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Play Test Game Detail Data Graph
We started play test. Testers gave many More game detail were added including We made graph for our data collection
useful feedback. spider and lightning. program. It can show graph along with
Page 3 Page 4 time and event that we set during play.
Page 7
AGENDA
1. Play Test
2. Game Detail
3. Game Control
4. Data Graph
5. Story
6. Plan to do
PLAY TEST
•COMPARISON BETWEEN
NEUROSKY AND EMOTIV
As our test computer had set up, we started our play test.
Students from other teams gave us many helpful feedback
about the game. We changed game and plan to change more
in the future based on feedback.
GOOD POINT
•PROGRAM STABILITY
o Environment was well made.
Emotiv is more stable. o Darkness and lighting was effective.
o Flash light was good. But some people said it’s too small in
the outside.
IMPROVEMENT
o Game control was hard.
o Lightning was not very effective.
o Need headshot
o Zombie was too bright in the church.
SPIDER
•SPIDER
PRODUCT
•EFFECTS EFFECTS
Surprising the player
o When player approaches to altar, the spider came out from
the ceiling with creaky noise. Player would be surprised.
LIGHTNING
•LIGHTNING
PRODUCT
•EFFECTS EFFECTS
Surprising the player
o When player passes middle of the church, there is sudden
lightning and thunder sound. After lightning, candle light is lit
up.
GAME CONTROL
•GAME CONTROL
PRODUCT
<Game Controller>
Movement by Nunchak
Camera movement by Nunchak while holding button
Aiming and shooting by Wiimote
We have the data recording tool with the graph function. After
we collects biofeedback data during the game play, we can see
data with graph. We can choose the value that we want to see,
and also zoom in and zoom out. During the play we can
manually set the time line that indicates the time in the graph.
These biofeedback data includes average, minimum and
maximum values of GSR, Heartbeat, short-term excitement,
•DATA RECORDING longterm excitement and meditation.
It also records various game data such as shooting accuracy,
number of zombies killed and the play time.
It would help to analyze how game affects to the the player.
PHYSION #11
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P H Y S IO N W E E K 1 1
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Game Design Visual Effect Device Confirm
The floor plan was revised based on faculty We added candle light, flash light and night After we compared two device, Emotiv and
‘s advices. sky. Neurosky, we decided to use Emotiv for
Page 3 Page 5 program stability and data acquisition.
Page 8
AGENDA
1. Floor Plan
2. Visual Effect
3. Device Confirm
4. Faculty Feedback
5. Data Collection
6. Plan to do
3. More benches.
3. Benches
CANDLE LIGHT
•CANDLE LIGHT
PRODUCT
•EFFECTS EFFECTS
Aesthetic
Drastic change of lighting o It makes aesthetic interior. When it lit up, player would feel
safer We can make moving shadow outside of church, and it
would surprise the player. When the candle is blown off, player
would feel more scared.
•EFFECTS EFFECTS
Limited sight o By using flash light, player would have limited sight.
•EFFECTS EFFECTS
Grotesque Environment o We changed the sky box and lighting. It would make more
grotesque environment.
PROGRAM STABILITY
•PROGRAM STABILITY
Emotiv is more stable. NeuroSky is unstable to connect. It is often that the program
cannot connect with the device, and the whole program was
stuck at this time. Also, it is often that the connection become
bad when we are using the device. Even NeuroSky's own
sample program sometimes cannot work well.!
NeuroSky's data lagged for a few second, and acquires less data
than Emotiv. The data we can use from NeuroSky are
attention and meditation value, which refresh once per second.!
Neurosky has two sensor spot. One is for ear and one is for
forhead. It’s easy to setup and play. It has bluetooth
headphone.
Emotiv needs to use 16 damp sensors around the head. It’s less
comfortable to play. It requires 10 minutes to setup the sensors.!
