Physion Design Documents Weekly
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Transcript of Physion Design Documents Weekly
![Page 1: Physion Design Documents Weekly](https://reader034.fdocuments.net/reader034/viewer/2022042714/54a10b6aac7959b8248b45ef/html5/thumbnails/1.jpg)
P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 2
PHYSIONW E E K 1 2
AGENDA1. Play Test
2. Game Detail
3. Game Control
4. Data Graph
5. Story
6. Plan to do
0 4 / 0 5 / 2 0 1 0 Play Test
We started play test. Testers gave many
useful feedback.
Page 3
Game Detail
More game detail were added including
spider and lightning.
Page 4
Data Graph
We made graph for our data collection
program. It can show graph along with
time and event that we set during play.
Page 7
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 3
PHYSION WEEK 12
Play Test is under way.
PLAY TEST
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
o Environment was well made.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 headshoto Zombie was too bright in the church.
•Play Test
•COMPARISON BETWEEN
NEUROSKY AND EMOTIV
•PROGRAM STABILITY
Emotiv is more stable.
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 4
PHYSION WEEK 12
More Game Detail Added.
Video of current version of the game is available at
http://vimeo.com/10837066 http://vimeo.com/10837097
SPIDER
<Spider in the church>
o When player approaches to altar, the spider came out from the ceiling with creaky noise. Player would be surprised.
•SPIDER
•EFFECTS
Surprising the player
PRODUCT
EFFECTS
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 5
PHYSION WEEK 12
LIGHTNING
<Lightning in the church>
o When player passes middle of the church, there is sudden lightning and thunder sound. After lightning, candle light is lit up.
•LIGHTNING
•EFFECTS
Surprising the player
PRODUCT
EFFECTS
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 6
PHYSION WEEK 12
GAME CONTROL
<Game Controller>
Movement by Nunchak
Camera movement by Nunchak while holding button
Aiming and shooting by Wiimote
•GAME CONTROL
PRODUCT
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 7
PHYSION WEEK 12
Data Graph
DATA COLLECTION GRAPH
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, 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.
•DATA COLLECTION GRAPH
•DATA RECORDING
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 8
PHYSION WEEK 12
Background Story
MAD ZOMBIE EXPERIMENT
Some psycho scientists conduct an experiment by putting you in a remote location to see how long and how well you will survive in zombie infestation. Player was kidnapped and put in the church. He needs the key to escape. There are zombies around the church.,
•Zombie Experiment
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 9
PHYSION WEEK 12
Plan To Do
Based on the feedback and our schedule, we will keep
developing our game.
We need to find the relationship between biofeedback and emotion. We will show testers scary movies and observe the data. It might give us common biofeedback data when people got scared.
RELATIONSHIP BETWEEN BIOFEEDBACK AND GAME
We also need to define which biofeedback affects to the game in which way. Once we know the relationship between emotion and biofeedback, it will be easier to define what is the positive way that biofeedback affects to the game.
o Add game detail
o Game design
o Sound effect
o User Play Test
We would start basic play testing and get feedback.
•RELATIONSHIP BETWEEN
EMOTION AND BIOFEEDBACK
•RELATIONSHIP BETWEEN
BIOFEEDBACK AND GAME
•GAME DEVELOPMENT
•PLAY TEST PLAY TEST
RELATIONSHIP BETWEEN EMOTION AND BIOFEEDBACK
GAME DEVELOPMENT
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! []! 1
03-29-10
GAME DESIGNThe floor plan was revised based on faculty‘s advices.
VISUAL EFFECTWe added candle light, flash light and night sky.
DEVICE CONFIRMAfter we compared two device, Emotiv and Neurosky, we decided to use Emotiv for program stability and data acquisition.
Floor Plan was revised.
More Art work added.
Emotiv tested.
PHYS
ION
#11
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 2
PHYSIONW E E K 1 1
AGENDA1. Floor Plan
2. Visual Effect
3. Device Confirm
4. Faculty Feedback
5. Data Collection
6. Plan to do
0 3 / 2 9 / 2 0 1 0 Game Design
The floor plan was revised based on faculty
‘s advices.
Page 3
Visual Effect
We added candle light, flash light and night
sky.
Page 5
Device Confirm
After we compared two device, Emotiv and
Neurosky, we decided to use Emotiv for
program stability and data acquisition.
