0% found this document useful (0 votes)
40 views4 pages

MetaX VRv2 Event Details

Uploaded by

Asma
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
40 views4 pages

MetaX VRv2 Event Details

Uploaded by

Asma
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

Meta-X VRv1

Theme: Journeying Beyond Imagination to Reality


HIGHLIGHTS
The Meta-X VRv1 event organized by The City School North Nazimabad Campus in 30 th September, 2022 at the
Bahria Auditorium was a resounding success, drawing in nearly 500 attendees from various schools, colleges, and
universities. The event, centered around immersive technology and Virtual Reality (VR), not only garnered significant
interest but also received commendable participation from academicians, industry experts, and budding talents.
Distinguished representatives from prestigious institutions such as NED University of Engineering & Technology, Fast
University, Bahria University, SZABIST, and Karachi University graced the event with their presence.

Impact and Outcomes:

The Meta-X VRv1 event witnessed an incredible convergence of talent, ideas, and innovation. Participants displayed
remarkable creativity and technical proficiency across all competitions, leaving the jury members, comprising
esteemed industry professionals, thoroughly impressed.

This event not only provided a platform for budding VR enthusiasts to showcase their skills but also ignited a spark of
innovation within the attendees. It marked a significant step towards fostering a culture of creativity and problem-
solving in Pakistan's VR landscape.

Furthermore, the presence of academicians from renowned institutions and industry experts added an extra layer of
validation to the event's success. Their insights and feedback enriched the learning experience for all participants.

Conclusion:

The Meta-X VRv1 event organized by The City School North Nazimabad Campus in 30 th September, 2022 was a
landmark event in the immersive technology and VR domain. With robust participation, esteemed guests, and a
focus on innovation and problem-solving, it successfully celebrated the potential of VR and laid the foundation for
future developments in this exciting field. It is our hope that events like these continue to inspire the younger
generation to become solution-makers and pioneers in the world of immersive technology and VR.
Meta-X VRv2
Theme: Mental Well-being
Event Date: Friday, 27th October 2023
Registration Details and Eligibility Criteria

Registration: Schools and universities interested in participating in the Meta-X VRv2 event must complete
theregistration process online till 8th October, 2023. The registration fee is 3000 Rs per school, which includes
theparticipation of 3 teams in any competition category (Digi-Self, 3D-verse, and TechnoDen).

Participation Details:
The event is open for students of class 6-11 in their respective segments as mentioned in the registration details.
Each team should consist of minimum two students and maximum four students. Each project should focus on one
mental health problem from the list provided below. The project should be made to not only show the mental
health issue but also try to have a positive impact on it and those who are suffering from it.

Mental Health Problems:


The following list of mental health problems has been selected as a focus of this year’s Meta-X:
1. Depression:
- Symptoms: Persistent sadness, loss of interest or pleasure, changes in appetite, sleep disturbances,
fatigue, feelings of worthlessness or guilt.
- Diagnosis: A mental health professional assesses symptoms, duration, and impact on daily life.
- VR's Role: Virtual Reality can provide immersive environments for therapeutic interventions, like virtual
mindfulness sessions, relaxation exercises, and exposure therapy.
2. Anxiety:
- Symptoms: Excessive worry, restlessness, fatigue, muscle tension, difficulty concentrating, irritability.
- Diagnosis: Evaluation of symptoms, their impact, and ruling out other potential causes.
- VR's Role: VR exposure therapy can simulate anxiety-provoking scenarios in a controlled environment,
helping individuals confront and manage their fears gradually.
3. ADHD (Attention-Deficit/Hyperactivity Disorder):
- Symptoms: Inattention, hyperactivity, impulsivity, difficulty sustaining attention, organizational
challenges.
- Diagnosis: Assessment of symptoms, history, and ruling out other conditions.
- VR's Role: VR can offer engaging and interactive tools for cognitive training and attention-building
exercises. It can also assist in developing organizational skills in virtual environments.
4. Eating Disorder:
- Symptoms: Obsession with food, body weight, or shape, severe disturbances in eating behaviors
(anorexia, bulimia, binge eating).
- Diagnosis: Comprehensive assessment by a healthcare professional, including physical and psychological
evaluation.
- VR's Role: Virtual Reality can be used in body image exposure therapy, helping individuals confront and
manage distorted perceptions of their bodies in a controlled and supportive setting.
5. Stress:
- Symptoms: Feeling overwhelmed, tense muscles, headaches, irritability, difficulty relaxing, changes in
sleep patterns.
- Diagnosis: Evaluation of stressors, symptoms, and their impact on daily functioning.
- VR's Role: VR relaxation programs, mindfulness apps, and stress reduction simulations can offer effective
tools for managing and reducing stress.
6. OCD (Obsessive-Compulsive Disorder):
- Symptoms: Intrusive, unwanted thoughts (obsessions) and repetitive behaviors or mental acts
(compulsions).
- Diagnosis: Assessment of symptoms, duration, and functional impact.
- VR's Role: VR exposure and response prevention therapy can simulate situations triggering obsessive
thoughts, allowing individuals to practice resisting compulsive behaviors in a controlled environment.
7. Addiction:
- Symptoms: Continued use despite negative consequences, loss of control, cravings, withdrawal
symptoms.
- Diagnosis: Clinical evaluation, considering behavioral and physical signs of addiction.
- VR's Role: VR therapy can simulate high-risk situations, providing a safe space for individuals to develop
coping strategies and practice resisting cravings.

