FOR IMMEDIATE RELEASE

NewPathVR to be Showcased at Connect with Tech Week at the San Francisco Library

Community Seniors and Families to Explore the Capabilities of Virtual Reality

SAN FRANCISCO, CA, May 8, 2018 – NewPathVR, an emotional intelligence company building virtual reality experiences for anxiety and depression, today announced plans to bring virtual reality to the community at the Connect with Tech event held by the San Francisco Library, May 7–12, 2018.

Connect with Tech Week is a citywide initiative comprised of events spearheaded by the San Francisco Public Library to promote online access and technology skill-building and to reduce digital disparities in our communities. The programs are free and open to the public. Tech training programs ranging from basic computer skills to beginning coding classes will be offered throughout the library system and partnering locations. Library staff, tech workers and industry professionals will be on hand to help bridge the digital divide and improve your quality of life.

“There’s still some apprehension about virtual technologies, but we love to see what we call ‘conversion on contact’ when a person finally puts a headset on and finds themselves in the immersive world for a few moments,” said Lias Padilla, CEO of NewPathVR, “we’ve trained hundreds of people how to use VR, many for their first time, and the general reaction is beautiful, it’s not what people expect, people tend to be pleasantly surprised.”

More than 100,000 San Francisco residents lack Internet access at home and/or are not proficient at using the Internet and digital devices. As more basic services are moving online, many are left behind, especially seniors, people with disabilities and low-income families. They lack the knowledge or support to use the Internet and gain digital skills, and view the Internet as difficult, unsafe to use or irrelevant. Last year more than 2,000 people participated in this annual event; gaining knowledge and resources to help them in the ever increasing tech required world.

Access to technology, especially new tech, is a problem for which NewPathVR believes we can break down the walls. As prices come down and software becomes more widely available, with platforms such as RenewVR.com, we believe the wellness applications that will serve to change lives can reach those underserved populations.

Find NewPathVR showcased at the Tech Expo at the San Francisco Library on Thursday, May 10, 1- 3 p.m., Main Library, 100 Larkin Street, San Francisco, CA 94102.

About NewPathVR

NewPathVR is the creator of personal development and emotional intelligence applications in virtual reality. The company uses research-based methods from its proprietary Active PsychologyTM library to create wellness applications for VR with the goal of evoking positive change through conscious technology. We also teach accredited courses in VR Psychology and power the world’s first VR wellness portal — RenewVR.com.

Contact:

Ashild Fossum
Marketing and PR
NewPathVR
This email address is being protected from spambots. You need JavaScript enabled to view it.
1390 Market Street #2710
San Francisco, CA  94102

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FOR IMMEDIATE RELEASE

NewPathVR Recognizes National Mental Health Awareness Month

Life With a Mental Illness Theme Highlights Importance of Speaking Up, Sharing What Mental Health Feels like with a #30DaysofMentalHealth #vrpsychology Campaign

SAN FRANCISCO, CA, May 1, 2018 —When mental illnesses or disorders are talked about, the language typically used to describe them tends to be clinical and impersonal. These words, while useful for doctors or clinicians, often don’t do justice to what life with a mental illness feels like. That is why this year’s theme for May is Mental Health Month—Life With a Mental Illness—is a call to action to share what life with a mental illness feels like to someone going through it.

Mental Health Awareness Month was started in the United States in 1949 by the Mental Health America organization (then known as the National Association for Mental Health). This year, we are building off of the Mental Health America message and encouraging individuals to give voice to what it really means to live at stages 1, 2, 3, and 4 of mental illness. Life with a mental illness is meant to help remove the shame and stigma of speaking out so that more people can be comfortable coming out of the shadows and seeking the help they need. “Mental illnesses are common and better treatable with transformative technologies and new therapies such as virtual reality,” said Lisa Padilla, CEO of NewPathVR. “Sharing and education are keys to breaking down the stigma surrounding mental illnesses and to showing others that they are not alone in their feelings and their symptoms.”

This Mental Health Month, we are encouraging people to speak up through words, stories, and artistic expression about how it feels to live with a mental illness by tagging social media posts with #30DaysofMentalHeath and #vrpsychology. Posting with our hashtag is a way to speak up, to share your point of view with people who may be struggling to explain what they are going through—and help others figure out if they too are showing signs of a mental illness.

