The Doctor’s Library

The Learning Experiment:

Because the coronavirus is still relatively new, many people are unaware of the virus and its role in reducing their risk of contracting and transmitting the virus. In this project, we designed an environment in which the user’s journey begins at a future “doctor’s library,” where the doctor teaches you more about the virus and advises you to take the vaccine. The decision to take the vaccine or not is entirely up to the user. Here’s a quick demonstration of how the journey would appear if the vaccine was used:

Demonstration of how the journey would appear if the vaccine was used

The setting of the environment

The world-building was initially just an option for the user to choose if they would like to take the vaccine or not. However, after careful consideration and user tests, it appeared to be more impactful with an engaging environment that would leave a visual impact on the user even after the end of the experience. Hence, following Marr’s 1 out of the 5 ways i.e. creating a more immersive experience.

Before and After of the “Introduction” scene
  1. Click on the door of the library to learn more about COVID-19 from the doctor.
  2. If you are already well aware of the virus, click on the candle next to the syringe on the table to take the vaccine.
  3. If you do not wish to take the vaccine, click on the book on the table.

Planning, Experimentation, and User-tests

The planning of this initiative provided the user with three options in making a decision to take the vaccine: Yes OR I am unsure OR No.

Storyline before and after experimentation
  1. Adding further instruction for the user, such as buttons and texts in the intro and the outro. Any user outside the class is unaware of the storyline, hence make it clearer.
  2. Adding clearer and smoother audio instructions for the user to understand and embrace the surroundings more.
Button and Text for the user to focus
Clearer instructions in further scenes

What’s next?

This project was created in Unity as part of a class project in Professor Mariam Rafehi’s Immersive Virtual Reality course and tested among our classmates to develop and understand the importance of a learning experience in a VR environment.

  1. Open up more space for adding scenes/ clips that are not limited to the classroom production. This will build it to be innovative enough for educational purposes in different classrooms. This will improve the workplace training.
  2. Developing a simpler and realistic version that will enhance the lifelong learning experience. An example that I would like to follow is the award-winning VR provider VirtualSpeech that has created a VR tool to help people practice public speaking in a more immersive, realistic way (Marr, 2021).

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