CALIBRATION
•CALIBRATION
•PROGRAMMING PROGRAMMING
Connecting devices to Unity3D o Defining the relationship with biofeedback and gameplay
PLAY TEST
•PLAY TEST
PHYSION #10
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P H Y S IO N W E E K 1 0
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Game Design Visual Effect Faculty Feedback
The first game design along with floor plan We made aesthetic and scary church We had meetings with each faculty
was made. interior. Also we added blood effect. members, Ruth, Mk and Jesse. They
Page 3 Page 7 provided various feedback.
Page 10
AGENDA
1. Game Design
2. Visual Effect
3. Faculty Feedback
4. Emotiv Test
5. The Play Test PC
6. Plan to do
•FLOOR PLAN 1
•FLOOR PLAN 2
EVENT SEQUENCE
•EVENT SEQUENCE
1. EVENT 1. Event
Entering the church Player enters the church the gate in the south east.
Sound: Door close, Foot step
Art: Church / door + animation, church interior
2. Event
2. Event
Creepy Noise
Creepy noise. Camera turns. See nothing. Camera turns
Camera Turns
back.
Sound: Creepy Noise, footstep
Programming: Noise, Camera turn
3. Event 3. Event
Candle Lit Up 2 set of 2 candles lit up mysteriously, but it's very dim.
Art: candle, light
Programming: Camera turn, glowing effect, candle lit
4. Event 4. Event
Creepy noise. Camera turns. Mouse is around the hands
Creepy Noise, see hands arms
and arms.
and mouse
Sound: creepy noise, mouse, cracking sound
Art: dead body, mouse with animation
Programming: Camera turn, sequence
5. Event 5. Event
Taking Artifact Player reaches to the altar. Pick up the artifact.
Art: altar, artifact
Sound: Picking up (V.O)
6. Event 6. Event
Zombies appear Candle off. Camera turns to hallway. See glowing eyes.
Eyes move to the players. Sound: zombie growl, stressful
music, zombie footstep Art: Zombies + animation, broken
window Programming: Glowing effect of eyes, lighting
7. Action 7. Action
Fighting with zombies to escape Player fights the zombies with the gun. He needs to exit
the door in the south west because there are too many
zombies in the South east. He knows there are two doors
from the map in the beginning.
Sound: Running footstep, gunshot, heartbeat, scream of
the player when attacked
Programming: Neurosky to accurate aim, Wilddivine to
generate more zombies, wiimote to shoot
8. Event 8. Event
Exiting Church Player came out to the outside. He breathes in relax and
heavily. Then he found zombies are surrounding him and
coming to him.
Sound: breath, surprising sound
Art: Moon, graveyard
Programming: fog effect
9. Action 9. Action
More zombies to fight Player fights to zombies.
Programming: Neurosky to accurate aim, Wilddivine to
generate more zombies, wiimote to shoot
PRODUCT
FEATURES
•FEATURES
o Fixed church scale
Benches
o Bump map for church exterior
Floor
o Modeled, unwrapped and textured church benches
o Added a floor
o Added some spider web
FEATURES
•FEATURES
Interior, Altar o Added bricks, more spiderwebs, candle holders with
Lighting and Shadow candles, and altar
o Refined lighting, shadows and added candle glow
FEATURES
•PRESENTATION PRESENTATION
Clear Project Purpose
o The purpose of project was not clear to her. Make it clear.
Good Slide
o The ‘client wants this' is not good answer.
Show Results
o Our slide was clear and image was relevant to our topic. "
o People should be involved even when not presenting. Such
as nodding head. Not walking around or crossing arms.
o Show successful results with numbers in final. People wants
to hear success.
•PRODUCT PRODUCT
More Art Work
Zombie Placement in Game Design o Art level is not sufficient yet. Need more work.
o Zombie is very hard to animating. If it's not well animated,
it looks funny and disrupts the game experience.
o Make sure we have time and resource to finish our work.
o Carefully design where the zombies would be placed and
regenerated.
PRESENTATION
•PRESENTATION
Show Data Clearly
o Show data clearly
Pronunciation
o Practice pronunciation
PRODUCT
•PRODUCT
Engaging Player o Engaging player
Value of Biofeedback ! Make player wants to play until end
Choice of Horror o Value of biofeedback
! Why do we use biofeedback?
