VR Empathy Lab
VR Empathy Lab
Client
Uniwersytet im. Adama Mickiewicza w Poznaniu
Project
VR App
Technology
Unity
Project Background
Virtual reality, combined with carefully selected physical equipment (VR treadmills, weighted vests, mobility simulators), enables realistic recreation of these difficulties in various urban and indoor environments.
Development Process
1. User Needs Analysis
During the conceptual stage, real-life barriers encountered by people with mobility and sensory limitations were analyzed. A list of situations that could be realistically simulated in VR was developed, including:
- Navigating a city as an elderly person or someone with mobility restrictions,
- Using public transportation with various impairments,
- Interacting in public spaces from the perspective of a visually, hearing, or mobility-impaired person.
2. Environment and Interface Design
Realistic virtual environments were created, including train stations, bus stops, elevators, shops, and offices, where users can experience daily challenges. These environments were designed to include various architectural obstacles and specific mechanics tailored to each simulated impairment.
3. Implementation of Advanced VR Mechanics
Advanced immersive mechanics were integrated to allow users to:
- Move in a virtual wheelchair with a realistic control model,
- Navigate using a virtual cane for visually impaired individuals,
- Experience mobility restrictions through joint-weighted vests and VR treadmills,
- Feel hand tremors simulating Parkinson’s disease symptoms.
4. Development of Educational Modules and Interaction Scenarios
Various thematic modules were designed, allowing users to assume the roles of individuals with different limitations and attempt to complete daily tasks, such as:
- Hearing-impaired individuals – interacting with government officials and utilizing various forms of visual communication.
- Elderly individuals – crossing a busy street and reaching a train station with reduced mobility and impaired vision.
- People with Parkinson’s disease – performing precise tasks such as selecting an elevator button or purchasing a ticket while experiencing hand tremors.
- Visually impaired individuals – navigating the city using a virtual cane and identifying obstacles through sound and touch.
- Wheelchair users – overcoming architectural barriers in urban spaces and public buildings.
5. Testing and Optimization
The project underwent testing with users of varying VR experience levels. A key aspect of testing was adjusting the difficulty level and intuitiveness of interactions to ensure a realistic yet comfortable experience.