Page 8
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 3
PHYSION WEEK 11
Floor Plan was revised!
FLOOR PLAN•FLOOR PLAN
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 4
PHYSION WEEK 11
Following advices of faculty, we revised to give more closed space feeling. This is still in draft stage. After we have more play testing, we would confirm the change and add art work.
Player would have a limited sight and less place to move. It would give more salient biofeedback.
1. Collapsed pillar in the middle added. Player can’t see the whole interior in the beginning. The pillar also give the feeling that something might be behind it.
2. Desk added near entrance.
3. More benches.
4. Curtains near altar.
5. Banner along the wall.
1. Pillar
2. Desk
3. Benches
4. Curtains
5. Banners
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 5
PHYSION WEEK 11
Visual Effect is on the process!
CANDLE LIGHT
<Candle light in the church>
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.
•CANDLE LIGHT
•EFFECTS
Aesthetic
Drastic change of lighting
PRODUCT
EFFECTS
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 6
PHYSION WEEK 11
<Flash light in the church>
o By using flash light, player would have limited sight.
•FLASH LIGHT
•EFFECTS
Limited sight
FLASH LIGHT
EFFECTS
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 7
PHYSION WEEK 11
<Night sky in the outside>
o We changed the sky box and lighting. It would make more grotesque environment.
•NIGHT SKY
•EFFECTS
Grotesque Environment
NIGHT SKY
EFFECTS
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 8
PHYSION WEEK 11
Device is confirmed with Emotiv.
Comparison between Neurosky and Emotiv
Although its disadvantage in convenience for player, Emotiv performs better in programming and data acquisition. We think these are important for our research purpose. If we make commercial game, Neurosky could be reconsidered.
PROGRAM STABILITY
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.!
Emotiv is much easier to connect with program. Even though sometime the program stopped suddenly and cannot disconnect, the device can solve this problem by itself.
•DEVICE CONFIRM - EMOTIV
•COMPARISON BETWEEN
NEUROSKY AND EMOTIV
•PROGRAM STABILITY
Emotiv is more stable.
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 9
PHYSION WEEK 11
DATA ACQUISITION
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.!
Emotiv can provide more data, including long term excitement, short term excitement, meditation, frustration, and boredom, which refresh 4 times per second.
DATA ACQUISITION
•EMOTIV acquires more data in
faster way.
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 10
PHYSION WEEK 11
USER CONVENIENCE
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.!
USER CONVENIENCE
•Neurosky is easier to use.
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 11
PHYSION WEEK 11
Faculty provided useful feedback!The team had another meeting with Jesse and show our current
game design to get advice.
Jesse Schell - Associate Professor
Think when player would be scared and how to do it.
BE CREATIVE WITH ZOMBIE
If our zombie can do something unexpected, it would surprise players.
MAKE BACKGROUND STORY
Define who is the player and what happened to the church. It would help the game more sensible and engaging.
REVISE ON THE FLOOR PLAN
Church interior might be disorienting.
•SCARY MOMENTS
•CREATIVE ZOMBIE
•BACKGROUND STORY
DESIGN SCARY MOMENTS
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 12
PHYSION WEEK 11
Calibration and Data Recording
CALIBRATION
We have the basic calibration function. It averages the biofeedback data before entering the game and uses the data as a basis for the player.
DATA RECORDING
We have the data recording tool. It collects biofeedback data along with the time and store in the file. These biofeedback data includes average, minimum and maximum values of GSR, Heartbeat, short-term excitement, 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.
•CALIBRATION
•DATA RECORDING
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 13
PHYSION WEEK 11
Plan To Do
Based on the feedback and our schedule, we will keep
developing our game.
o Defining the relationship with biofeedback and gameplay
o Add game detail
o Game design
o Sound effect
o User Play Test
We would start basic play testing and get feedback.
•PROGRAMMING
Connecting devices to Unity3D
•GAME DEVELOPMENT
•PLAY TESTPLAY TEST
PROGRAMMING
GAME DEVELOPMENT
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! []! 1
03-22-10
GAME DESIGN
The first game design and floor plan was made.
VISUAL EFFECT
We made aesthetic and scary church interior. Also we added blood effect.
