The Nice training company approached Aircards to help create and experience that could be used to promote some key skills in people during training day events.  The experience would be produced in VR using quest headsets and had to include key skills like communication, confidence, and problem solving.

CHALLENGES

Using multiple Quest headsets at the events meant we needed a way to ensure that users didn't collide with other people or the real world walls for safety. We also had to ensure that the experience was engaging an complicated enough for the target audience but also ensured that it wasn't so hard that users got frustrated and stopped mid session. With ease of use being the main objective we opted for using hand tracking rather than the quest controllers, which meant a lot of R&D would be needed in order to build an experience that felt intuitive enough that users could work out what to do themselves without the need for constant outside supervision.

SOLUTION

We developer an VR experience using the passthrough technology of the headsets to ensure that when starting the experience the user could see everything surrounding them. We then designed the experience in such a way that the user could only move forwards and a few feet left and right by making the user complete tasks before a platform appeared letting the user proceed to the next section. In order to ensure users started where we wanted we placed QR codes on the floor at set spaces at the event. The user would then walk to these QR codes which they could clearly see using the passthrough technology of the headsets. The headsets scanned the QR code and also used it as an image track to make sure the 3D world was always built in the correct location for each event with enough space for the user to complete the tasks without colliding with any one else or the rooms boundaries.
The experience itself consisted of logic puzzles, dexterity puzzles as well as a leap of faith at the end to complete it. In order to bring the communication element to the experience. 2 QR codes were used which triggered 2 variations of the experience. At a key point in the experience the user had to ask the neighbouring player to look at there wrist. In the experience the users hands were overlaid with a 3D glove showing information that the other player needed in order to complete a task.

TECHNOLOGIES USED

Unity, AR, VR, DOOH, Animation

RESULT

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