! Why is it necessary to you and client?
o Explain why the team choose 'horror'
PRESENTATION
•PRESENTATION
Scaring Audience
o During presentation, scaring audience will be bonus.
PRODUCT
•PRODUCT
More Scary Game o The Game was not scary.
Reason of the Project ! Use closed place, sound, lighting
! Headphone can work
Computer for play test is ready. We also have the second set of
Wilddivine IOM sensor.
•PROGRAMMING PROGRAMMING
Connecting devices to Unity3D o Connecting Emotiv and NeuroSky to Unity3D through
network program
PHYSION #09
Half Presentation is
Finished.
[1]
P H Y S IO N W E E K 0 9
0 3 / 1 5 / 2 0 1 0
Half Presentation Client Feedback Faculty Feedback
he Half presentation was on March 07 at The Lockheed Martin clients attended our Faculty members including our advisors
RPIS. Audience was including faculty, presentation and gave various helpful provided a lot of useful comments and
students, clients and guests. feedback. suggestions.
Page 2 Page 3 Page 5
AGENDA
1. Half Presentation
2. Client Feedback
3. Faculty Feedback
4. Plan to do
•OVERALL OVERALL
Very Enthusiastic
Good producer o The team is very enthusiastic!
o J is a treat to work with as the producer!
•PROS PROS
Excellent Research
Smart Prototyping
Device as a Mechanic o Excellent Research
The team has done an excellent job of CLEARLY identifying
their options and why they have made the choices they made. Their
report is an exemplar for future ETC projects.
o Smart Prototyping
The team has been very aggressive with getting the biofeedback
devices integrated for use!
o Devices as a Mechanic
The team appears on their way to articulating what may be
‘devices as a game mechanic’; very interested in where this may go.
·
•ADDITIONAL QUESTIONS
Graphic matters? ADDITIONAL QUESTIONS THAT CLIENT WANT TO KNOW
Game pacing matters? o Do graphics matter in getting a response?
Sound matters?
o Is pacing the game play more important?
o What sounds and when increase the end-users experience? ·
•ACTION TAKEN
ACTION TAKEN BY THE TEAM
IOM sensor ordered.
Data collection as the schedule o IOM sensor ordered.
o As the schedule, the team will be gather data as they develop
the game.
•PRESENTATION PRESENTATION
Good Energy
Tending to watch screen o Quick introduction
o Xiao -great energy, keep it flowing
o Tatyana -a little quick, watch screen, keep energy going
o Yantong -articulate, keep energy going
o J -nice energy and humor
o Nice ending, answer questions okay
•PRODUCT PRODUCT
Use more effect
Add visual detail o Effect
Game Design suggestion Use darkness, scary music, sound
o Visual
Right now zombies are not scary enough
o Game Design
Trap in a corner, Limit ammo, Have me protect someone else,
Being chased
o Concept
Game to induce biofeedback in order to track data, yes?
How can you compare across players and play sessions?
•GAME DEVELOPMENT
GAME DEVELOPMENT
Add game detail
Game design o Add game detail
o Game design
We will design floor plan and scenario.
•PRODUCT HARDWARE
Build the 2nd set of the gear
o Build the 2nd set of the gear
IOM sensor is ordered. PC will be requested to ETC. After we
compare between NeuroSky and Emotiv, we would purchase one
more of them.
Weekly Report
Team Physion
Week 8 (03-01-2010)
1. Game Programming
We made a very simple prototype to show our half presentation.
Completed features
1) Aiming with Wiimote. Change weapon.
2) Zombies walk, attack and die.
2) IOM is working and values are shown at the right bottom.
3) Mindset is working but it crashes sometimes.
4) Fog and glowing effect.
Lockheed Martin ETC Projects Spring 2010 Physion
Lockheed Martin ETC Projects Spring 2010 Physion
3. Game Design
Meeting with Jesse is postponed but we have draft game design.
4. 10 seconds promotion video
The draft of10 seconds promotion is made. It can͛t have sound.
http://vimeo.com/9947996
Things we will do
1. Preparation for half-presentation
Half presentation is on Wednesday. We would prepare the presentation and demo.
