Escape the Injustice
Escape the Injustice
Escape the Injustice
A virtual reality game experience set in the National Justice Museum. The player is transported to different time periods and must destroy historical torture devices to escape each level within a limited time frame. The game provides a unique blend of educational and entertaining elements, as the player is rewarded for accurately destroying relevant devices and penalised for destroying those not in use during the current time period.
A virtual reality game experience set in the National Justice Museum. The player is transported to different time periods and must destroy historical torture devices to escape each level within a limited time frame. The game provides a unique blend of educational and entertaining elements, as the player is rewarded for accurately destroying relevant devices and penalised for destroying those not in use during the current time period.
A virtual reality game experience set in the National Justice Museum. The player is transported to different time periods and must destroy historical torture devices to escape each level within a limited time frame. The game provides a unique blend of educational and entertaining elements, as the player is rewarded for accurately destroying relevant devices and penalised for destroying those not in use during the current time period.
Type: Masters coursework
Timeline: February 2022 - May 2022
Team: Solo
Type: Masters coursework
Timeline: February 2022 - May 2022
Team: Solo
Type: Masters coursework
Timeline: February 2022 - May 2022
Team: Solo
Context
As part of my mixed reality module coursework for my Master's program, I was tasked with designing, prototyping, and testing a virtual reality game for a museum. I chose the National Justice Museum in Nottingham as my focus due to its rich history and unique approach to presenting the realities of the British criminal justice system throughout time. The virtual reality game experience I created immerses the player in different historical time periods, tasked with destroying relevant torture devices to escape each level within a limited time frame.
Context
As part of my mixed reality module coursework for my Master's program, I was tasked with designing, prototyping, and testing a virtual reality game for a museum. I chose the National Justice Museum in Nottingham as my focus due to its rich history and unique approach to presenting the realities of the British criminal justice system throughout time. The virtual reality game experience I created immerses the player in different historical time periods, tasked with destroying relevant torture devices to escape each level within a limited time frame.
Context
As part of my mixed reality module coursework for my Master's program, I was tasked with designing, prototyping, and testing a virtual reality game for a museum. I chose the National Justice Museum in Nottingham as my focus due to its rich history and unique approach to presenting the realities of the British criminal justice system throughout time. The virtual reality game experience I created immerses the player in different historical time periods, tasked with destroying relevant torture devices to escape each level within a limited time frame.
Process
An initial research into the National Justice Museum located in Nottingham fuelled the ideation phase, after which a virtual reality game experience was designed and prototyped. The prototype was then evaluated using user testing methods. Two participants were selected to test the prototype, and a brief follow-up interview was conducted to gather feedback on their experience. The findings from the user testing and interviews were used to form objectives for the next iteration of the prototype.
Key methods constituting the whole process were:
Research | Ideation | Concept sketch | Storyboard | Prototype design | User evaluation | Analysis
Process
An initial research into the National Justice Museum located in Nottingham fuelled the ideation phase, after which a virtual reality game experience was designed and prototyped. The prototype was then evaluated using user testing methods. Two participants were selected to test the prototype, and a brief follow-up interview was conducted to gather feedback on their experience. The findings from the user testing and interviews were used to form objectives for the next iteration of the prototype.
Key methods constituting the whole process were:
Research | Ideation | Concept sketch | Storyboard | Prototype design | User evaluation | Analysis
Process
An initial research into the National Justice Museum located in Nottingham fuelled the ideation phase, after which a virtual reality game experience was designed and prototyped. The prototype was then evaluated using user testing methods. Two participants were selected to test the prototype, and a brief follow-up interview was conducted to gather feedback on their experience. The findings from the user testing and interviews were used to form objectives for the next iteration of the prototype.
Key methods constituting the whole process were:
Research | Ideation | Concept sketch | Storyboard | Prototype design | User evaluation | Analysis
Research
The research for the mixed reality coursework was conducted at The National Justice Museum in Nottingham. The museum is a repository of knowledge about the British criminal justice system throughout history, presented through stories of convicted people, artefacts, and interactive experiences. The research was conducted through in-person visits to the museum, as well as online research and discussions with museum staff and previous visitors. The museum is located in a historic building that houses a collection of artefacts, including punishment devices, and offers interactive experiences through actor-led tours and curriculum-based learning programs. However, it was found that the museum could benefit from incorporating more technology into its experience.