FACULTY FEEDBACK
We had meetings with each faculty members, Shirley, Ruth, Scott, Mk and Jesse. They provided various feedback.
Game Design and Floor Plan was made.
PHYS
ION
#10
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 2
PHYSIONW E E K 1 0
AGENDA1. Game Design
2. Visual Effect
3. Faculty Feedback
4. Emotiv Test
5. The Play Test PC
6. Plan to do
0 3 / 2 2 / 2 0 1 0 Game Design
The first game design along with floor plan
was made.
Page 3
Visual Effect
We made aesthetic and scary church
interior. Also we added blood effect.
Page 7
Faculty Feedback
We had meetings with each faculty
members, Ruth, Mk and Jesse. They
provided various feedback.
Page 10
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 3
PHYSION WEEK 10
Game Design and Floor Plan are ready![Physion] Game Design Document
BACKGROUND
In the 19th century Europe
•GAME DESIGN DOCUMENT
•Background: In the 19th Europe
•FLOOR PLAN 1
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PHYSION WEEK 10
Movement: Nunchuk Aim: Wiimote Brainwave: Neurosky GSR: Wilddivine
•CONTROL DEVICE
Movement: NumchukAim: Wiimote
Brainwave: Neurosky
GSR: Wilddivine
•FLOOR PLAN 2
CONTROL DEVICE
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PHYSION WEEK 10
During Event, player loses control of the movement and camera.
1. EventPlayer enters the church the gate in the south east. Sound: Door close, Foot step Art: Church / door + animation, church interior
2. EventCreepy noise. Camera turns. See nothing. Camera turns back. Sound: Creepy Noise, footstep Programming: Noise, Camera turn
3. Event2 set of 2 candles lit up mysteriously, but it's very dim. Art: candle, light Programming: Camera turn, glowing effect, candle lit
4. Event Creepy noise. Camera turns. Mouse is around the hands and arms. Sound: creepy noise, mouse, cracking sound Art: dead body, mouse with animation Programming: Camera turn, sequence
5. Event Player reaches to the altar. Pick up the artifact.Art: altar, artifact Sound: Picking up (V.O)
•EVENT SEQUENCE
1. EVENT
Entering the church
2. Event
Creepy Noise
Camera Turns
3. Event
Candle Lit Up
4. Event
Creepy Noise, see hands arms
and mouse
5. Event
Taking Artifact
EVENT SEQUENCE
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PHYSION WEEK 10
6. EventCandle 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. ActionPlayer 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. EventPlayer 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, graveyardProgramming: fog effect
9. ActionPlayer fights to zombies. Programming: Neurosky to accurate aim, Wilddivine to generate more zombies, wiimote to shoot
Other Ideas for later Event 6Window breaking sound. Dim moonlight through broken glasses.
6. Event
Zombies appear
7. Action
Fighting with zombies to escape
8. Event
Exiting Church
9. Action
More zombies to fight
Other Ideas
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PHYSION WEEK 10
Visual Effect is on the process!Following the advisor Shirley’s suggestion, the producer had
individual meetings with faculty. Each faculty provided their
opinion of good project.
<Entrance of the church>
o Fixed church scale o Bump map for church exterior o Modeled, unwrapped and textured church benches o Added a floor o Added some spider web
•ENTRANCE OF THE CHURCH
•FEATURES
Benches
Floor
PRODUCT
FEATURES
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PHYSION WEEK 10
! < Altar in the church >
o Added bricks, more spiderwebs, candle holders with candles, and altar o Refined lighting, shadows and added candle glow
•ALTAR IN THE CHURCH
•FEATURES
Interior, AltarLighting and Shadow
FEATURES
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 9
PHYSION WEEK 10
< Blood Blur Effect >
o Blood blur effect when player gets damage
•BLOOD EFFECT WHEN
DAMAGED
FEATURES
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 10
PHYSION WEEK 10
Faculty provided useful feedback!Following the advisor Shirley’s suggestion, the producer had
individual meetings with faculty. Each faculty provided their
opinion of good project.
Ruth Comley - Art Faculty
o The purpose of project was not clear to her. Make it clear. o The ‘client wants this' is not good answer. 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.
