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VR GAME SIMULATION ON HALLUCINATIONS
                                              OF PATIENTS WITH SCHIZOPHRENIA



                                              ABSTRACT               Poster


                                              RESEARCH BACKGROUND
                                              Schizophrenia, a serious mental disorder affecting millions, often blurs the line between
                                              reality and delusions. Despite widespread misunderstanding and bias, an educational
                                              video game could enhance public awareness and empathy, potentially diminishing
                                              stigma and discrimination against those affected.

                                              METHODOLOGY

    CHAN CHUN SHING HUSON                     Use “Unity” to create a VR game called “Hallucination”. The game is structured in
                                              three Levels, each representing a distinct challenge encountered by individuals with

    BSc (Hons) in Multimedia Technology       psychosis. Players will navigate through the sufferer's hallucinations, delve into their
    and Innovation                            inner psyche, and confront societal prejudices against them, for example:
    Department of Digital Innovation and      Level 1 focuses on simulating players’ symptoms of schizophrenia, such as auditory
    Technology                                hallucinations and visual hallucinations. For example, common hallucinations in people
                                              with schizophrenia include seeing aliens and monsters, and hearing unusual voices.
                                              In Level 2, players need to talk to different non-player characters (NPCs) to simulate
                                              other people's views on patients with schizophrenia.
    OBJECTIVES                                By navigating through the subway, players encounter a symbolic representation of
                                              mental struggles, in which the gameplay mechanics includes the loss and recovery of
    The proposed VR game aims to simulate     senses, and the individual’s choice between facing fears or fleeing.
    the   experience   of  schizophrenia
    for educational purposes, fostering       FINDINGS
    empathy and awareness. It encourages      Through the VR game, the public's stigma against schizophrenia can be gradually
    players to recognize mental health        diminished, allowing people to correctly understand and experience schizophrenia,
    issues and serves as a catalyst for       thereby cultivating understanding and sympathy for patients, and jointly creating an
    community dialogue, enhancing support     inclusive society.
    and understanding.
                                              ABOUT THE INVESTIGATOR


                                              My name is Huson, and I am a student specializing in multimedia technology and
                                              innovation  with  a  strong  passion  for  information  technology.  I  have  five  years  of
                                              experience in developing video games for various platforms, including 2D, 3D,
                                              augmented reality (AR), virtual reality (VR), and mixed reality (MR). I am fascinated by
                                              playing video games and studying the underlying principles. I am aspired to pursue a
                                              career in the gaming industry after I graduate.
                                              My FYP supervisor is Ms Jasman PANG.
























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