Transition to VRPsytech:
In 2019, two colleagues from Simedix founded VRPsytech, a company focused on creating virtual reality experiences for ADHD treatment, phobia treatment, and relaxation. They invited me to join as the Core Developer, recognizing my expertise and comprehensive knowledge of VR and Unreal Engine.
Core Developer Role:
As the Core Developer, I was responsible for overseeing all aspects of development within Unreal Engine. My duties included:
- Blueprints and C++ Programming: Managing and optimizing code, developing new features, and ensuring seamless integration.
- Team Leadership: Leading the art team in creating 3D environments and characters, and guiding the level design process.
- Project Management: Overseeing project timelines, ensuring quality, and delivering projects on schedule.
Key Projects:
VR Platform for ADHD and Phobia Treatment:
- Developed interactive environments and activities designed to aid in the treatment of ADHD and phobias.
- Created a complete account system in PHP and MySQL, with an API connected to Unreal Engine for user management and data tracking.
Virtual Classrooms and Conferences:
- Designed and implemented virtual classrooms and conference environments for immersive educational experiences.
- Developed the UI/UX for account systems, level selection, and user interactions.
Driving Simulator and Haj Simulator:
- Built realistic driving simulators and a comprehensive Haj pilgrimage simulator in VR.
- Implemented physical mechanics, such as accurate boat paddling and car driving connected to steering wheels.
Additional Skills and Projects:
Electrical Engineering and 3D Printing:
- Learned to use Arduino and Raspberry Pi for creating electronic devices.
- Designed and built advanced 3D prints, including developing my own 3D printer from scratch.
- Created a device to track heart rate, stress, and cardiographic data in VR, integrating it with Unreal Engine for real-time display.
Achievements:
- Successfully developed multiple VR platforms for therapeutic and educational purposes.
- Implemented complex game mechanics and realistic physical simulations.
- Led a multidisciplinary team in creating high-quality VR environments and experiences.
- Enhanced my skills in electrical engineering, 3D printing, and hardware integration.
My tenure at VRPsytech was marked by significant advancements in VR technology, contributing to innovative solutions in medical and educational fields.
VRT Platform
The VRT platform represented a fusion of technological innovation and therapeutic insight, aimed at delivering effective treatments for various conditions through virtual reality. My contributions were pivotal in shaping this platform into a versatile and impactful therapeutic tool.
Custom Therapeutic Environments: Recognizing the importance of environment in therapy, I designed and developed a wide range of virtual environments tailored to specific therapeutic goals. This included serene landscapes for relaxation and meditation, detailed urban and natural settings for phobia exposure therapy, and engaging activity-based scenarios for ADHD treatment.
Dynamic Content Creation: To ensure the therapeutic content remained engaging and effective, I implemented a system that allowed for the dynamic creation and modification of environments and activities. This system enabled therapists to tailor sessions to the evolving needs of their patients, making therapy a more personalized and responsive process.
Real-time Monitoring and Adjustment: A key innovation was the integration of real-time monitoring tools within the VRT platform. I developed interfaces that allowed therapists to observe patient responses and adjust the virtual environment or activity difficulty in real-time. This capability ensured that therapy could be conducted at the optimal pace and intensity for each patient, maximizing therapeutic efficacy.
Hardware Integration for Physiological Monitoring: Understanding the importance of physiological feedback in therapy, I spearheaded the integration of custom hardware with the VRT platform. This included devices for monitoring heart rate, blood pressure, and oxygen levels, providing therapists with valuable data on the patient's physical response during therapy sessions.
User-Friendly Interface for Therapists and Patients: To make the VRT platform accessible to a broad audience, I focused on designing user-friendly interfaces. These interfaces simplified the process of navigating virtual environments and engaging with therapeutic activities, making the platform suitable for users of all ages and technical abilities.
Feedback and Progress Tracking: I implemented a comprehensive feedback system that recorded patient progress over time. This feature provided therapists and patients with tangible evidence of improvement, reinforcing the positive impact of therapy and motivating continued engagement with the treatment process.
Car Driving Training Simulation
In the development of the car driving training simulation, my aim was to create a comprehensive and immersive learning experience that could rival actual driving lessons. Here's how I achieved this:
Fully Simulated Driving Experience: Leveraging Unreal Engine, I crafted a virtual environment that replicated the complexities and nuances of real-world driving. This included simulating vehicle dynamics, such as acceleration, braking, and steering, to give users a realistic sense of control and movement.
Interactive Training Modules: I developed a series of step-by-step interactive training sessions within the VR environment. These modules guided users through the basics of car operation, from starting the engine to complex maneuvers, ensuring a gradual learning curve that matched individual progress.
Rule-Based Learning: To instill a deep understanding of traffic laws and driving etiquette, I integrated interactive scenarios that taught driving rules. Users encountered various traffic situations requiring them to apply what they learned, reinforcing knowledge through practical application.
Assessment and Feedback: I implemented a system for evaluating user performance, providing immediate feedback on their driving skills and knowledge of driving rules. This feature allowed users to identify areas for improvement and practice specific skills within the simulation.
Virtual Classroom and Conference Platform
Recognizing the potential of VR to transform educational delivery, I spearheaded the development of a platform tailored for universities and schools, enabling them to conduct sessions in a virtual space. My contributions included:
Customizable Virtual Environments: I created a variety of virtual classroom and conference settings, allowing institutions to choose and customize environments that best suited their teaching style and subject matter. This flexibility enhanced the learning atmosphere and engagement.
Interactive Tools for Teachers and Students: To foster an interactive learning environment, I developed a suite of tools enabling teachers to present materials, interact with students, and conduct real-time assessments. Features such as virtual whiteboards, document sharing, and interactive quizzes were integrated to replicate the dynamics of a physical classroom.
Multi-User Platform with Realistic Interactions: I ensured the platform supported multiple users simultaneously, with avatars representing teachers and students. This included developing realistic interaction mechanics, such as voice communication and gesture recognition, to facilitate natural and engaging communication among participants.
Accessibility and Ease of Use: Understanding the diverse technical proficiency of users, I focused on creating an intuitive user interface. This ensured that participants could easily navigate the virtual environment, access materials, and engage with the session without technical barriers.