VR Environment in Unity with Music

Job ID: 38633826

Budget: $30 – $250 USD

I'm looking for an experienced Unity developer to create a VR environment project for me. It's a pretty simple project The developer would just need to do the code behind the buttons of choices of different music and buttons of choices of environments. I HAVE ALREADY BOUGHT AND WILL SEND ALL THE MUSIC MP3s, AND ALL THE VIRTUAL REALITY ENVIRONMENTS FROM THE UNITY ASSET STORE, YOU WILL NOT NEED TO CODE ANY ENVIRONMENTS>

The project should include the following features:

- Different environments: The VR experience should have nature scenes and fantasy worlds. I already have the environments bought from the Unity asset store.
- Music playback: The project should allow users to press different buttons to play music from mp3 files. The music should be from a variety of mp3 files loop after finishing.
- Environment transitions: When switching between different environments, I want a fade in/out effect.

Ideal candidates for this project should have:
- Proven experience with Unity and VR development
- Ability to implement audio features and environment transitions
- Understanding of creating immersive and engaging VR experiences.
- For Oculus Quest 2 and Oculus Quest 3

Insomnia and sleep disturbances are prevalent in healthcare workers (HCWs),
especially those who have experienced occupational-related trauma and are at
risk for post-traumatic stress disorder (PTSD). Sleep difficulties often persist in
individuals who have received PTSD treatment, emphasizing the need for targeted
sleep interventions. Emerging evidence suggests that virtual reality (VR) and
music improve sleep and other PTSD symptoms. This study hypothesizes that a

participant-selected virtual reality (VR) environment paired with participant-
selected music before bedtime will be feasible and acceptable to HCWs with poor
sleep quality consequent to an occupational-related trauma. Any HCW who
reports a work-place related traumatic event which meets the DSM-5 Stressor A
criterion for PTSD and who scores greater than 5 on the Pittsburgh Sleep Quality
Index (PSQI) will be recruited through institutional outreach and advertisements,
with a target enrollment of 20 participants. Participants will receive a VR headset
and be instructed on how to use it in an introductory session. They will have 24
hours to familiarize themselves and select from four VR environments (e.g., forest,
beach, canyon, and outer space) and eight music genres (e.g., classical, jazz, and
pop). A blue light filter will be applied to minimize sleep disruption. Participants
will use the headset for 20 minutes before bedtime, three times a week for three
weeks. Participants will select three days each week based on their personal
schedules for flexibility. Participants will be instructed to avoid alcohol, caffeine,
and the use of personal electronic devices before bedtime. After the first week,

participants may change their environment or music if they wish. Routine check-
ins by the research team will ensure adherence and provide support. The primary

outcomes of this study will focus on feasibility and acceptability indices including
recruitment rate, study enrollment, rate of completion of sessions, retention, and
user feedback regarding the access, content, and length of the intervention
measured via Likert scales and open-ended responses. Secondary outcomes will
include changes in sleep quality, as assessed by PSQI scores, from baseline to
immediately after the intervention period and during a follow-up two weeks later.
Participants' PTSD symptoms will also be measured using the PTSD Checklist for
DSM-5 (PCL-5), along with assessments of depression using the Patient Health
Questionnaire for depression (PHQ-9). Statistical softwares including SPSS and R
will be utilized for descriptive and secondary analyses. We expect that the

intervention will be both feasible and acceptable to HCWs with occupational-
related trauma. It is anticipated that most participants will complete the study and

report satisfaction with the intervention, with many indicating a willingness to
recommend it to others. If the pilot data supports the hypothesis, this study could
provide early evidence for the feasibility of utilizing a combined VR and music
intervention to improve sleep quality among trauma-exposed HCWs. This study
aims to explore a personalized, non-pharmacological approach to improving
sleep quality in HCWs with occupational-related trauma. Positive findings could
lead to the development of accessible, scalable interventions that address sleep

disturbances in this at-risk population, ultimately contributing to improved well-
being and occupational functioning.