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
Clear Project Purpose
Good Slide
Show Results
•PRODUCT
More Art Work
Zombie Placement in Game Design
PRODUCT
PRESENTATION
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 11
PHYSION WEEK 10
Mk Haley - Associate Executive Producer
o Show data clearly o Practice pronunciation
o Engaging player! Make player wants to play until end 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
Show Data Clearly
Pronunciation
•PRODUCT
Engaging PlayerValue of Biofeedback
Choice of Horror
PRODUCT
PRESENTATION
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 12
PHYSION WEEK 10
Jesse Schell - Associate Professor
o During presentation, scaring audience will be bonus.
o The Game was not scary.! Use closed place, sound, lighting! Headphone can work
o Answer these questions.! What is the problem the client have?! Why is important to them?! Show 'Here is the evidences that we did that thoroughly.'
o The team is not the first one who do the biofeedback project. Dozens of companies did this.Address they did this, this, this, but not this. We did this and the answer is this.
•PRESENTATION
Scaring Audience
•PRODUCT
More Scary GameReason of the Project
PRODUCT
PRESENTATION
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 13
PHYSION WEEK 10
Emotiv is being tested.
Emotiv doesn't work very well with Unity3D. After careful consideration, we decided to use separately program to run NeuroSky and Emotiv, and use network program to send data to our game. We learned how to write network program with C#, and will optimize it.
The second computer was set up.
Computer for play test is ready. We also have the second set of Wilddivine IOM sensor.
•EMOTIV ON THE TEST
•THE PLAY TEST COMPUTER SET
UP
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P H Y S I O N W E E K L Y R E P O R T ! !w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /! 14
PHYSION WEEK 10
Plan To Do
Based on the feedback and our schedule, we will keep
developing our game.
o Connecting Emotiv and NeuroSky to Unity3D through
network program
o Add game detail
o Game design
o Clarify of the purpose of the project
As faculty pointed out, we would clarify the purpose of the
project. It would help faculty to understand our project more.
•PROGRAMMING
Connecting devices to Unity3D
•GAME DEVELOPMENT
•CLARIFY THE PURPOSE OF THE
PROJECT
PURPOSE OF THE PROJECT
PROGRAMMING
GAME DEVELOPMENT
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[1]
03-15-10
HALF PRESENTATIONThe Half presentation was on March 07 at RPIS. Audience was including faculty, students, clients and guests. They really loved it.
CLIENT FEEDBACKThe client atteneded our presentation and gave various helpful feedback.
FACULTY FEEDBACKFaculty members, especially our adivsor Shirely and Scott gave a lot of uesful comment.
Half Presentation is Finished.
PHYS
ION
#09
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P H Y S I O N W E E K L Y R E P O R T ! ! w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /
PHYSIONW E E K 0 9
AGENDA1. Half Presentation
2. Client Feedback
3. Faculty Feedback
4. Plan to do
0 3 / 1 5 / 2 0 1 0 Half Presentation
he Half presentation was on March 07 at
RPIS. Audience was including faculty,
students, clients and guests.
Page 2
Client Feedback
The Lockheed Martin clients attended our
presentation and gave various helpful
feedback.
Page 3
Faculty Feedback
Faculty members including our advisors
provided a lot of useful comments and
suggestions.
Page 5
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P H Y S I O N W E E K L Y R E P O R T ! ! w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /
PHYSION WEEK 9
Half Presentation was done in success!The Half presentation was on March 07 at RPIS. Audience was
including faculty, students, clients and guests. For the preparation,
our team had many rehearsal. The presentation was full of fun and
interesting. We are sure that our presentation was the most
enjoyable and interesting presentation through whole half
presentation. The audience really loved it.
Team Physion was one of few teams that actually shows the
demo program. We knew that our prototype had not many visual
effect yet and was not scary yet. However, we were not afraid to
show to give audience better understanding for our project. We
hoped that our audience would see through the current state and
understand the concept. Although some of audience might not
think as we intended but it was worth to trying.
The video is available on the website.
http://www.etc.cmu.edu/projects/lm-motion/
•HALF PRESENTATION
•When: March 07
•Where: RPIS ETC
•Audience: Faculty, ETC students,
clients and guests
•Topic: client deliverable,
biofeedback research, demo,
future plan
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P H Y S I O N W E E K L Y R E P O R T ! ! w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /
PHYSION WEEK 9
Our client gave various helpful feedback!After presentation, all of Lockheed Martin teams had meeting
with client James and Brad.
