Teaching a playful skill in VR, using the affordances of a virtual environment to experiment, fail and learn.

What it does

Gamifies and themes teaching juggling. Users are offered a number of dragons to juggle, they are challenged to juggle them according to the animation

How we built it

We used Steam V and VRTK for interactions. Unity as a game engine. We used Sketchup for the environment. We used free assets from Sketchfab and Unity Asset store. We leveraged Playmaker to prototype but none of that code ended up in the final build.

Challenges we ran into

Being able to animate some of the motions of juggling to help coach the users (we used a GIF instead)

Accomplishments that we're proud of

Rene built the environment based off of a lot of discussion on the right stage for the experience. Paul enjoyed learning animation. Matt has been proud of the level of creativity.

What we learned

We learned a lot about how to phase users into different levels of complexity. We knew we wanted to prototype some interactions quickly to be able to get the feel for what was working or not for the physics of juggling. The design process was pretty iterative, as we evaluated the interactions we adjusted the process for teaching. A number of our hunches were incorrect. We found that having a concept (dragon teaching) helped pull together the learning path of juggling with a core narrative.

What's next for Juggle VR -- Flight of the Dragon

We want people to play with it and enjoy it. Expect a lot of videos of the demos to show up on Twitter!

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