Case studies

“Immerse Yourself in the Virtual Tale: Exploring ‘A Story Worth an Apple Orchard’ in VR”

The developers of “Culture Lab Production” have brought the scene of the main characters’ encounter from the book “A Story Worth an Apple Orchard” into virtual reality. This book is about small city Chernivtsi in Western Ukraine, a city of the previous century, written by local author Maxym Dupeshko. Using photogrammetry, the developers digitized the actors and created their replicas in virtual reality. By wearing a VR headset, the viewer can find themselves at the intersection, observe the buildings, hear the characters’ conversations, and even interact with objects.

In the footsteps of Eminescu & AR-poetry experience

“In the Footsteps of Eminescu” is an augmented reality (AR) project that offers an immersive xR experience through the web. By selecting locations associated with the life and works of the poet Eminescu in Chernivtsi (Ukraine) and Bucharest (Romania), users can access a unique AR experience.

Using their device’s camera, users will witness animated texts of Eminescu’s poems materializing in the sky and urban landscapes. Accompanied by the captivating voices of actors reciting these poems, the AR experience brings Eminescu’s poetry to life in a dynamic and engaging way.

The project pays homage to the life of Mihai Eminescu, who was born in Botosani, Romania, in 1850, during the era when Botosani was part of the Principality of Moldova. His formative years were closely linked to Chernivtsi, the capital of Bukovina, where he studied intermittently at the Chernivtsi Higher Gymnasium from 1860 to 1866. Throughout his life, Eminescu pursued various endeavors, including serving in the Bucharest Theater, pursuing education at the University of Vienna as a free student, and residing in Berlin, where he attended lectures on philosophy and political economy.

The “In the Footsteps of Eminescu” project aims to transport users into the world of Eminescu’s poetry, combining technology and art to create a captivating and memorable experience. By merging augmented reality with the rich literary heritage of Eminescu, the project allows users to explore his works in a new and interactive way, fostering a deeper connection with his poetry and legacy.

developed by team: Anton Blahii (team lead, 3D artist, xR developer), Volodymyr Shyba (sound engineering), Oleksandr Vasiliev (character artist, VR developer)

Immerse Yourself in the Art: “Hayfield” by Mykola Hlushchenko in Virtual Reality

Within the Chernivtsi Art Museum resides a painting by Ukrainian artist Mykola Hlushchenko titled “Hayfield.” We have brought this painting to life in virtual reality, creating a unique virtual walk-through experience within the artwork itself.

Visitors to the museum can first admire the original painting in the gallery, and then, by putting on VR goggles, they can step into the world depicted within the painting—gazing around, strolling amidst the stacks of hay, and encountering the animals and people portrayed within it. Such an immersive experience has never been realized before in Chernivtsi.

With this project, our aim is to generate increased interest in museums and art, offering an innovative and immersive “dive” into the realm of artistic creation. We invite you to explore the vibrant world of “Hayfield” in a way that transcends the boundaries of traditional art appreciation, allowing you to become an active participant within the artwork itself.

developed by Vira DG

Token of Trypillia

The “Token of Trypillia” is a digital object that pays homage to the Trypillia culture, which thrived in Eastern Europe from approximately 5500 to 2750 BCE. This unique creation serves a dual purpose, combining art and philanthropy.

The project’s inspiration stemmed from an exhibit at the Chernivtsi Museum of Local Lore—a beautiful stone fragment of an ancient axe that was once used for trading and bartering, representing an early form of money known as a barter token.

Driven by curiosity and a desire to delve deeper into the region’s history, the artist embarked on an exploration of Trypillia’s imagery and patterns. Through experimentation, a technique of painting individual polygons emerged, resulting in a captivating art form now known as Polygon art.

By acquiring the “Token of Trypillia,” individuals not only gain a unique digital artifact representing Trypillia culture but also contribute to the growth and development of VR technology in cultural endeavors. The project embodies the fusion of art, history, and philanthropy, forging a connection between the past and the future through the power of digital innovation.

developed by Nikita Khudiakov: FREEBOID

AR Necklace

We have created an effect that allows you to try on traditional beaded necklaces called “sylyanky” in augmented reality. This project was developed in collaboration with the traditional goods store “Chichka,” and the effect can be experienced on the store’s Instagram page. With this effect, you can virtually try on replicas of ancient Gutsul sylyanky necklaces. It serves as an online fitting tool for the store while also offering a unique opportunity to showcase and bring the traditional heritage of the Gutsul people closer to users, without compromising the authenticity of the actual pieces.

developed by Oleksandr Vasiliev (xR developer)

VR Therapy: Overcoming Phobias through Immersive Experiences

At Culture Lab Production, our team of developers has created a virtual reality scene featuring dogs with the intention of helping individuals conquer their fear of dogs. This innovative project serves as an auxiliary tool in psychotherapy, particularly in treating phobias. Renowned psychotherapist Katerina Koval utilized the VR headset to work with a client struggling with a dog phobia, achieving remarkable results. Developed specifically for the Oculus Quest 2 headset, this VR scene has undergone rigorous testing and refinement to ensure optimal therapeutic benefits.

The therapy process involved ten counseling sessions, categorized into three stages. During the initial stage, the therapist focused on diagnosis, creating a safe and supportive environment, and establishing a strong therapeutic alliance with the client. In the second stage, two immersive experiences within the virtual reality scene featuring dogs were conducted, carefully addressing the client’s fear of dogs. The sixth session triggered fear in the client; however, through effective communication and support from the therapist, a productive dialogue was initiated surrounding the fear and the phobic object (dogs). The second immersion was more prolonged and facilitated the gradual desensitization process. The client reported a significant 30% reduction in fear.

The virtual reality scene was meticulously designed to grant the client a sense of control over their interactions with the phobic object, preventing overwhelming fear. This enabled gradual adaptation, activated the client’s growth zone, and fostered a desire to engage with dogs in real-life scenarios. In the final stage, the therapy outcomes were summarized, and the reduction in fear levels was solidified. Post-therapy assessment revealed an astonishing 97% reduction in fear, confirming the efficacy of integrating psychotherapy with virtual reality.

The successful combination of Gestalt therapy and virtual reality in phobia psychotherapy has proven highly effective. The therapy sessions facilitated open dialogue about internal experiences related to fear and the phobic object, while each immersion progressively enhanced the client’s desensitization towards dogs. The ultimate outcome was a remarkable 97% reduction in fear of dogs.

developed by Oleksandr Vasiliev (xR developer)