Researchers from Georgia Tech, Emory University, and Georgia Tech Research Institute previously collaborated on a 2D Heads-Up Display based gamified health assessment focused on determining neurologic impairment. As a part of continuing gamification of the assessment, the entire project was translated to 3D Virtual Reality under significant constraints. The system needed to test the same neural pathways in the same manner as the previous assessment in order to use data from the 2D system as validation for the approach. Some aspects of user response to immersion required significant changes to gameplay mechanics. Iterative, collaborative development was critical to increasing gamification while maintaining an effective assessment tool.
['Nicole Kosoris', 'Brian Liu', 'Shean Phelps', 'Alessio Medda', 'Erik Swanson', 'Russell K. Gore', 'Michelle C. LaPlaca', 'David W. Wright', 'Tamara R. Espinoza', 'Kelsey M. Evans', 'Kristopher Hendershot']
Virtually transforming detect: moving a 2-D gamified health assessment to virtual reality