2. Game Programming
Add detail to game.
3. Art Work
We will work on zombie, graveyard and church.
4. Game Design
We will design floor plan and scary point for church.
Lockheed Martin ETC Projects Spring 2010 Physion
Weekly Report
Team Physion
Week 7 (02-22-2010)
2. Game Programming
We will try to make a very simple prototype such as shooting boxes as early as possible.
1) Study Unity 3D engine
We studied Unity 3D engine and make FPS game following tutorial.
2) Integrating Unity 3D with IOM (GSR and heartbeat sensor)
We succeeded in reading data from Wild Divine in Unity 3D
3) Get data from Mindset and Wiimote in C#
We succeeded in reading data from Mindset and Wiimote in C# program for Unity 3D
3. Art Work
We will develop concept art and modeling.
1) Concept art of game stage ʹ church
2) Prototype zombie model
Lockheed Martin ETC Projects Spring 2010 Physion
4. Cave System
We talked with Ruth again about the CAVE and the Swiss Ranger sensor (SR). It is really cool to
have a better view, but there are also many challenges. We would develop with normal monitor
first. If we have time later, we would consider using CAVE.
1) SR sensor and projects are not high enough, 7 feet above the floor.
Currently the SR locates lower position, which means the player cannot move freely since SR
has only limited view field. If the player leaves the center point of CAVE a little far away, SR
cannot find the player. In current situation, the valid area is really small, less than 1 square
meter.
In addition, the position of projectors is also low. If a player with 6.5 feet tall is standing at the
center of the CAVE system, his/her head may block some parts of the screen.
To change the position of SR and projector, we have to build a new frame to support them,
which is time consuming, and we need to discuss with ETC.
2) Detecting Aim is hard in CAVE
If we use SR instead of Wiimote to aim, it is hard to detect the gun from the player. In addition,
detecting aim point at three screens will be very complicated. We need to check schedule with
Ruth and i3 team to go to the CAVE room.
5. Purchase New device
Emotiv. It's faster and gives more data than our current device, Mindset.
We ordered the new device but it would come next week. We got the serial number, however,
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6. Get Unity 3D License
To integrate devices in Unity 3D, we received unity 3D pro license from ETC.
Lockheed Martin ETC Projects Spring 2010 Physion
Weekly Report
Team Physion
Week 6 (02-15-2010)
Things we did
1. Review of Project in CS using brainwave device
Title: MIND READING: Analyzing EEG Data for Human-Aided Video Retrieval
The original intent was to use EEG signals to reduce the time required to
physically mark an image as relevant; unfortunately, the classifier using thought
alone performed poorly.
There was also noise issue. "Initially, there was great concern that the EEG
signal would contain far too much noise to possibly yield any positive results."
They solved it by "to combine many trials of the same mental action together".
This project is not directly related to ours unless we use EEG.
They made script to record the data, but it's not on the website. The
programmer of the team, Amith, might still have it.
4. Game Design
1) Game Engine – Unity 3D
We looked into Unity 3D engine as Lockheed Martin suggested.
We think it can give us better graphics and easier programming
rather than Panda3D. We will use Unity 3D.
Things we will do
1. IR sensor bar
1) Discussion with Steve Audia
He has a big screen at home. To play Wii, he uses a customized wii sensor as
big as the size of the screen. We might consider making our own sensor bar. In
last semester BVW, Mark’s team made a small IR light with 9V battery and Chris’
team used AA battery. We will ask them.
2) Commercial Product
There is a safety glass with IR led flashlight. The second year student Sharkee
has it. Yantong will contact him. We might take out IR light from the glass and
put on the screen.
2. Game Design
Based on our background, we will develop a game design and scenario. We hope
that meeting with Jesse will give us some inspiration.
3. Game Programming
We will try to make a very simple prototype such as shooting boxes as early as
possible.
