During my internship at Neutral Digital, I was asked to conceptualize and develop interfaces that would allow users unfamiliar with VR to navigate the environment, such as working on locomotion inside the cabin.
This solution has the advantage of simulating the real speed of a human without relying on controller joysticks, which are unfamiliar to the crew in training.
A lot of my work involved creating tools integrated into the UI of training and showcase software. I also spent time finding ways to mitigate the setbacks of the virtual reality format. Some of my solutions included a parametric approach to combat motion sickness and a set of tools to prevent immersion breaking during training experiences.
Additionally, I did some technical work to improve the user experience on less powerful hardware (at the time, Oculus Quest 1) using techniques such as impostor rendering and dynamic loading.