NewPathVR will be creating emotional expression pieces through art throughout the month which can be followed on our Facebook page https://www.facebook.com/newpathvrinc. We will be using Google Tilt Brush to perform a bodymapping art therapy exercise to express and identify emotions. 

One day, there may be virtual reality software available specifically for certain art therapy exercises, like bodymapping. Sarah Ticho is working on one such application. "Bodymapping has been an undervalued method for exploring human stories for some time, I am excited that say that we are developing a Hatsumi, a body mapping platform with additional features to enhance user experience and provide psychological safety. Hatsumi is receiving additional support from experts in the field of bodymapping and the Stanford Virtual Reality Immersive Technology Lab, where it will undergo early trials with patients at the end of this month. The application is designed for behavioral healthcare providers to integrate into existing therapies, and eventually for public use and academic research exploring the phenomenology of human experience." Presently, Google's Tilt Brush offers a wide variety of brushes and textures to paint and sculpt with for advanced artists and beginners. You can take a look at this month's bodymapping examples created in Tilt Brush on the Facebook timeline facebook.com/lisapadilla.

Speaking out about what mental illness feels like can encourage others to recognize symptoms early on in the disease process, and empower individuals to be agents in their own recovery. “Prevention, early identification, intervention, and integrated services work,” concluded Dr. Michelle Wang, NewPathVR's Chief Psychology Officer, “are all powerful tools in fighting behavioral conditions that affect so many of us. Telling people how life with a mental illness feels helps build support from friends and family, reduces stigma and discrimination, and is crucial to recovery.”

About NewPathVR

NewPathVR is the creator of personal development and emotional intelligence applications in virtual reality. The company uses research-based methods from its proprietary Active PsychologyTM library to create wellness applications for VR with the goal of evoking positive change through conscious technology. We also teach accredited courses in VR Psychology and power the world’s first VR wellness portal — RenewVR.com.

Contact:

Ashild Fossum
Marketing and PR
NewPathVR
This email address is being protected from spambots. You need JavaScript enabled to view it.
1390 Market Street #2710
San Francisco, CA 94102

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FOR IMMEDIATE RELEASE

VR Provides Revolutionary New Therapies for Mental Health

SAN FRANCISCO, April 2, 2018 – The U.S. is not prepared to meet today's mental health patient population demands. There is a behavioral healthcare professional shortage of thousands reported by the Health Resources and Services Administration and clinicians are challenged to meet the 20% Americans who are suffering from mental illness every year according to the National Institute on Mental Illness of which more than half never receive treatment.

NewPathVR is working with the San Francisco Psychological Association to train mental health clinicians on the therapeutic use of virtual reality. "NewPathVR is excited to partner with the San Francisco Psychological Association to advance both our missions to promote and enrich the science and practice of psychology for the health and welfare of the greater public," said Lisa Padilla, CEO of NewPathVR. "As the first partner of choice for the SFPA in the delivery of VR Psychology training, we plan to leverage our expertise and our network to deliver continuing education courses and workshops.

The first courses are being held in San Francisco and will serve the region, with plans to expand nationwide by the end of the year. NewPathVR will offer psychological associations in the SF Bay Area and healthcare institutions VR Psychology courses that teach practical therapeutic applications of VR Psychology, including Advanced VR Psychology, and VR Art Therapy. NewPathVR’s goal is to continue developing protocols and training for the use of VR in clinical settings that align with the ethics and standards of governing bodies such as American Psychological Association.

“We are very pleased for the opportunity to deliver VR Psychology training to licensed clinicians and graduate students in the area of emotional and psychological growth. We’ve been actively pursuing these trainings since the very beginning, almost as soon as we recognized the potential of VR-assisted therapies. To be received with not only open arms but curious hearts and fascinated minds instills us with excitement that professional healers see what we see. It is of the utmost importance that people not suffer needlessly and, though no one tool can be the answer, of course, we believe VR-assisted therapies - when done with intention - can be an affordable and potent tool for both the releasing and reforming of neuropsychological patterns.” said Dr. Michelle Wang, Chief Psychology Officer of NewPathVR.

