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02VR Therapy & Cognitive Experiences

AimMetafy

AimMetafy: a calm lakeside scene at sunset with a moon rising over the mountains and the prompt "Focus on the moon and watch it rise"
Role
VR Environment Designer & Developer
Year
2024 - Present
Platform
Meta Quest 2 / 3
Tools and technologies
UnityC#Meta Quest 2/3XR Interaction ToolkitOpenXR

Overview

AimMetafy is a virtual reality application built for cognitive engagement, therapeutic experiences and caregiver training. It runs standalone on Meta Quest 2 and Quest 3.

The application is a collection of distinct environments, each designed around a different kind of activity: looking, listening, playing, shopping and talking. My work covers both the design of those spaces and the engineering that makes them interactive.

Walkthrough

My role

  • Designing and building the VR environments in Unity
  • Programming interactions in C# with the XR Interaction Toolkit and OpenXR
  • Integrating BrainLink EEG input and gaze tracking
  • Optimizing every scene for standalone Quest hardware

The challenge

Therapeutic and training content has to work for people who may never have worn a headset. Every environment needs interactions that read at a glance, and all of it has to run within the limits of a standalone device.

Implementation

  1. 01

    Interactive virtual museum

    A gallery space built for looking, moving and interacting with exhibits.

  2. 02

    Music studio

    A studio environment with playable virtual instruments.

  3. 03

    Supermarket simulation

    An everyday scenario with interactive shopping and a working payment flow.

  4. 04

    Archery and table tennis

    Physical, skill-based activities driven by controller interaction.

  5. 05

    Consultation environments

    Quieter spaces designed for conversation and guided sessions.

  6. 06

    EEG and gaze tracking

    BrainLink EEG integration and gaze tracking connected to the experience as additional inputs.

Design process

To be supplied

How the design developed: references, sketches, greyboxing, iterations and what changed along the way. Process images and diagrams fit here.

Gallery

AimMetafy: a virtual hand opening a fridge door in the supermarket simulation (still from the official walkthrough video)

Technical challenges

  • Standalone performance

    Every environment has to hold up on Quest 2 and Quest 3 hardware, with no PC behind the headset.

  • Unconventional input

    BrainLink EEG and gaze tracking sit alongside controller interaction, so three very different input sources have to coexist in one application.

Results

To be supplied

Outcomes and key achievements: release status, user testing, feedback, anything measured. Left empty on purpose so nothing here is invented.

What I learned

To be supplied

Two or three things this project taught you, in your own words.

Next project

MAXIM VR