(Photos from the museum visit as part of the initial research)
Research
The research for the mixed reality coursework was conducted at The National Justice Museum in Nottingham. The museum is a repository of knowledge about the British criminal justice system throughout history, presented through stories of convicted people, artefacts, and interactive experiences. The research was conducted through in-person visits to the museum, as well as online research and discussions with museum staff and previous visitors. The museum is located in a historic building that houses a collection of artefacts, including punishment devices, and offers interactive experiences through actor-led tours and curriculum-based learning programs. However, it was found that the museum could benefit from incorporating more technology into its experience.
(Photos from the museum visit as part of the initial research)
Research
The research for the mixed reality coursework was conducted at The National Justice Museum in Nottingham. The museum is a repository of knowledge about the British criminal justice system throughout history, presented through stories of convicted people, artefacts, and interactive experiences. The research was conducted through in-person visits to the museum, as well as online research and discussions with museum staff and previous visitors. The museum is located in a historic building that houses a collection of artefacts, including punishment devices, and offers interactive experiences through actor-led tours and curriculum-based learning programs. However, it was found that the museum could benefit from incorporating more technology into its experience.
(Photos from the museum visit as part of the initial research)
Ideation
The ideation process for the project started with the goal of creating an interactive and immersive experience that educates users about a museum and its artefacts. The concept evolved into a virtual reality game where players identify and destroy artefacts based on their period. Mixed Reality Game Cards by Richard Wetzel were used to further develop the idea by randomly drawing cards from the Opportunity, Question, and Challenge sets. The head-mounted VR device was chosen for accessibility and to improve comfort with 6 degrees of freedom. The VR controller was used for interactivity, while room scale and balance were incorporated into the level design. The game was designed to have a limited duration with an egocentric camera viewpoint and multiple interactions to destroy artefacts. The challenges faced were managing cybersickness, external noise, disruption, and easy relocation of the experience. The game environment was kept simple to allow for dynamic setup.
Ideation
The ideation process for the project started with the goal of creating an interactive and immersive experience that educates users about a museum and its artefacts. The concept evolved into a virtual reality game where players identify and destroy artefacts based on their period. Mixed Reality Game Cards by Richard Wetzel were used to further develop the idea by randomly drawing cards from the Opportunity, Question, and Challenge sets. The head-mounted VR device was chosen for accessibility and to improve comfort with 6 degrees of freedom. The VR controller was used for interactivity, while room scale and balance were incorporated into the level design. The game was designed to have a limited duration with an egocentric camera viewpoint and multiple interactions to destroy artefacts. The challenges faced were managing cybersickness, external noise, disruption, and easy relocation of the experience. The game environment was kept simple to allow for dynamic setup.
Ideation
The ideation process for the project started with the goal of creating an interactive and immersive experience that educates users about a museum and its artefacts. The concept evolved into a virtual reality game where players identify and destroy artefacts based on their period. Mixed Reality Game Cards by Richard Wetzel were used to further develop the idea by randomly drawing cards from the Opportunity, Question, and Challenge sets. The head-mounted VR device was chosen for accessibility and to improve comfort with 6 degrees of freedom. The VR controller was used for interactivity, while room scale and balance were incorporated into the level design. The game was designed to have a limited duration with an egocentric camera viewpoint and multiple interactions to destroy artefacts. The challenges faced were managing cybersickness, external noise, disruption, and easy relocation of the experience. The game environment was kept simple to allow for dynamic setup.
Concept sketch
Concept sketch
Concept sketch
Storyboard
Storyboard
Storyboard
Prototype design
The prototype of the VR game was developed using Unity. The game logic involved players identifying and destroying torture devices from a set of spawned objects in a 16th-century level. The game included a limited use special move that rearranged the objects and provided a spatial sound to indicate their position to the player. The left-hand controller was used for teleportation, while the right-hand controller was used for other gameplay functions. The implementation of the locomotion, response to user input, and game logic was achieved through the use of prebuilt classes and custom scripts.
(Gameplay recording from the prototype)
Prototype design
The prototype of the VR game was developed using Unity. The game logic involved players identifying and destroying torture devices from a set of spawned objects in a 16th-century level. The game included a limited use special move that rearranged the objects and provided a spatial sound to indicate their position to the player. The left-hand controller was used for teleportation, while the right-hand controller was used for other gameplay functions. The implementation of the locomotion, response to user input, and game logic was achieved through the use of prebuilt classes and custom scripts.
