viavision/viadatVISION

viastore

Live visualization of moving goods inside an automated warehouse.

Implemented a warehouse independent application that displays the live state of a warehouse including both the location of goods and the state of machinery.

The contextual 3D visualization of the warehouse state allows customers to quickly identify what is happening and where it is happening, enabling them to quickly asses the situation and decide on the course of action to guarantee KPI targets.

VRespectMe

Virtual Bodyworks

A tool for the rehabilitation of domestic abusers.

Implemented different experiences where a person is exposed to a virtual domestic abuser, in particular a male user embodied in a male avatar receiving abuse from a virtual male partner.

Casted professional actors from which I recorded, processed and integrated full body motion capture to drive the virtual abuser.

Implemented the UI of the application which included support for different languages.

Fear of Heights V1

Virtual Bodyworks OxfordVR

An application for the treatment of fear of heights by exposing the user to increasing heights and daring situations.

Designed and implemented a mini-game system where the user is asked to accomplish different tasks. This included mechanics for object grabbing, locomotion through a platform and locomotion by grabbing hand rails and dragging ourselves.

Recorded, processed and integrated the motion capture for the virtual therapist.

Added support for storing the game data in a remote backend.

ConVRSelf

Virtual Bodyworks

A role playing application where you explain your personal problems to a character, then you become the other character and from this new point of view, listen and give advice to your own problems.

Designed and implemented the general logic of the application, the body swapping mechanic and the record and replay functionalities. Added support for loading new characters in runtime using AssetBundles.

Game where we make a character go up through a spiral of blocks by jumping.

Made around 2014 with Unity. The UI was made using Unity’s immediate UI functions. The player’s score was stored using APP42’s backend API, a leaderboard was generated and shown to the user.

Implementation of some fade to black effects from Pokemon Yellow for the GameBoy Color.

The transitions are implemented as “image effects” applied to the render at the end of the frame.

Small game using Vuforia and Unity

A ground plane is tracked to move the Camera. The cat is moved by ray casting with the screen touches.