"I was dazzled by the [course] and awed at the potential of VR for treating psychological suffering. I discovered that some of the potential is already here." said Dr. Bruce F. Pither, past president of the San Francisco Psychological Association. Padilla added, "Joining forces with organizations like the San Francisco Psychological Association to make our training available to more people around the world is essential to our mission and we are excited at the possibilities this collaboration will provide."

There have been 3000 studies over the past 30 years showing positive behavioral changes achieved through the use of virtual reality. Interventions with immersive environments have been created for the relief of stress, anxiety, stress, depression, PTSD, ADHD, Autism, Alzheimer's Disease, and more.

About NewPathVR

NewPathVR is the creator of personal development and emotional intelligence applications in virtual reality. The company uses research-based methods from its proprietary Active PsychologyTM library to create wellness applications for VR with the goal of evoking positive change through conscious technology. We also teach accredited courses in VR Psychology and power the world’s first VR wellness portal — RenewVR.com.

Contact:

Ashild Fossum
Marketing and PR
NewPathVR
This email address is being protected from spambots. You need JavaScript enabled to view it.
1390 Market Street #2710
San Francisco, CA 94102

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winners won

2018 Hackathon Puts Focus On Health Wellness (This event has passed)

2-day Technology-Driven Behavioral Design Summit Hackathon

NewPathVR is produced a VR Wellness Hackathon the third week of February 2018 at Google in San Francisco. We convened a group of interested developers for the 2-day Hackathon, with a real-world mission of “creating life-changing products in the health and wellness arena”. Participants will have a chance to collaborate with diverse teams with projects reviewed by industry leaders and entrepreneurs.

Nice turnout for the NewPathVR's VR Wellness Hackathon today, everyone was here bright and early. With a special guest visit from Joe Connolly from Sketchbox, we kicked off the morning with a wonderful talk from Sarah Hashkes and participants who came from far and wide: Finland, New York, and Maui! People from Berkeley and Stanford are here too! Some great ideas are brewing, Thank you to HTC's VR4Impact for offering a prize for participants! Thank you also to Google for hosting our event!

Winners announced: 1st Place = Where's the Exit by Shashkes Sarit and Neilda Pacquing for Most Impactful Idea and Most Likely to Lead to Sustainable Behavior. They won Priority Application Status for an HTC VR4Impact Grant!

sarah ticoSarah Ticho won Most Financially Viable Idea, Best Mind/Body Connection App, and Best Non-Coded Demo for her idea Hatsumi. Hatsumi in Japanese means "see for the first time" which is very fitting for her app idea for body mapping in which the user outlines their body and then uses colors and symbols to express feelings or trauma.

Rebecca Evans won Most Focused Idea for her idea, Homeless Helper. This idea is an AR app to show when and when excess, free food is available throughout the city.

Sheridan Tatsuno and Janet Maldanodo won Best Utilization of a Third Party Tool or Device for their app idea Body Metrics.

Most Complete Coded Demo went to Dian Soraya Rachmawati and Jerry Isdale for their app I Love You By Self.

charlie wonCharlie Zannorman took both Creative Mention and Most Innovative Idea with his Rift app Whisper Castle.

There was a slack channel developed for those who want to stay in touch and keep projects moving. For hackers only, vrwellnesshackathon.slack.com.

If you would like to collaborate with This email address is being protected from spambots. You need JavaScript enabled to view it. and VirtualBytes, please contact us respectively.

Thank you again for participating. We plan to hold this event again in the next couple of months so if you'd like to be part of the planning, demoing etc, stay in touch.

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A Virtuous Reality strives to co-create whole, integrated, collaborative communities through radical honesty, love, and acceptance, rather than be slave to broken, competitive, and foul systems.

A Virtuous Reality is fueled by the resurgence of a collective moral imagination a la Russell Kirk - the “uniquely human ability to conceive of fellow humanity as moral beings and as persons, not as objects whose value rests in utility or usefulness” - and core concepts of Buddhist Economics, a system of economics highly critical of free markets and deeply invested in equity, sustainability, and right living.

