PROJECT ABSTRACT

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Developed for mainly troubled high schoolers, our product strives to have a positive impact on today’s youth, using a virtual reality “superhero” experience. HUE LENS is a VR experience, where children can live out their superhero dreams and aspirations by putting their superpowers to good use– all for the greater good. By completing missions based around rescuing others, the “prosocial behavior” will help high schoolers garner more empathy and a more helpful nature. In addition, it contrasts against the flurry of desensitizing content in our media. Studies show that choices made while using VR can spill over to reality, and empathy and prosocial behavior is a trait not typically associated with video games or virtual reality. HUE LENS endeavors to go against this preconceived notion, and help nurture positive humanity traits in our new generation.

(Further details can be found in the SOW here.)

THE TEAM

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Hue Lens
view the world in different colors. 

(Logo is shows an aperture from a camera lens in multi-colors.)

Team below:

+ Leader & Secretary Chaeyoung “Chase” Seo (Presentation, Logic)
chaeyoung.seo@stonybrook.edu
+ Researcher Ming Wen Chang (Network, Logic)
chang.mingwen@stonybrook.edu

 

SOW

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CSE323 Design Brief Worksheet <HUE LENS>

Project Title: HUE LENS

Brief Description (Summary, Abstract):

Developed for mainly troubled high schoolers, our product strives to have a positive impact on today’s youth, using a virtual reality “superhero” experience. HUE LENS is a VR experience, where children can live out their superhero dreams and aspirations by putting their superpowers to good use– all for the greater good. By completing missions based around rescuing others, the “prosocial behavior” will help high schoolers garner more empathy and a more helpful nature. In addition, it contrasts against the flurry of desensitizing content in our media. Studies show that choices made while using VR can spill over to reality, and empathy and prosocial behavior is a trait not typically associated with video games or virtual reality. HUE LENS endeavors to go against this preconceived notion, and help nurture positive humanity traits in our new generation.

Target Audience(s) – with “detailed” demographic information:

  • Age range: 14 – 17 yrs old (high schoolers) 
  • General educational level: high school 
  • Computer/technology literacy: VR
  • Technology access: HTC Vibe VR & LeapMotion set
  • Occupation: student
  • Environment: home, therapy
  • Language: Mainly English, but can be coded for other geographical locations, if necessary.
  • Special needs (disabilities): social anxiety

Client or Collaborator

Roots of Empathy
https://us.rootsofempathy.org/
email: aroberts@rootsofempathy.org

Roots of Empathy’s mission is to build caring, peaceful, and civil societies through the development of empathy in children and adults. We strive to break the intergenerational cycle of violence, [with] the focus of Roots of Empathy in the long term to build capacity of the next generation for responsible citizenship. In the short term, Roots of Empathy focuses on raising levels of empathy, resulting in more respectful and caring relationships and reduced levels of bullying and aggression. Part of our success is the universal nature of the program; all students are positively engaged instead of targeting bullies or aggressive children.”

Similar/competitive products in genre:

How is the task accomplished now? — Games with violent content, not focused on building empathy / character traits.
What are its flaws or limitations? Tech platforms, typically meant for home (HTC Vibe with Leap Motion).
What is unique in your approach, how does your application add value? ‘Gamified’ concept of instilling a heroic and empathetic nature, thanks to the immersive capabilities of VR and use of “superpower.” 

Full Description:

Task Analysis (needs, desired outcomes)
– needs: youth who have trouble empathizing with others, social anxiety, bullying or aggression
– desired outcomes: to help troubled high schoolers better understand each other, prioritizing mental health
Use model (environment, workflow)
– to be used at home or in therapy
Architecture (stand-alone or client/server…)
– stand-alone
Repertoire of functionality (list of significant features)
– immersive VR world to explore
– exciting game levels, with increasing difficulty
– ability to receive “dopamine effect” from rescuing someone on a mission
Distribution and dissemination
– to be distributed for use in homes as entertainment or in therapy
Business model (retail, subscription?)
– retail price, can also be offered demos/specific levels for free-to-use in therapy
Support (user help, updates)
– contact page to reach developers, or where updates will be mentioned

Special Requirements:

HTC Vibe + LeapMotion set

Bibliography:

Research/studies found from:

  • Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior”
    https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0055003#s3 
  • “Virtual Reality and Prosocial Behavior”
    https://pdfs.semanticscholar.org/1f36/1925106f8039b50780a49a81b5f7ef93dd23.pdf
  • “‘Superpower Glass’ helps kids with autism to read your emotions” http://qeprize.org/createthefuture/superpower-glass/
  • “Report: Kids & VR”
    https://techtrends.tech/tech-trends/report-kids-and-vr/