Eligibility Criteria:

Digi-Self - Unleash Your Inner Avatar: Digi-Self, in the context of our Mental Well-being theme, invites students to
explore the concept of Mental Health through the creation of virtual avatars. In the world of virtual reality, character
design is the art of crafting a character's visual identity by portraying the characters showing one of the listed mental
problems faced by students. Every aspect, from shapes to color palettes, holds significance.

Rules:

1. Eligibility: This category is open to students of class (6-7).


2. Software: You can use any 3D modeling software such as Blender, Fuse, etc.
3. Character Guidelines:
 Characters should not be vulgar.
 Characters should not promote discrimination.
 Characters should not be offensive to any religion or sects.
 Polygon count for the model is limited to 75k.
4. 3D Mesh: The character model should be a 3D mesh, not a 2D design.
5. Originality: In case of plagiarism, disqualification will be enforced.
6. Mental Well Being: Your presentation should talk about the mental state of your character.

3D-verse - Crafting Worlds of Well-being: 3D-verse, in alignment with our theme of Mental Well-being, calls upon
students to demonstrate their talent as environment artists by constructing virtual worlds that promote well-being
and positivity by linking these environments to one of the listed mental problems. A 3D environment is the canvas
where students can showcase their vision, paying attention to elements that make these virtual spaces believable.

Rules:
Eligibility: This category is open to students of class (8-9).
1. Software: You can use any 3D modeling software such as Blender, Unreal Engine, etc.
2. Environment Guidelines:
 Environments should not promote discrimination.
 Environments should not be offensive to any religion or sects.
 Polygon count for the model is limited to 75k.
3. 3D Mesh: The environment should be a 3D mesh, not a 2D design.
4. Originality: Plagiarism will result in disqualification.
5. Mental Well Being: Your environment should portray the strategies to overcome the mental health
issues highlighted above.
TechnoDen - Innovate for Well-being: TechnoDen embodies our commitment to nurturing a generation of solution-
makers. Focusing on the theme of Mental Well-being, this competition challenges students of Grade 10 onwards to delve
into research, identify societal issues related to mental health, and propose innovative VR-based solutions using software
like Unity3D or Blender. Participants will be evaluated based on their research, proposed solutions, and their ability to
pitch their ideas effectively.
In a world where consumerism prevails, TechnoDen is our endeavor to inspire students to become creators,
addressing societal challenges through the limitless possibilities of VR.

The Meta-X VRv2 event is not just a competition but a platform to ignite creativity, foster innovation, and promote
well-being through immersive technology. We look forward to the participation of schools and universities in this
exciting journey toward Mental Well-being through VR innovation.

Round 1 “Mindspark Ideation”:

Ideation and Feasibility (Deadline: 16th October, 2023) In the first round, named "Mindspark Ideation," participating
teams will focus on brainstorming and refining their ideas related to mental well-being. Teams will present the
feasibility of their proposed VR solutions based on their research. Each team will need to demonstrate a clear
understanding of the identified problem, showcase initial concepts for their VR solution, and discuss the feasibility of
their approach. Judges will evaluate the originality, relevance, and potential impact of the proposed ideas. Top
teams will advance to the next round.

Round 2 “InnoVision Concepts”:

Concept Presentation (Deadline: 23rd October, 2023) In the second round, known as "InnoVision Concepts,"
selected teams will create detailed presentations based on their proposed VR solutions. Teams will be required to
follow the provided PPT format. This presentation should include an in-depth explanation of the concept, its
intended impact on mental well-being, and the overall vision. Teams will not be required to develop a working VR
app but should focus on presenting a compelling concept. Judges will assess the creativity, relevance, and clarity of
the presented concepts. The best-performing teams will proceed to the final round.

Round 3 “Visionary Horizons":

Final Showcase and Evaluation (Date: 27th October,2023) The final round, named "Visionary Horizons," will feature
the top teams showcasing their fully developed VR solution concepts. Teams will present their projects
comprehensively, including all technical details, user interface, user experience, and financial aspects, all within the
scope of a conceptual framework. Teams must provide a detailed breakdown of the potential costs involved in the
development of their VR solution concept, ensuring that their projects are feasible for future implementation.
Judges will evaluate the overall presentation, financial viability, and potential societal impact of the concepts. The
winning team will be determined based on the excellence of their solution concept, presentation, and its potential to
contribute significantly to mental well-being.

The Meta-X VRv1 TechnoDen competition is structured to encourage innovative thinking, technical insight, and
practical feasibility within the conceptual realm of addressing mental well-being challenges through VR technology.
Each round emphasizes the conceptualization and articulation of ideas, ensuring that the final solutions presented
are not fully developed VR apps but rather compelling and viable concepts with the potential to make a meaningful
impact in the field of mental health and well-being.

You might also like