A Virtuous Reality is one where we have all learned and are granted opportunities to practice discernment - the wisdom to make broad-sighted, well-informed, consented choices and the self-assuredness to determine what truly matters and what does not.

A Virtuous Reality wanders far beyond the borders of the self-contained sandbox and reaches into the elaborate web of actualized possibilities, realities in both analog and virtual, and dimensions of our unconscious psyches, most of which we accept we may never come to know but grateful still for the mere ability to recognize the complexity and depth of our collective tapestry.

A Virtuous Reality holds faith in our collective and individual self-healing intelligence. The biohackers, life coaches, spiritual techies, festival tribes, microdosers, consciousness hackers, the curious and hungry souls - all driven by a shared belief that within us all is a guiding north star - an intuitive wisdom that can perceive ethics and truths if only we allow ourselves to listen and embody.


A Virtuous Reality leaves space for the act of questioning because truths aren’t meant to last indefinitely without re-examination. All truths, individual and collective, are free to be renewed regularly because as ever-evolving creatures, our collective truths invariably evolve alongside us.

Friends, This email address is being protected from spambots. You need JavaScript enabled to view it.?

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Healing and Expression Through Immersive Art - A New Paradigm

You don't need to be a great artist, or indeed consider yourself to be particularly creative. All you need is an imagination and an open mind to get the most from this VR Art Therapy course.

Here are some of the pieces of immersive artwork from our VR Art Therapy Help October 7th, 2017 in San Francisco, CA:

"I really enjoyed the atmosphere and the teams kind hospitality. I loved experiencing and experimenting with the concept of virtual reality. Definitely looking forward to the next workshop to attend." ~ Nabeel

Within this first ever of its type workshop, you will find exercises on self-exploration and healing painful emotions, as well as exercises for pure enjoyment and recreation. You'll also find exercises for interpersonal communication. This is great for better communication and an appreciation for each other, as you learn and create with one another.

The therapeutic, creative process of self-expression, can improve our physical and mental health, as well as our emotional well being.

  • It helps us to manage our feelings in a more positive way
  • Can give us the confidence to address and resolve issues from the past and present
  • Increase self-esteem and develop a greater self-awareness
  • Creating art through therapeutic means provides an outlet to express yourself freely, which will encourage and promote a healthier, happier life

Did you know that doing art for just twenty minutes a day can bring you enormous benefits, including:

  • A more relaxed state of mind
  • Lowering stress hormones
  • Help with insomnia

VR Art Therapy may sound a bit daunting, especially if you believe yourself not to be particularly artistic or creative or have not had much experience (or any at all) with virtual reality. However, this need not be an issue, as the purpose of art is simply to express, and not to judge, or compare. And, we’ll show you all you need to know.
Art should be an extension of how you're feeling, and for that, you are your own expert.

Check back with us about upcoming events (SF and LA) in your town, coming soon or to request one, please email This email address is being protected from spambots. You need JavaScript enabled to view it..

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FOR IMMEDIATE RELEASE

NewPathVR and LifeLiqe to Participate in Tech in the Tenderloin Organized by the Salvation Army

Emerging Technologies for Low Opportunity Youth Hackathon and Tech Carnival

September 29th, 2017— San Francisco, CA — NewPathVR is pleased to announce its participation in the upcoming Tech in the Tenderloin (TNT) Hackathon and Tech Carnival September 30th, 2017 at the community Kroc Center in San Francisco’s Tenderloin community.

This is a non-profit initiative focused on introducing emerging technology to the over 4,000 low-opportunity youth in the Tenderloin. TNT will expand career imaginations and opportunities for youth and families in our most challenging neighborhoods by connecting them with emerging tech through fun, innovative, educational programming and engaging activities.

Reimagine urban sustainability and the livability of our cities while experiencing the latest and greatest augmented and virtual (AR/VR) technologies via a one-day HACKATHON and TECH CARNIVAL.

Tech Carnival
Come for the fun! Stay for the tech! An afternoon of fun, food and festivities for kids and families. Interact with the AR/VR games, experiences, and tools. Connect with Bay Area tech companies and non-profits.

