Objective: Developed an open-ended sandbox VR game set in a fully interactive mansion, providing players with a diverse and engaging environment for exploration and fun.
Role: Unity Developer, Gameplay Designer, Physics Implementation
Key Activities:
Environment and Interaction Design: Designed a large, interactive mansion with over a dozen unique rooms, focusing on creating a seamless and immersive experience. Implemented physics-based interactions and gameplay mechanics, allowing players to pick up, juggle, throw, and place objects within the environment. Ensured a high level of realism and interactivity by incorporating destructible objects, such as breakable vases and openable drawers and cupboards.
Mini-Game Development: Developed a variety of "mini-game" rooms within the mansion, each offering a distinct experience. Key mini-games included:
Adventure Room: Integrated zip lines, trampolines, and climbing walls, utilizing Unity’s physics engine to create realistic movement and interactions.
Music Room and Ping Pong Room: Designed interactive spaces with dynamic audio and real-time multiplayer elements for an engaging experience.
Archery and Shooting Gallery: Developed precise, physics-driven projectile mechanics for archery in an old-west stockade and a challenging shooting gallery.
Endlessly Reconfiguring Maze: Engineered an endlessly reconfigurable maze using procedural generation techniques to keep the experience fresh and unpredictable.
Graffiti and 3D Painting Rooms: Implemented creative tools for players to express themselves, leveraging Unity’s 3D painting and object manipulation capabilities.
Toy Room: Developed a playful environment with interactive toys and physics-based puzzles to entertain and challenge players.
Outcomes
Created a versatile and engaging VR environment that encouraged exploration and creativity.
Enhanced player immersion through detailed environment design and intuitive interactions.
Demonstrated expertise in developing complex interactive systems within Unity, showcasing experience in VR gameplay design and development.
Objective: Develop engaging 2D, 3D, and XR educational games for K-12 students on the Chimpvine e-learning platform, aligning with course syllabi and educational objectives.
Role: UX Research, Game Designer and Developer
Key Focus Areas: Educational Games, Interactive Learning, Data-Driven Enhancements, K-12 Education
Key Activities:
Designed and developed 2D, 3D, and XR educational games tailored for K-12 students.
Worked closely with educators to convert course syllabi into interactive game formats ensuring that the games aligned with educational objectives and enhanced the learning process.
Collaborated with data analysts to capture and analyze student decisions and interactions within the virtual environments to use data-driven insights to refine and improve game designs and learning content.
Outcomes
Successfully transformed traditional educational content into engaging digital games, enhancing the overall learning experience for K-12 students.
Data-driven enhancements led to significant improvements in learning outcomes, demonstrating the effectiveness of interactive educational games.
Objective:
Develop a VR training platform for laparoscopic cholecystectomy to enhance surgical training.
Role: Prototype Implementation and Usability Testing
Key Activities:
Collaborated with 3D artists and designers to ensure high realism and accuracy in simulations.
Analyzed and optimized CPU/GPU-based physics frameworks for real-time soft body and fluid simulation.
Led iterative design and usability testing sessions, gathering feedback to refine and improve the simulation.
Findings
Significantly improved training realism and interactivity, receiving positive feedback from medical professionals.
Demonstrated the platform's potential to provide cost-effective, scalable surgical training solutions.
Outcomes
Landed contract for collaboration with a surgeon for further development of the product
Objective:
Explore “Meta-Humanoid” Concept of overlaying AR Avatar in Telepresence Robots to improve social interaction in Robot-Mediated Telepresence
Simulate visually and behaviorally realistic humanoid robots in AR to explore robotic telepresence systems
Role: Prototype Development, User Research, Study Design, Data Analysis, Report Writing
Key Activities:
Implement a “Meta-Humanoid” System with a simulated virtual robot in Augmented Reality to make the virtual robot seem physically present with the user
Conducted mixed-method user research using the simulation solution to compare interaction in a robotic telepresence system when the teleoperator is shown with a)just the robot, b) the robot and the teleoperator’s video, and c) The robot superimposed with an AR avatar
Qualitative User Research on the viability of such simulations for the exploration of Human-Robot Interaction studies
Findings
Overlaying AR avatars on humanoid robots improves the sense of being together in the same place in robot-mediated telepresence
Simulation of robotic systems in AR can provide a cost-effective method to evaluate such speculative design concepts of Human-Robot Interaction
Outcomes
A Proof-of-concept simulated implementation of Meta-Humanoid, providing guidelines for improving social interaction in robot mediated telepresence
Objective:
Develop a VR tourism application enabling users to virtually travel to various religious pilgrimages in Nepal, offering an immersive experience through 360 videos and 3D digital twins of the landmarks.
Role: UX Research, Prototype Development, Usability Testing and User Feedback
Key Focus Areas: Virtual Reality, Cultural Immersion, 3D Modeling, Digital Tourism
Key Activities:
Collaborated with photogrammetry artists to create accurate and detailed 3D digital twins of the pilgrimage sites.
Ensured that the 3D models were true to the actual landmarks, capturing intricate details to enhance the virtual experience.
Created a virtual 3D agent to serve as a travel guide within the application providing cultural, historical, and other relevant information about each landmark, enriching the user's virtual journey.
Findings
The use of 360-degree videos and 3D digital twins created an engaging and immersive experience for users, allowing them to explore the pilgrimage sites in detail.
Users appreciated the ability to virtually visit multiple locations and learn about their significance from the comfort of their own homes.
Users reported a greater understanding and appreciation of the cultural heritage of Nepal after interaction with the virtual agent.
Users shared concerns about digital vandalism and inaccurate representation of landmarks with high religious and cultural importance
Outcomes
Developed a high-quality VR application that allows users to experience Nepal's religious pilgrimage sites in a new and innovative way.
