Boat Scape
In the second year of my PhD at the University of Copenhagen, I had the chance to visit Finland for the UBISS summer school. The week-long workshop was about developing transformational experiences. Researchers from different fields collaborated and, with mentors' support, developed their own unique experiences that combined VR and physical elements.
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The summer school had five workshops, and the VR workshop was cozy rather than crowded. We were divided into teams of 4-5 people, each with varying levels of expertise. I was the most experienced Unity developer, and when we designed the experience, I implemented the VR part.​
Our experience was about trying to survive as boat refugees. It consisted of three parts: context setup, the boat journey, and reflection. The three parts were essential for a transformative experience. The first phase sets the context, helping users smoothly transition from their everyday lives into the experience. The second phase was the wow factor that can trigger the transformation. The last phase provided space for reflection and integration. We had 4 days to develop the experience and present it to everyone in all the workshops. With the limited time in mind, we strategically used VR for the boat journey sequence.

We used minimalist graphics assets, but with a scene setup made it look realistic and unnerving. The boat itself rocked gently, creating a sense of motion without being intense or causing sickness. We strategically used a nighttime setting, heavy fog, and a red flare to light the scene and create an ominous, deep atmosphere. We designed a distinct soundtrack to further enrich the gloomy, heavy atmosphere.
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We made the boat experience pop with some practical effects. We sat ourselves next to the user and rocked back and forth like the virtual people in the boat. Another crazy idea we tried was spraying water to create the sensation of a water misting and splashing.
In the last phase, the user got"arrested" upon reaching the shore. Like the introduction, it was purely an audio experience. We designed a panicky soundtrack; people rushing around and screaming. To make it safer and more realistic, we "arrested" the user by binding their hands. This created a perfect setting to sit and wait for your fate.



On the last day of the workshop, we presented our project to the entire summer school. After the presentation, our VR workshop did a showcase. We received good feedback, and people wanted to try our experience even after the showcase ended, which was a nice bonus for our team.