An immersive therapeutic VR environment designed to reduce cognitive stress through spatial audio, calming visuals, and guided interaction — built as a final year project at Asia Pacific University.
NeuroSpace was my Final Year Project at Asia Pacific University in Kuala Lumpur. The concept: design a VR environment specifically engineered to reduce cognitive stress and anxiety through carefully controlled sensory input — spatial audio, soft lighting, guided breathing prompts, and calming geometry.
The project combined UX research into therapeutic environments with real-time 3D development. I conducted user testing with participants wearing Oculus headsets, measuring self-reported stress levels before and after sessions. Results showed a measurable reduction in perceived stress after 10-minute sessions.
Before building anything, I researched evidence-based therapeutic environments — what colours, sounds, and spatial configurations reduce cortisol levels. The design draws on biophilic design principles: natural light simulation, organic geometry, water sounds, and open sightlines.
The environment features multiple zones — a forest clearing, an underwater space, and a minimalist void — each with distinct audio-visual profiles. Users can transition between zones using gaze-based interaction, keeping the experience accessible to people unfamiliar with VR controllers.
Literature review on biophilic design, colour psychology, and VR therapy studies. Defined design parameters: colour temperature, audio frequency ranges, movement speed limits to avoid VR sickness.
Sketched three environment concepts. Grey-boxed each in Unity to test spatial feel before committing to final assets. Conducted informal user tests with grey-box versions to validate zone transitions.
Built full environments in Unity with custom shaders for the underwater and void zones. Implemented Unity's spatial audio system with 3D-positioned ambient sounds. Gaze-based interaction system for accessibility.
Ran structured user tests with 12 participants. Collected pre/post stress ratings using a validated scale. Iterated on audio levels, transition speeds, and visual intensity based on feedback.
I design VR experiences that go beyond visuals — environments that feel right and achieve measurable outcomes.