Hackathon
Experience a real-live hackathon in progress (including Stanford, Berkeley, Penn State, Carnegie Mellon, UC Davis, Academy of Art, etc.), as select Kroc Center youth support university teams in a solving their neighborhood's and our cities' toughest sustainability challenges using AR/VR technologies. Root for your favorite team during the heated evening pitch-competition!

Root for your favorite as 10 university teams from the Bay Area and beyond battle it out for the best way to engage city-dwellers in making their environment more sustainable, just and livable using augmented reality in fun and social ways.

Tech in the Tenderloin is a not-for-profit initiative in partnership with The Salvation Army's Kroc Center in San Francisco's Tenderloin neighborhood.

At the same time we would like to announce our partnership with Lifeliqe, an AR/VR Education platform winning recent accolades from the American Science Foundation. “Our distribution of RenewVR.com of the LifeLiqe application is very exciting because we know that this wonderful education content can now reach so many eager minds seeking new ways to absorb such wondrous information about the body and science. We’re honored to be working with such dedicated developers.”, said Lisa Padilla, founder and CEO of NewPathVR. “And we’re looking forward to showing the kids what else is on our VR Wellness Portal, RenewVR.com, from games for good, to puzzles and psychedelic and space experiences, education and exploration, nature, music, and more."

About NewPathVR
NewPath VR creates research-driven virtual reality experiences for personal development and emotional wellbeing. The company creates experiences using its proprietary Active Psychology™ platform which is based on extensive psychological research with the goal of evoking positive change through transformative technology. We also power the world’s first VR wellness portal — RE:NEW (RenewVR.com).

Contact:

Ashild Fossum
Marketing and PR
NewPathVR
This email address is being protected from spambots. You need JavaScript enabled to view it.
1390 Market Street #2710
San Francisco, CA 94102


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Mindfulness in VR

September is National Emotional Wellness Month and there's no better time to build up resilience for the upcoming school year and holiday season approaching.

Here are my tips for building resilience through mindfulness.

Right now, as you’re reading these words, this is all that exists. Put the past aside for now. Nobody knows what’s going to happen in the next few seconds, let alone tomorrow. So, by living in the moment, you’re living in the only reality that you can be sure of. This is mindfulness. Being present and appreciating now, whatever is in your "now." Living in the here-and-now is especially helpful when you’re going through a tough time.

You can take things moment by moment, rather than worrying about the whole problem. Say to yourself, ‘I’ll live my life one breath at a time and see what happens.’

1. Get in touch with your body, be mindful of your posture, straighten up a bit, let your head rest comfortably on your spine. Relax your muscles.

2. Breathe. Live life one breath at a time. Take three deep breaths before and after tackling a task or conversation. You will be more present and mindful.

3. Accept what you cannot change. Letting go of things we cannot control can be liberating.

4. Be mindful of what and when you eat. Eat slowly, regularly and because you are hungry, not for distraction or emotional reasons.

5. When you're talking with someone, pay attention and focus on making eye contact, on really seeing them. Practice mindful listening — are you truly listening?

6. Stick gratitude quotes on your wall, mirror or computer, and bring a picture of your family to work – these things may all remind you to be grateful.

7. Spend time with grateful, positive people who inspire you. Robert Emmons, Gratitude Researcher at the University of California says, ‘If we hang out with ungrateful people, we’ll “catch” one set of emotions; if we choose to associate with more grateful individuals, the influence will be in another direction. Find a grateful person and spend more time with him or her.’

8. Listen to music. Music can help focus your mindfulness and meditation practice.

9. Enjoy nature. Enjoying the sunshine and outdoors is a great way to engage the senses and be mindful of the beautiful world around us.

10. Move your body for 30 minutes each day.

11. Sleep well. Mindfulness is associated with better quality and longer sleep, with fewer sleep disturbances.

12. Take time each day to reflect on why you’re here.

13. Discover apps on RenewVR that use the unique properties of virtual reality to encourage personal transformative change. We recommend the following designed for mindfulness:

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RenewVR.com has reached more than 300 interactive virtual experiences with the power to personally transform you and build emotional wellness, with more being added all the time. Frustrated searching the app stores? Find them here! Our health and wellness app reviews bring you the best in abstract art, atmospheric experiences, exploration, meditation, nature, personal development, puzzles, and stress relief.

