CLOVR (2017)
CLOVR was a collaboration with an outside organization to explore how VR could be used to help in dealing with bullying. My role was the primary UX design and character setup. This is a huge space to explore so the primary aspects we looked at were character body language and user state analysis. For body language there were a couple things we wanted to achieve; having the character in general respond to the users position in 3d space, which is much more important when a user is in VR than when you are viewing a character through a 2d screen, and having the characters body language be reactive to the users perceived state. The users perceived state (UPS) is what emotional state the system has determined the user is in on fairly standard 2d graph of valence and arousal. The UPS could be based on any number of inputs such as speech and text analysis or heart rate sensors.