3. Art Work
We will develop concept art and modeling.
http://www.emotiv.com/apps/sdk/179/
Price
$500 including Software Developer Kit
Pros
1) Fast data refresh rate
Emotiv detections are mostly updated 4 times per second
(Cognitiv, Affectiv, some Expressiv). Event-driven detections (such as blinks and
winks) are output immediately after detection. If we receive raw EEG data or gyro
Lockheed Martin ETC Projects Spring 2010 Physion
signals, these are measured 128 times per second. EEG data is only available
with Research, Education and Enterprise Plus licenses.
Cognitiv: NEUTRAL plus up to four trained actions selected from forward and
backward motions on each of 3 axes, clockwise and anticlockwise rotations
about each of 3 axes (12 detections)
EEG (Research, Education and Enterprise Plus licenses only): 14 channel data at
128 samples per second
Lockheed Martin ETC Projects Spring 2010 Physion
Weekly Report
Team Physion
Week 5 (02-08-2010)
When disaster came, player feel embarrassing then player should try to calm.
-‐ Suggestion to use eye tracking device
-‐> It is not biofeedback and Neurosky is already on the head. In addition, the product is still in
prototype stage. It's not reliable yet.
Biofeedback was big boom a few years ago. However, most of them are gone.
-‐ Institute of Creative Technology in University of Southern California does many military
related projects. It is worth to searching.
2. Research on former ETC projects
Faculties suggested to research on former ETC projects. Yantong would make the list of former
ETC project research related on our project. We would research on those and talk the advisors
of them.
Augmented Cognition (Spring 2004, advised by Jesse)
http://www.etc.cmu.edu/projects/biofeedback/
There are some projects related to motion control, might be useful:
Table Topia
http://www.etc.cmu.edu/projects/tabletopia/
ǯ
ȋʹͲͲȌ
http://www.etc.cmu.edu/projects/mojox/top.html
Master Motion
http://www.etc.cmu.edu/projects/mastermotion/
3. Making prototype
We would star make prototype.
Setup system, game design
Lockheed Martin ETC Projects Spring 2010 Physion
Weekly Report
Team Physion
Week 4 (02-01-2010)
Lockheed Martin ETC Projects Spring 2010 Physion
x Similar to FPS shooting game except you only have one weapon and tons of
zombies.
x Increased heart rate and GSR attract wild animals and you will need to shoot more
of them to stay alive.
x Focus brainwave makes your aim more precise and vice versa.
x Goal is to survive as long as possible.
2. Prepare presentation
As Lockheed Martin visited Friday 02/05, we gave quarter presentations. Also, we prepared for
coming quarter presentation. LM suggested giving brief explanation of GSR because some of
audience may not familiar with it during presentation.
3. Item Research
Upon the request of client, we researched more items and made the first Device Search Report.
In device research, price criteria are relative. If we think that it is good device with very high
price, please let client know for future reference. For Lockheed Martin, it might not be
expensive.
Attached File: Device Search Report
4. Making Demo
As we successfully made demo program using Mindset and modified the data mining program
using IOM, we showed to our client.
4. Program Stability
As mindset and IOM sensor works on particular system and need some time to operate, we
would try to program stable and learn how to use in our game.
Lockheed Martin ETC Projects Spring 2010 Physion
Weekly Report
Team Physion
Week 3 (01-25-2010)
Lockheed Martin ETC Projects Spring 2010 Physion
2. Building Logo and Website
We designed a logo, halfsheet, poster and website to put on ETC
homepage.
Website address: http://www.etc.cmu.edu/projects/lm-‐motion/
Attached: Halfsheet design
3. Item Research
Body media and wild divine arrived. We try to find out what data they can detect and how to
extract data. Hardware and software were different with our expectation. We tried to solve the
problem by analyzing code and contacting manufacturing company.
4. Company Contact
1) Minisun -‐ IDEEA
+1 (559) 439-‐4600
x Motion sensor system
x Question to ask
-‐ Possible to get data in real time
-‐ Price and how to buy
2) Wild divine
tori@wilddivine.com
866.594.9453 option "1"
x Received data reporting program ͚Data Parsers͛ and team programmers start to analyze.
x ͚Data Parses͛ exports data manually. We will contact to Wild divine again and ask if
another program is available. If not, we need to modify the program to get data in real
time, however, it is low-‐level programming that our programmers are not familiar with.
