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HeadRehab VR Concussion Rehabilitation
2014


CLIENT
HeadRehab

RESPONSIBILITIES
Environment Artist | Technical Consultant

OVERVIEW
HeadRehab offers a Concussion Management System to youth and collegiate sports programs, as well as sports medicine facilitators. They work with athletic training, neurological and rehabilitation centers, and deploy the latest in Virtual Reality technology along with proprietary software to assist with objective baseline testing and recovery tracking post head injury.

The head of technology and I met at the first Oculus Summit where we discussed at lot of things relating to their technology and current user experience. They were transitioning from having a larger device that did not travel, and starting to use the original Oculus Development Kit (ODK1) on a laptop as their a mobile solution, literary out in the field.

PROBLEM
One problem HeadRehab had was that the majority of people were experiencing nausea and dizziness within the headset due to latency issues in the hardware.

In the first scenario, a person puts on a pair of virtual-reality goggles and guided through a maze. The person is then asked to retrace their way back to the entrance. The system is then programmed to make the visitor feel like he or she is standing in a living room in which the floor begins to tilt left or right, front and back. ​Meanwhile, the computer running the software simulations is measuring the patients’ spatial memory or ability to keep their balance.

APPROACH
While HeadRehab wanted to retain the aforementioned scenarios, they were looking to update the environments for a more realistic experience, in addition to optimizing content for better performance.

As much as I pushed for in device training and learning, there was little need for a self-guided user experience. It turns out that there is always someone to monitor the individual and walk them through the actions. This helps the user focus at the task at hand without cluttering the environment.

RESULTS
This project was imperative and successful for the client in securing the next round of funding. It also enabled them to continue generate large contracts for big collegiate names such as Penn State and Michigan State, as well as the Department of Defense and US Air Force.

TOOLS
3DS Max | Photoshop | Unity

LINKS
HeadRehab Website
ABC Action News Piece


3D SCREENSHOTS
HeadRehab VR Balance Rehab 01
HeadRehab VR Balance Rehab 02
HeadRehab VR Balance Rehab 03
HeadRehab VR Balance Rehab 03

ADDITIONAL PROJECTS
Interaction Design
   Global Innovation Exchange Video Wall
   Carnival Safety Assembly
   Lowe's HoloLens Experience
   PACCAR HoloLens Experience
   Stanford Medical School HoloLens Experience
   HoloLens Holograms
   HeadRehab VR Rehabilitation
   Xbox One External Storage
   Xbox One Out of Box Experience

   Xbox One Digital Bundles
   Nissan Pathfinder Kinect Experience

   Planar Architectural Mosaic Displays
   Planar UltraRes MultiTouch Displays
   Autodesk FBX Review - Windows 8
   Sony Pictures Entertainment - Xbox Live App

Visualizations
   Chingay Parade Singapore 2020
   Delphi Automotive Autonomous Copilot
​   Puget Sound Energy Interactive Kiosk

   Boeing 787 Interior Visualizations
   Turn 10 Studios Logo
   Chevron Commercial - Canada
   LG Commercial - Korea
​
Games
   Xbox Live Full House Poker
   Blacklight: Tango Down
   America's Army 3
   Microsoft Train Simulator 2
   Forza Motorsport 2

   Forza Motorsport
   Microsoft Game Prototype

   Project Gotham Racing
   NFL Fever 2002
   NFL Fever 2000
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