Apartment
AvailableA modern two-storey apartment, the most interaction-rich level. Multiple rooms support everyday activities (typing in the office, reading books, putting away dishes). Free to roam, like all environments.
What happens in the headset depends on where you stand inside it. Each environment is its own scene with its own geometry, its own tasks, its own friction points.
A modern two-storey apartment, the most interaction-rich level. Multiple rooms support everyday activities (typing in the office, reading books, putting away dishes). Free to roam, like all environments.
Extensive outdoor level — trails through fields and woodland; lets you meet distant objects through a VIP's eyes. Day/night cycle and a branching path network simulate the challenge of orienting in unfamiliar, dark surroundings.
Small seminar room — a perspective shift to the role of teacher/lecturer in front of a group, and the particular demands that come with it. A writable board on one side, the audience on the other; high concentration that vision impairment can push further.
Club setting, surrounded by dancing people. Movement is rudimentary, no interaction yet. Dynamic light effects can disrupt orientation or cause glare depending on the condition.
Places the player as a pedestrian in urban (street) traffic with other pedestrians and motor vehicles. Possible challenges: crossing a street, moving through a crowded pedestrian zone.
As a driver, you take on the specific challenges a VIP faces in road traffic. Other participants here too: pedestrians, other drivers, plus static obstacles, e.g. while parking.
The only environment that isn't a real-world scenario. The player can fly through a simplified anatomical model of the human eye and pull up information about each component.
Six symptom families as standalone modules — combinable into real condition profiles.
Narrowing of the visual field from outer edge inward. Tunnel with a soft, adjustable edge.
Central scotoma. Faces and text disappear; peripheral vision remains.
Clouding of the lens. Diffuse stray light, reduced contrast, desaturated colours.
Brightness becomes overpowering. Even dim rooms glare; contrast collapses.
Distance blurred, near sharp. Signs, faces and boards become guesswork.
Near blurred. Books, prescriptions, menus — everything an arm's length too close.