Events next month:

* The 3rd Annual Innovations in Psychiatry and Behavioral Health: Virtual Reality and Behavior Change in Stanford, CA Oct 6-7
* SOCAP17 is coming up Oct 10-13 in San Francisco, CA
* One Love Experience Oct 20-22 in Lake Perris, CA

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FOR IMMEDIATE RELEASE

Announcing Renew VR 
The World’s First VR Wellness Portal

San Francisco, California - July 1, 2017 - RenewVR.com is proud to announce the launch of RE:NEW the company’s VR wellness portal. Decades of research studies have shown that virtual reality has unique powers to increase health and wellness of the mind and body.

RenewVR.com is the only place to discover the growing number of VR wellness products. Meditation, mindfulness, nature, stress relief, personal development, music, and atmospheric environments are just some of the categories of VR wellness apps that can be found at RE:NEW.

RE:NEW covers products from all the major VR platforms including Google Cardboard, Apple iTunes, Google Daydream, Samsung Gear VR, PlayStation VR, Oculus Rift, and HTC Vive. RE:NEW is the only place where people can see all the wellness apps from all of these different platforms in one place.

In addition to the comprehensive, cross-platform virtual reality product directory RE:NEW offers articles about the most recent developments in transformative technology, podcasts, events, and insights from the leaders in the VR wellness community.

RE:NEW also has a partner network for developers of VR wellness apps. Partners enjoy being part of a community where their apps can easily be discovered by consumers seeking wellness through technology as well as be included in a catalog of wellness apps offered to corporate wellness and other distribution channels. Developers can contact the company for more information about all of the benefits of joining the partner network.

RenewVR.com is brought to you by NewPathVR.com, developer of research-driven VR experiences for personal empowerment and emotional intelligence.

About NewPathVR

NewPathVR is the creator of personal development and emotional intelligence applications in virtual reality. The company uses research-based methods to create wellness applications for VR with the goal of evoking positive change through transformative technology. We also power the world’s first VR wellness portal — RE:NEW.

Contact:

Ashild Fossum
Marketing and PR
NewPathVR
This email address is being protected from spambots. You need JavaScript enabled to view it.
1390 Market Street #2710
San Francisco, CA 94102

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by Eiran Shalev, CTO, NewPathVR

When Lisa Padilla first approached me with her vision for NewPathVR, I was immediately inspired by what we could achieve. Imagine the possibilities to not only unlock the hidden power of the brain but to empower our users to look inside themselves and find a way to improve. To feel better. Gain the strength to refine, and then to share that with others. While VR may be many things, to the folks at NewPath, it is the best tool to reprogram the brain for success. We huddled around and researched hundreds of papers where studies demonstrated how positive reinforcement, perception, and sensory filters can influence our behavior, as well as our memories.

Research and Design Phase
We knew we needed a prototype to prove VR as the right medium for spiritual growth, but what platform could serve us best?. Was this going to be a seated experience? How much interaction should it have? And what to build? For instance, did you know that if you perceive yourself as taller in VR, it actually makes you feel more confident during and after you remove your head-mounted display (HMD)? As it turns out, this is very true. Our discussions turned towards identity, and how to connect our users with their VR self. In gaming, this is called your “player self”. You have three “selves” actually. The first self, the real you, is what you do outside of games or VR experiences - ie your life: work, job, family, etc. The second self is the you that plays the game using peripherals, and experiences the content through the point of view of one or several characters in the game. You become a “player self” and share characteristics with the “game self”, but you are not the character. The third self, the “game self”, is the content’s avatar that represents you, and has a role to play in the content’s story or scenarios that your avatar experiences. By witnessing the story, and in some cases, by making choices for your avatar “game self”, your “player self” gets to experience those same emotions, and thus, share those same experiences. The cool thing about VR is that the player and the game self boundaries become blurred, such that you feel as if you are literally inside the content, and you feel much closer emotionally to the experience then you would be if you were observing the content through a monitor or TV screen. Keep in mind that taking an experience designed for a flat screen does not merit porting it to VR. All content in VR should be unique and specifically designed to transform and empower the user.