During the meeting, they said they liked it a lot. Later they sent
us feedback in detail.
o The team is very enthusiastic!
o J is a treat to work with as the producer!
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.
·
•OVERALL
Very Enthusiastic
Good producer
•PROS
Excellent Research
Smart PrototypingDevice as a Mechanic
PROS
OVERALL
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P H Y S I O N W E E K L Y R E P O R T ! ! w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /
PHYSION WEEK 9
o Data in need
One unit can be Zombie and another can be Rubber Duck.
collect the data and compare the results.
o Do graphics matter in getting a response?
o Is pacing the game play more important?
o What sounds and when increase the end-users experience? ·
o Order the 2nd set of gear asap
LMC specifically provided an additional $5k per project per
semester intentionally for hardware.
If Physion establishes 2 (minimum) stations for this game to run
in parallel, they can easily get more users to play their game,double
the amount of data they can collect and can even tweak the user
experience on the fly.
o IOM sensor ordered.
o As the schedule, the team will be gather data as they develop
the game.
•CONS
Data in need
•ADDITIONAL QUESTIONS
Graphic matters?
Game pacing matters?
Sound matters?
•REQUIRED ACTION
Order the 2nd set of gear
•ACTION TAKEN
IOM sensor ordered.
Data collection as the schedule
REQUIRED ACTION
ADDITIONAL QUESTIONS THAT CLIENT WANT TO KNOW
CONS
ACTION TAKEN BY THE TEAM
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P H Y S I O N W E E K L Y R E P O R T ! ! w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /
PHYSION WEEK 9
Faculty provided useful feedback!After presentation, the faculty had a meeting and sent us
feedback. We knew that we are on the right track because the
feedback relating to product were in a line with our schedule that
we have. Most of the feedback were suggestions to our future work
relating to our game. We had a plan to implement those after half.
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
o Effect
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?
•PRESENTATION
Good Energy
Tending to watch screen
•PRODUCTUse more effect
Add visual detail
Game Design suggestion
PRODUCT
PRESENTATION
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P H Y S I O N W E E K L Y R E P O R T ! ! w w w . e t c . c m u . e d u / p r o j e c t s / l m - m o t i o n /
PHYSION WEEK 9
Plan To Do
Based on the feedback and our schedule, we will keep
developing our game.
o Test and compare two brainwave device
Emotiv and NeuroSky
o Try Unity3D code provided by NeuroSky manufacturer
o Add game detail
o Game design
We will design floor plan and scenario.
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.
•PROGRAMMINGTest and compare brainwave
device ‘Emotiv’ and
‘NeuroSky’
•GAME DEVELOPMENT
Add game detail
Game design
•PRODUCT
Build the 2nd set of the gear
HARDWARE
PROGRAMMING
GAME DEVELOPMENT
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Lockheed Martin ETC Projects Spring 2010 Physion
Weekly Report
Team Physion
Week 8 (03-01-2010)
Things we did
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.
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Lockheed Martin ETC Projects Spring 2010 Physion
Wiimote Video: Wiimote will move the crosshair http://vimeo.com/10027742 Mindset video: Focus will make crosshair smaller to aim accurately http://vimeo.com/10027749 IOM video: Scared player will lure more zombies http://vimeo.com/10027773
2. Art Work
We have zombies, church and graveyard.
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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 can t 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.
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Lockheed Martin ETC Projects Spring 2010 Physion
Weekly Report
Team Physion
Week 7 (02-22-2010)
Things we did 1. IR sensor bar
If we put sensor below or above the screen, aiming point on the screen is not well matched with what my Wiimote gun actually aim. In shooting game, aiming is basic and crucial part. To solve aiming, we tried 1) Using two Wiimotes Block each side of Wiimote and put middle end of the screen. It works in small screen not in big one because Wiimote has limited horizontal range.
·∙ Use duct tape to block IR ·∙ Put two Wiimotes at each side of screen
·∙ Player need to stay in certain distance to play 2) Using IR LED and attach on the screen Using IR LED and attach on the screen It might work well, but the LED would look distracted. We can take the light from the glasses and attach have it. We think buy new glasses or make our own LED light.
