Challenge 1

Interactive Narrative Experience: Challenge Participants to create an immersive narrative experience around the theme of plastic pollution in the ocean.

  • Participants will create a virtual underwater environment where users navigate through a series of scenes depicting the impact of plastic pollution on marine life.

  • The experience begins with users encountering the 3D sculpture of the fish, with plastic waste visibly emanating from its mouth.

  • As users explore the underwater world, they encounter various marine creatures struggling to survive amidst the plastic debris.

  • Along the journey, users could learn about the consequences of plastic pollution through interactive elements such as informational pop-ups or voiceovers.

  • The experience culminates in a call to action, encouraging users to take steps to reduce their plastic consumption and support ocean conservation efforts.

Challenge 2

Augmented Reality Installation: Task Participants with designing an augmented reality (AR) installation that allows users to interact with the 3D sculpture of the fish in a physical space. 

  • Participants will design an AR installation that brings the 3D sculpture of the fish to life in physical spaces.

  • Using a smartphone or tablet, users can activate the AR experience by pointing their device at the fish sculpture.

  • The fish character comes to life, swimming and interacting with users through voice commands.

  • Users can engage in conversations with the fish, asking questions about plastic pollution and receiving informative responses.

  • The installation can be set up at public events, museums, or schools to engage audiences and spark conversations about ocean conservation.

Challenge 3

Voice-Activated Educational Game: Challenge Participants to develop a voice-activated educational game centered around plastic pollution in the ocean. 

  • Participants will develop a voice-activated game that educates players about plastic pollution in the ocean.

  • Players interact with the fish character through voice commands, asking questions and receiving informative responses.

  • The game may include quiz-style challenges where players test their knowledge about marine ecosystems and plastic pollution.

  • Players earn points or rewards for correct answers and progress through levels of increasing difficulty.

  • The game fosters learning through interactive gameplay and encourages players to take real-world actions to reduce plastic waste.

Challenge 4

360-Degree Virtual Reality Experience:

  • Participants will create a fully immersive VR experience that transports users to an underwater world affected by plastic pollution.

  • Users wear VR headsets and explore the ocean environment from the perspective of marine life.

  • The experience features realistic visuals and sound effects, immersing users in the underwater environment.

  • Users encounter marine creatures, coral reefs, and vast expanses of plastic waste floating in the ocean.

  • Interactive elements allow users to interact with the fish character, learn about plastic pollution, and explore potential solutions to the problem.