Lockheed Martin ETC Projects Spring 2010 Physion
3) Body Media
Rachel Jackson
Clinical Research Coordinator
412-‐543-‐1311 (office)
http://www.bodymedia.com
According Body Media,
x There is no provided SDK or way to get raw data with device that we have (GoWear).
x They suggested to us to buy another product of theirs, SenseWear (BMS). BMS
originally costs $3,500 including professional software. After university discount, it
became $2,500. There might be a little room for price negotiation.
x However, both of GoWear and SenWear can't receive data in real time. It stores data
and upload after PC connection.
x For these reasons, we might not use Body Media and just return the item.
4) Thought Technology
1-‐800-‐361-‐3651 or (514) 489-‐8251
x It costs $2300 if we want to use GSR and skin temperature sensor
x To use, an encoder and a sensors are required. 2-‐channel encoder can use 2 sensors.
-‐ 2-‐channel encoder: $ 1700
-‐ 5-‐channel encoder: $ 3000
-‐ 10-‐channel encoder: $ 6000
x Various sensors are available: EEG, EMG, EKG, Respiration, Temperature, etc.
x Professional equipment
x Can get data in real time and export
x Provide API
x 10% student discount
x If we can͛t use Wild Divine either, we will consider this product because of data
accuracy and variable sensor availability.
Lockheed Martin ETC Projects Spring 2010 Physion
http://www.thoughttechnology.com/hardware.htm
http://www.thoughttechnology.com/sensors.htm
5) GSR/Temp2
(800) 435-‐5354 (USA/Canada) or (416) 209-‐2495
x Software costs $75 and hardware costs $160
x Also made by Thought Technology, and much simplified one
We contacted Mr. Gordon of MindGrowth, the US distributor. Gordon said it might be possible
to get raw data. We sent questions to Gordon and he would contact the software developer.
http://www.mindgrowth.com/store/index.php?cPath=23
http://www.mindgrowth.com/store/product_info.php?cPath=1&products_id=34
Lockheed Martin ETC Projects Spring 2010 Physion
Weekly Report
Team Physion
Week 2 (01-25-2010)
3) Body Media
Rachel Jackson
Clinical Research Coordinator
412-‐543-‐1311 (office)
http://www.bodymedia.com
According Body Media,
x There is no provided SDK or way to get raw data
with device that we have(GoWear).
x They suggested us buy another product of theirs, SenseWear(BMS). BMS originally costs
$3500 including professional software. There might be a little room for price
negotiation.
x However, both of them can't receive data in real time. It works as storing and uploading.
4) Thought Technology
1-‐800-‐361-‐3651 or (514) 489-‐8251
x It costs $2300 if we want to use GSR and skin temperature sensor
x To use, an encoder and a sensors is required. 2-‐channel encoder can use 2 sensors.
-‐ 2-‐channel encoder: $ 1700
-‐ 5-‐channel encoder: $ 3000
-‐ 10-‐channel encoder: $ 6000
x Various sensors are available: EEG, EMG, EKG, Respiration, Temperature, etc.
x Professional equipment
x Can get data in real time and export
x Provide API
x 10% student discount
x If we can͛t use Wild Divine either, we will consider this product for it has many sensors.
http://www.thoughttechnology.com/hardware.htm
http://www.thoughttechnology.com/sensors.htm
Lockheed Martin ETC Projects Spring 2010 Physion
5) GSR/Temp2
Tel: (800) 435-‐5354 (USA/Canada) or (416) 209-‐2495
x Software costs $75 and hardware costs $160
x Also made by Thought Technology, and much simplified one
Contacted to Mr. Gordon of MindGrowth the US distributor that availability of get raw data
We sent questions to Gordon and he would contact the developer of software
http://www.mindgrowth.com/store/index.php?cPath=23
http://www.mindgrowth.com/store/product_info.php?cPath=1&products_id=34
Weekly Report
Team Physion
Week 1 (01-11-2010)