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Lockheed Martin ETC Projects Spring 2010 Physion
3) Put sensor bar between screen and player Put sensor bar between screen and player
nd works in acceptably. However, it is a little distracting that sensor bar is in front of player and blocks the screen.
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 church 2) Prototype zombie model
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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,
6. Get Unity 3D License To integrate devices in Unity 3D, we received unity 3D pro license from ETC.
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Lockheed Martin ETC Projects Spring 2010 Physion
7. Wiimote gun controller test We received two gun controllers and tested. , The rifle is a little heavy and a little hard to aim., An overkill hand cannon has better aim. .
8 Perforce Setup
We setup Perforce server which enables us faster development.
Things we will do 1. Game Programming
We will make a very simple prototype to show in half presentation.
2. Art Work We will work on modeling and texturing.
3. Game Design
We will design our game. A meeting with Jesse on Friday will help us to develop our idea.
4. IR sensor bar -‐ Using IR LED and attach on the screen We will get LED light and test this method.
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Weekly Report
Team Physion
Week 6 (02-15-2010)
Things we did1. 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.
2. Research on former ETC projects1) Augmented Cognition (2004)The website said that checking 'pupil' is not working well. However, we couldn’t find how they used biofeedback. Jesse, the advisor of the project, was out of town this week, so we will schedule to meet in next week.
2) Night of the Living Dead (2006)The website didn't show much information. Theme is similar but game is different. It’s ‘strategy horror game’. We don't need to request more information.
3) Review of Project of Serious game (2009)The program gathers data such as which path player goes, how many cans are picked up, and which action player does with the time during the game.
They made script to record the data, but it's not on the website. The programmer of the team, Amith, might still have it.
3. Purchase of Wiimote gunFor the gun, we think to use several guns in the game. We will try various models and find which will work properly.
Lockheed Martin ETC Projects Spring 2010 Physion
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1) Black + White Pistol Gun Controller for Wii Remote$8.82http://www.dealextreme.com/details.dx/sku.29212Looks ok and very cheap for two guns. It would be very light so easy to play.
2) 5-in-1 Laser Light Gun for Wii Remote$11.81http://www.dealextreme.com/details.dx/sku.9642For calibration, it might be easier if we have a gun with laser pointer.
3) HOUSE OF THE DEAD OVERKILL HAND CANNON (WII)$35http://cgi.ebay.com/HOUSE-OF-THE-DEAD-OVERKILL-HAND-CANNON-WII-NEW_W0QQitemZ180463277821QQcmdZViewItemQQptZVideo_Games_Accessories?hash=item2a047316fd It is official product for the famous gun shooting game ‘the house of the dead’. Quality will be good.
4) Wii Sniper Rifle Gun$36.07http://www.amazon.com/Wii-Sniper-Rifle-Gun-Nintendo/dp/B0031QBXJW/ref=sr_1_2?ie=UTF8&s=videogames&qid=1266362365&sr=8-2It looks nice. We can take out parts and use different gun such as blaster, rifle.
4. Game Design 1) Game Engine – Unity 3DWe 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.
2) Art style - RealisticBetween comedy (such as Zombies and Plants) and Realistic (Left 4 Dead), we choose realistic.We expect that it can give more immersive, scary feeling to the player.
3) Game background – 18th century EuropeIn 18th century Europe, Professional zombie hunter (knight) fights against zombies in Church with graveyard. The bad boss is the 'priest'.
Lockheed Martin ETC Projects Spring 2010 Physion
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Things we will do1. IR sensor bar
1) Discussion with Steve AudiaHe 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 ProductThere 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 ProgrammingWe will try to make a very simple prototype such as shooting boxes as early as
possible.
1) Study Unity 3D engine.2) Integrating Unity 3D with IOM (GSR and heartbeat sensor).3) Integrating Unity 3D with Mindset (Brainwave).
3. Art WorkWe will develop concept art and modeling.
4. Purchase New deviceWhile we continue our research on device, we found a new device, Emotiv. It's faster and gives more data than our current device, Mindset. We would like to purchase and try this item. As this item provides SDK, it won’t be hard to develop a game with it. However, we have only 2 weeks to work until half presentation, we will continue our work on Mindset for in case.
http://www.emotiv.com/apps/sdk/179/
Price $500 including Software Developer Kit
Pros1) 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
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signals, these are measured 128 times per second. EEG data is only available with Research, Education and Enterprise Plus licenses.