Made cultural and historical landmarks more accessible to a global audience, regardless of physical location or travel constraints.
Objective:
Developed a VR application for collaborative work, enabling voice communication and interaction with shared 3D objects and multimedia.
Role: UX Research, Prototype Implementation and Usability Testing
Key Activities:
Conducted requirement analysis with secondary research to understand design requirements for social VR, focusing on virtual space awareness, proxemic behaviors, and multimodal interactions.
Evaluated and implemented various aspects in collaborative VR applications such as avatar representation (visual realism - cartoony vs realistic, behavioral realism - coarse animation vs physics driven), real-time synchronization of user avatars, and interactions with objects and audio/video elements.
Facilitated usability testing sessions to refine the user experience, ensuring seamless interaction and communication in the VR environment.
Findings
User preference for avatar's visual and behavioral fidelity is task dependent, cartoony and coarse animation preferred in fun tasks, realistic and physics-driven preferred in official/”serious” tasks
Personal and social spacing preference from real world is transferred in VR, with even less margin for tolerance due to "compressed distance" perception in VR
Outcomes
Enhanced collaboration by implementing findings from evaluation studies comparing different features, effective synchronization of avatars and objects, achieving a highly interactive and engaging VR space.
Provided valuable insights into the design and functionality of networked VR applications, contributing to improved user satisfaction and interaction quality.
Objective:
Developed a low-fidelity motion capture system using HTC VIVE to drive 3D humanoid character animations.
Role: Prototype Implementation and Usability Testing
Key Activities:
Assisted 3D artists in character animation process by implementing motion capture system using HTC VIVE HMD, controllers, and trackers.
Conducted iterative testing and usability sessions to refine animations for use in VR, AR, and 3D applications.
Outcomes
Enabled rapid iteration and testing of character animations, improving efficiency and effectiveness in animation workflows.
Provided a cost-effective solution for rapid character animation
Objective: Investigated the impact of authenticity labeling on real and deepfake videos to understand user susceptibility and resulting perception towards the person in the video.
Role: Experiment Design, Data Analysis, Report Writing
Key Activities:
Designed and conducted an online experiment in qualtrics presenting participants with real and deepfake videos under three conditions: no labels, accurate labels, and conflicting labels.
Analyzed the impact of these labels on participants' ability to discern the realness of the videos and their feeling towards the person in the video.
Findings
Participants were more likely to mistake fake videos for real ones when presented with conflicting labels.
Real videos were generally perceived as real, regardless of labeling.
Negative impressions towards individuals in videos were formed irrespective of video authenticity perception.
Outcomes
Highlighted the limitations of current detection and labeling systems in mitigating the psychological impact of deepfake videos.
Emphasized the need for solutions that encourage critical engagement with online media.
Objective: Developed a solution to make housing search less frustrating for Internationa UBC graduate students
Role: UX Research, Interview, Data Analysis, Prototyping, Evaluation, Report Writing
Key Activities:
User Research: Identified international students’ needs and pain points through surveys and individual semi-structured interviews.
Created personas and user journey maps to understand students' needs and frustrations, and developed storyboards and conceptual models to ideate feature solutions.
Prototype Development: Created a medium fidelity prototype with Marvel for an chrome extension add-on for craiglist with features like a search tab for prioritized information, a communication box for streamlined messaging, and a profile tab for saved responses.
Usability Testing: Conducted iterative testing sessions to refine features based on student’s feedback, ensuring the add-on met user needs efficiently.
Findings
Users valued streamlined search and communication, reducing time spent on finding and responding to ads.
Features like saved ads, community reviews, a price bar to show average pricing in the area, and read receipts for messages significantly improved user satisfaction.
Outcomes
Enhanced user experience for graduate students searching for housing, addressing pain points in current platforms.
Provided a scalable solution to integrate with Craigslist, the platform most international students preferred, improving usability without overcomplicating the established practice.
Objective: Design a proof of concept communication system between paramedics and hospital charge nurses in Vancouver General Hospital, improving early trauma team activation (TTA) decisions.
Role: UX Research, Data Analysis, Interview, Observation, Survey, Prototyping and Evaluation
Key Activities:
Conducted interviews and field visits with paramedics, nurses, and surgeons from Vancouver General Hospital to identify communication challenges and requirements.
Crafted personas and user journey maps to grasp the concerns and desires of different stakeholders, then devised storyboards and conceptual models to brainstorm potential proof-of-concept solutions.
Developed a low-fidelity communication system prototype with tablet interface for paramedics to quickly and efficiently convey patient condition and injury details with features such as a single-button alert system, optional patient information input, and audio/video feeds from the ambulance to enhance information flow. A mobile app for charge nurse in VGH to consume these information from paramedics.
Performed initial usability testing through a proof of concept video and online survey to gather feedback on the prototype’s effectiveness and usability.
Findings
Features like the single-button alert and passive audio/video streaming were well-received by stakeholders for their simplicity and efficiency.
Concerns were raised by all the stakeholders about disrupting their practise because of introduction of new solution, indicating a need for further refinement to seamlessly integrate the solution
Outcomes
A Proof-of-concept solution with plans for further testing and feature integration to ensure seamless integration into paramedic and trauma team workflows
A multiuser collaboration tool prototyped using unity with a shared whiteboard as well as a feature for collaborative mesh painting tool for designers and creators
AR authoring prototyping tool – simple AR viewer to download and place 3d models in runtime in AR scene using an android phone and Google poly API(now deprecated) to search and download 3d models
An AR Color Blindness simulator to showcase different color profiles in AR for different cases of color blindness
A 3D visualization of Covid19 Cases as obtained from communication with an open source REST API for the Covid Cases data based on geographical location.
https://amit-ghimire.github.io/Covid19/