When building a VR experience, game mechanics that are based on challenge-reward systems create much more value for the user if they incorporate your senses. Adding a 360 visual experience may not be enough to trigger personal, real-world change. Adding 360 audio to that experience brings us closer, but is still not enough. By adding the ability to use your body, such as walking around and touching virtual objects, to influence the content, our team realized that we could create a world where consequences could have just as much impact on the “player self” as incentives. What’s more, if we incorporate at least 3 senses, this combination activates the memory centers or the brain. With the right experience, a player may create an association between something he/she experiences in VR, and a similar experience in his/her real life.

So, we knew we had to make a room-scale experience, and we knew we wanted it to leverage game mechanics that could change a player’s mood. The obvious choice for platform was the HTC Vive. But what about the content? I volunteered that for a prototype, we should keep things simple and demonstrate that we could achieve a basic goal. We wanted to transform a user’s mood from a negative or an indifferent position into a positive one. However, going through a sequential experience in VR, will usually not improve your life on exposure alone. In the real-world (or what we perceive to be our reality), we can usually learn any skill and master it, by practicing it over and over again. In our VR prototype, we needed to do the same. We decided that if we could create content that would teach our players some moral or zen-like lesson. A takeaway. But then also provided an opportunity to apply it, then we could create real personal growth.

Our “Self-Compassion Buddy” vision was born. In our prototype, we essentially introduced our users to their avatar self by literally creating a virtual mirror. The system tracked each of the user’s arms and mimicked his/her movement through the avatar that was reflected in the mirror. Our research showed that in order to strengthen the bond between the player-self and the avatar game-self, our users would need to interact with their mirrored reflection for approximately 70 seconds. This seems like a long time for a prototype, but in a future, commercial version of our product, the interaction could involve a game mechanic with a reward incentive. Next, we focused on the story ingredient. We did not require an elaborate story to demonstrate our vision; only a simple scene based on some narrative context. I believe that in order to create positive change or at least to invoke positive feelings, you need to have contrast, and that means placing the user into a negative situation - for a very short time of course. Then, follow it up with a positive environment filled with good energy. By placing the user into a slightly distressed state, and then moving him/her into a comfort zone, you can generate a sensation of emotional gratification. Games also apply a similar approach when they create a difficult challenge, in which a player must learn a new skill to overcome it. Once the skill is learned, the obstacle is easily navigated, and the player moves on to claim his/her reward. But more importantly, in your own life, when you undergo challenging times, and not only survive them, but learn to be stronger as a result of them, you then undergo positive change within yourself. Through overcoming these challenges, you may either improve your level of independence and self-sufficiency, or you may grow more carefree by successfully navigating stress and becoming familiar with it.

The Prototype Phase
We applied this to our “self-compassion” prototype. Imagine being immersed in a dirty, poorly-lit, virtual environment that exhumed negativity. You find yourself staring at your reflection in a mirror. You move, it moves. After a lengthy exposure to your reflected avatar, your avatar aka “buddy”, starts moving independently of you. It steps out of the mirror. Charges at you, invading your personal space. The result. You start feeling threatened. Your “inner bully” points his red finger at you and verbally abuses you, calling you “a loser...and a failure in life”. After a few moments of this, your brain switches to panic mode - a sort of fight-or-flight response. We kept the user in this state for about 7-10 seconds before interrupting the experience with another friendlier avatar. Any longer than that and we would have risked spoiling the whole experience and alienating our user.

buddy1

The friendlier avatar, a nurturing female guide appears and rushes to your rescue. Freezing the bully in action, she explains to you that the bully is you. Recap: by belittling yourself, you lose confidence in yourself. The female guide then offers words of encouragement to rebuild your confidence. Her words manifest in a new scene in which soap bubbles shower from the sky. Some of the bubbles contain cute gifts such as adorable stuffed animals and pets. We introduced a bit of the fun factor in this scene. When the user pops one of these soap bubbles containing a gift, the female avatar aka your “guide” offers words of encouragement with a positive message, ie: “Lots of people care about you.” Each time you pop a bubble, the gift item inside goes into your collection, and new positive words materialize. In the next scene, you have an opportunity to apply these gifts and redeem yourself. We call this the “pay-it-forward phase.” You observe three couples, standing at surrounding points around you. These couples each reveal a virtual buddy figure matched with his respective inner-bully avatar. Similar to your initial case, the bully verbally terrorizes his victim. This continues in an endless cycle, until you interrupt the buddy, and hand out gifts from your previous scene's collection. Each time your gifts are received, the words that were initially associated with the gift, retrigger audio playback again. The buddy’s inner-bully vanishes and the buddy then begins playing the ukulele. When all three avatar buddies receive their gifts and play the ukulele, a well-known song begins playing, lifting the mood even more and embracing a sense of relief and closure. The three playing buddies merge into one buddy enclosed behind a giant mirror. And you are once again faced with your own buddy reflection. The simulation ends when the environment cross-fades into a sunny sky, and you find yourself standing on Cloud Nine. Literally.