2) Various data detectionExpressiv: real-time detection of blinks, left/right winks, horizontal glances left/right, eyebrow raise, furrow, smile, smirk left/right, clench teeth, laugh
Affectiv: Excitement (short-term and long-term), Engagement/Boredom, Meditation, Frustration.
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)
Gyro: 2-axis gyro detects accelerations (nodding, shaking head)
EEG (Research, Education and Enterprise Plus licenses only): 14 channel data at 128 samples per second
Lockheed Martin ETC Projects Spring 2010 Physion
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Lockheed Martin ETC Projects Spring 2010 Physion
Weekly Report
Team Physion
Week 5 (02-08-2010)
Things we did 1. Prepare presentation
We prepared for quarter walkaround, and finished. We got many useful advices from faculties.
2. Item Research Besides using Wiimote, laser or arcade gun can be considered. As ETC didn t have controller, we found several gun controller on internet. In addition, we would research on Beyond VR and Thought Technology. Attached Physion CIS device report
Things we will do 1. Research based on quarter walkaround feedback
We would look into the advices from faculty. -‐ Reference to former ETC project Augmented Cognition F2004 Pittsburgh Advisor: Jesse According to Jesse, they used EEG and motion capture. They didn't know what they are doing and very unsatisfied as well as their client. He suggested proving that it is fun to play with biofeedback. -‐> We would make prototype and check it from next week. EEG provides extremly complicated
Mike informed us that there is some CMU Project in Computer Science in CMU using brainwave checking device. -‐ Game design suggestion Zen master: game that try to control and calm yourself
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Lockheed Martin ETC Projects Spring 2010 Physion
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/
Night of the Living Dead (2006) http://www.etc.cmu.edu/projects/livingdead/
There are some projects related to motion control, might be useful: Table Topia http://www.etc.cmu.edu/projects/tabletopia/
http://www.etc.cmu.edu/projects/mojox/top.html
Master Motion http://www.etc.cmu.edu/projects/mastermotion/
Wizards & Lizards http://www.etc.cmu.edu/projects/wizliz/intro.html
3. Making prototype We would star make prototype. Setup system, game design
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Lockheed Martin ETC Projects Spring 2010 Physion
Weekly Report
Team Physion
Week 4 (02-01-2010)
Things we did 1. Making and Deciding Game Proposal
During the client visit on Friday, among three ideas, we decided to develop the third idea of African survival. The theme is clearer and game would be more intensive than other ideas. We would try to combine with the first idea of FPS. The second idea (jumping game) is very unique and good to show technology. However, it might have higher learning curve. Besides using Wiimote, laser or arcade gun can be considered. 1) FPS shooting game
Use gun model with wiimote to aim.
Biofeedback augmented with various weapons.
Focused brainwave (Gamma and Beta) make aim steady with sniper rifle.
Fast heartbeat enables fast fire rate of machine gun.
Based on Galvanic Skin Response (GSR), excess nervousness would blur screen.
Replenish energy when player relaxes.
2) Balancing jumping game (abstract, space-‐y feel)
Use wiimote to balance.
If you are focusing, the floor (jumping panel) becomes wider.
Stable heartbeat would stabilize the floor and make easier to balance.
Nervousness or stress would delay your jumping action.
Character would jump when player actually jump, using HMD sensor. (We will not use HMD but just the HMD sensor.)
3) African Survival game
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Lockheed Martin ETC Projects Spring 2010 Physion
Similar to FPS shooting game except you only have one weapon and tons of zombies.
Increased heart rate and GSR attract wild animals and you will need to shoot more of them to stay alive.
Focus brainwave makes your aim more precise and vice versa.
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.
Things we will do 1. Making and Deciding Game Proposal
As we decide to make survival shooting game, we would start designing game scenario and game play.
2. Item Research Besides using Wiimote, laser or arcade gun can be considered. We would research and ask technical faculty. In addition, we would research on Beyond VR and Thought Technology.
3. Prepare presentation As quarter presentation is coming, we would prepare.
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Lockheed Martin ETC Projects Spring 2010 Physion
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.
