Our virtual reality experiences are co-created with virtual artists, all of whom are passionate to help those who need it most. We promise highly immersive quality and intuitive interactions. We invite experts in geriatrics, physical therapy and psychology to think along in designing the best experiences possible. Better experiences trigger better physical and mental exercise, which have positive impact on our mind and body.
Scientists already came to this conclusion 10 years ago: better media forms and better media content influence moods profoundly1. And meanwhile we learned that this is also true for VR. Great virtual experiences help to engage and inspire people, regardless of age.
A real sense of being there
‘But doesn’t television do that already?’ you might ask. To some extent, perhaps. While television makes you remember images, the immersive power of virtual reality (VR) makes you remember experiences as if they were real. And there is one huge difference: in VR, we make worlds in which you walk, bike and play games using your arms, legs and hands.
Science says that better VR immersion leads to a higher sense of presence2. More impressive is that immersion in VR helps to trigger physical and cognitive exercise while providing a refreshing distracting from pain3, exactly what we need for general well-being and revitalisation. To achieve the best possible immersion, we build our worlds around these design principles:
We use artificial intelligence and machine learning to enhance our experiences. But instead of making it complex for the user, we create a virtual guide to encourage you. For example, in our biking experience, a little fox will show you the way. He will learn from all the journeys he takes with you to make them even better the next time!
The worlds we create are alive, just like in real life. You can see birds fly, clouds move in the sky and experience snow falling all around you. Every time is different, no matter how often you enjoy the experience. This is fundamentally different from 3D video of photography, where scenarios and events are carved in stone.
We track hand motion with controllers. And follow your biking speed using sensors that can be connected to any floorbike. This puts you physically in the virtual world! You determine where you go. Sense of freedom is crucial and fundamentally different from 360 ̊video. Especially for people with limited mobility, we want to give back this sense of freedom. Interactivity also means you are invited to do things in our experiences. Think about hand movement to grab fruit from a tree or guestures to choose which trail to walk in a virtual forrest!
We all have two eyes for a reason: they help us see depth. We therefore add stereoscopic experiences so you clearly see and feel your distance related to an object. This is not possible with 360 video – and is one of the reasons why we have chosen for building the VR experiences using high resolution computer graphics and not just 360 video.
We love the use of 360 video primarily for bringing people back to real local places, to trigger their memory. But for stereoscopic effects, computer graphics are king!
Reminiscence: triggering social activation
Bringing back sweet old memories
Best of both worlds
We prefer to design the VR experiences in high resolution computer graphics. Why? Because it is the only way to build a dynamic and interactive experience, needed to give elderly back a perceived freedom of mobility. And this simply is a requirement for great immersion and physical interaction.
Yet for some applications you simply want to bring older adults back to real places they might remember from their past. A proven and powerful way to re-activate those sweet old memories. Therefore in our VR platform we combine best of both worlds: computer design for triggering physical activation and 360 video and photo for reminiscence: the use of life histories – in our case in virtual reality – to improve psychological well-being.
1/2 Immersion and emotion: their impact on the sense of presence. Banos RM, Botella C, Alcaniz M, Liano V, Guerrero B, Rey B. Cyberpsychol Behav. 2004 Dec;7(6):734-41
3 The Effectiveness of Virtual Reality Distraction for Reducing Pain: A Meta-Analysis by Melissa P. Kenney and Leonard S. Milling University of Hartford. Psychology of Consciousness: Theory, Research, and Practice 2016 American Psychological Association 2016, Vol. 3, No. 3, 199–210
4 Interactivity Influences the Magnitude of Virtual Reality Analgesia. Wender et al. 2009. Journal of Cyber Therapy and Rehabilitation react-text: 52 2(1):27-33