Post-Analysis Phase
We quickly discovered that when a user goes through this VR experience, they feel better coming out, then going in. Our research also suggests that if we had ended simulation after the initial soap bubbles were popped, gifts received, and words of encouragement heard, then the effect would have been short-lived. By adding the “pay it forward” scene, where the user returns the favor and gives a gift to his surrounding buddies, we essentially teach our users to apply their acquired skills and pay them forward. To share. Therefore, our users resolve to help themselves, feeling a sense of contribution and meaningful value. Generosity in VR impacts our users in the real world and has longer lasting effects on their mood. It builds confidence and self-love.

buddy3

Our biggest challenge in building this first prototype was testing it. I relied on using Unity as our main game engine development tool. Unity not only has established partnerships all over the world, and is compatible with 27 target platforms, but it is also free to use for development. Due to our limited resources and limited access to the HTC Vive, I ended up building our prototype using game object placeholders to represent both the HMD and the two game controllers. I then parented OpenVR’s game controller objects under these placeholders. When I repositioned the placeholder game objects in Unity’s simulator, I was able to estimate fairly accurately how the HTC Vive’s game controllers’ movement would impact the VR environment around them. On a weekly basis, under limited time and limited test access to the shared hardware, I methodically validated and tested our experience on the Vive hardware, tweaking and improving our prototype step by step. Unity is not quite WYSIWYG (What You See Is What You Get) when it comes to the built-in development simulator. That’s why end-to-end testing is so important, especially in VR. I set up a mode that would allow me to switch between my mocked game objects and the hardware game objects in the scene project. Doing so, allowed me to execute a series of tests on our shared hardware device while continuing development in our mocked Unity environment.

Our second challenge was getting our 3D buddy avatar to move correctly in our initial mirror reflection scene, used to build an identity association with your inner buddy. I solved this by building a mimic-engine that tracked the delta positions of the mocked, game-controller-object placeholders. The engine then inverted these vectors and applied the new deltas to a basic, rigged stickman model. I added constraints on the limbs of the stickman and locked the lower limbs so that only the upper body would be affected to move freely. And it worked. Additionally, since the Vive is a room-scale experience, the position and orientation of the stickman (aka our buddy reflection) needed to map to my HMD game object’s position, such that when I moved left or right, my reflection (facing me) would move in the opposite direction. And because the mirror image itself has borders all around, our 3D stickman was piped through a render-texture camera, that projected the image onto a 3D mirror game object as a texture. The mirror game object itself had no reflection, but projecting the stickman as a texture on top of it, gave the illusion of a mirror reflection.

No matter how you choose to implement your own VR project, remember that VR is highly immersive. Due to VR’s transformative nature, the underlying purpose of your content should support a key responsibility for contributing to social goodness, and hopefully, empower our users to live more fulfilling lives.

Eiran Shalev is an experienced technical, hands-on leader with 18 years of professional expertise overseeing top teams on mobile, social, and web technologies for products ranging from multi-player mobile & social games, to streaming video ads to interactive television and more. He comes from Disney Interactive, where he established the technical vision, and helped to scale and deliver Disney’s mobile technology platform to all game studios. Before that, he spent time at Koolbit, Kabam, and RockYou! He has built more than 50 games. He joins NewPathVR as CTO.

Please also read our white paper: "Using Virtual Reality for the Reduction of Anxiety: An Introduction to How Immersive VR Can Improve the Treatment of Anxiety"

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