(Gameplay recording from the prototype)
Prototype design
The prototype of the VR game was developed using Unity. The game logic involved players identifying and destroying torture devices from a set of spawned objects in a 16th-century level. The game included a limited use special move that rearranged the objects and provided a spatial sound to indicate their position to the player. The left-hand controller was used for teleportation, while the right-hand controller was used for other gameplay functions. The implementation of the locomotion, response to user input, and game logic was achieved through the use of prebuilt classes and custom scripts.
(Gameplay recording from the prototype)
User Evaluation
The evaluation of the prototype was conducted by testing it with two participants in a student accommodation room to assess its performance with limited physical space. The results showed that one participant had difficulty understanding the point and teleport mechanism, but the other participant found it effortless. The slice effect on the information slab was well-received but the spatial audio was not enough for the participants to understand the location of game objects. To improve the experience, the presentation of the teleport mechanism could be improved and the slice effect could be extended to all the torture devices. The spatial audio could also be improved by experimenting with different sound effects and adding more cues for the user.
(Recordings from the user testing sessions)
User Evaluation
The evaluation of the prototype was conducted by testing it with two participants in a student accommodation room to assess its performance with limited physical space. The results showed that one participant had difficulty understanding the point and teleport mechanism, but the other participant found it effortless. The slice effect on the information slab was well-received but the spatial audio was not enough for the participants to understand the location of game objects. To improve the experience, the presentation of the teleport mechanism could be improved and the slice effect could be extended to all the torture devices. The spatial audio could also be improved by experimenting with different sound effects and adding more cues for the user.
(Recordings from the user testing sessions)
User Evaluation
The evaluation of the prototype was conducted by testing it with two participants in a student accommodation room to assess its performance with limited physical space. The results showed that one participant had difficulty understanding the point and teleport mechanism, but the other participant found it effortless. The slice effect on the information slab was well-received but the spatial audio was not enough for the participants to understand the location of game objects. To improve the experience, the presentation of the teleport mechanism could be improved and the slice effect could be extended to all the torture devices. The spatial audio could also be improved by experimenting with different sound effects and adding more cues for the user.
(Recordings from the user testing sessions)
Results
The project was aimed to develop a VR experience to demonstrate the historical account of the torture devices used in 16th century. The prototype of the experience was developed and evaluated through user testing methods. The results of the evaluation showed that the teleport mechanism of locomotion was effortless for familiar users, but the presentation of the mechanism could be improved for better understanding. The slice effect (visual effect) on the information slab was engaging, but the spatial audio and cues could be improved for a more immersive experience. Based on these findings, the development of the experience could be continued with further experimentation and improvement.
Results
The project was aimed to develop a VR experience to demonstrate the historical account of the torture devices used in 16th century. The prototype of the experience was developed and evaluated through user testing methods. The results of the evaluation showed that the teleport mechanism of locomotion was effortless for familiar users, but the presentation of the mechanism could be improved for better understanding. The slice effect (visual effect) on the information slab was engaging, but the spatial audio and cues could be improved for a more immersive experience. Based on these findings, the development of the experience could be continued with further experimentation and improvement.
Results
The project was aimed to develop a VR experience to demonstrate the historical account of the torture devices used in 16th century. The prototype of the experience was developed and evaluated through user testing methods. The results of the evaluation showed that the teleport mechanism of locomotion was effortless for familiar users, but the presentation of the mechanism could be improved for better understanding. The slice effect (visual effect) on the information slab was engaging, but the spatial audio and cues could be improved for a more immersive experience. Based on these findings, the development of the experience could be continued with further experimentation and improvement.
Takeaways
Importance of understanding user's familiarity with VR locomotion mechanisms and the need to improve presentations.
The potential use of visual effects and spatial audio to enhance the overall experience.
The need to experiment with different sound effects and come up with more cues to increase user engagement.
Takeaways
Importance of understanding user's familiarity with VR locomotion mechanisms and the need to improve presentations.
The potential use of visual effects and spatial audio to enhance the overall experience.
The need to experiment with different sound effects and come up with more cues to increase user engagement.
Take-aways
Importance of understanding user's familiarity with VR locomotion mechanisms and the need to improve presentations.
The potential use of visual effects and spatial audio to enhance the overall experience.
The need to experiment with different sound effects and come up with more cues to increase user engagement.