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Lockheed Martin ETC Projects Spring 2010 Physion
Weekly Report
Team Physion
Week 3 (01-25-2010)
Things we did 1. Making Game Proposal
We thought of 3 potential game proposals. 1) FPS shooting game
Use gun model with wiimote to aim.
Biofeedback augmented with various weapons.
Focused brainwave (Gamma and Beta) make aim steady with sniper rifle.
Fast heartbeat enables fast fire rate of machine gun.
Based on Galvanic Skin Response (GSR), excess nervousness would blur screen.
Replenish energy when player relaxes.
2) Balancing jumping game (abstract, space-‐y feel)
Use wiimote to balance.
If you are focusing, the floor (jumping panel) becomes wider.
Stable heartbeat would stabilize the floor and make easier to balance.
Nervousness or stress would delay your jumping action.
Character would jump when player actually jump, using HMD sensor. (We will not use HMD but just the HMD sensor.)
3) Zombie Survival game (tongue in cheek, think Zombieland)
Similar to FPS shooting game except you only have one weapon and tons of zombies.
Increased heart rate and GSR attract zombies and you will need to shoot more of them to stay alive.
Focus brainwave makes your aim more precise and vice versa.
Goal is to survive as long as possible.
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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
Motion sensor system
Question to ask -‐ Possible to get data in real time -‐ Price and how to buy
2) Wild divine
[email protected] 866.594.9453 option "1"
Received data reporting program Data Parsers and team programmers start to analyze.
Data Parses 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.
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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,
There is no provided SDK or way to get raw data with device that we have (GoWear).
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.
However, both of GoWear and SenWear can't receive data in real time. It stores data and upload after PC connection.
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
It costs $2300 if we want to use GSR and skin temperature sensor
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
Various sensors are available: EEG, EMG, EKG, Respiration, Temperature, etc.
Professional equipment
Can get data in real time and export
Provide API
10% student discount
If we can t use Wild Divine either, we will consider this product because of data accuracy and variable sensor availability.
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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
Software costs $75 and hardware costs $160
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
Things we will do
1. Making Game Proposal Coming week is due date of 2 game proposal. Based on the feedback, we will develop the ideas.
2. Item Research The program and use of devices are a little different with our expectation. We will find what data they can detect and analyze programming code. Then we can find out how to extract data and where to use. In additions, in case if we can t use IOM, we would contact other manufacturers.
3. Prepare presentation As quarter presentation is coming, we would prepare.
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Lockheed Martin ETC Projects Spring 2010 Physion
Weekly Report
Team Physion
Week 2 (01-25-2010)
Things we did 1. Making Game Proposal
Based on our research, we will make at least 2 game proposals.
2. Building Logo and Website We will design a logo and website to put on ETC homepage. Website address:
3. Item Research As soon as other items arrive, we will find what data they can detect. Then we will analyze programming code and find out how to extract data. In addition, we will discuss its usability.
4. Company Contact
1) Minisun -‐ IDEEA
+1 (559) 439-‐4600
Motion sensor system
Question to ask -‐ Possible to get data in real time -‐ Price and how to buy
2) Wild divine
[email protected] 866.594.WILD (9453) option "1"
Received data reporting program Data Parsers and team programmers start to analyze
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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,
There is no provided SDK or way to get raw data with device that we have(GoWear).
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.
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
It costs $2300 if we want to use GSR and skin temperature sensor
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
Various sensors are available: EEG, EMG, EKG, Respiration, Temperature, etc.
Professional equipment
Can get data in real time and export
Provide API
10% student discount
If we can t 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
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Lockheed Martin ETC Projects Spring 2010 Physion
5) GSR/Temp2
Tel: (800) 435-‐5354 (USA/Canada) or (416) 209-‐2495
Software costs $75 and hardware costs $160
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
Things we will do
1. Making Game Proposal Based on the feedback, we will develop the ideas.
2. Item Research As soon as other items arrive, we will find what data they can detect. Then we will analyze programming code and find out how to extract data. In addition, we will discuss its usability.
3. Prepare presentation As quarter presentation is coming, we would prepare.
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Weekly Report Team Physion Week 1 (01-11-2010)
Things we did
1. Set Weekly Meeting Time Advisor meeting: Every Monday 11:00 Client meeting: Every Monday 12:00
2. Decide Role
J -‐ Producer Tatyana -‐ Artist Xiao -‐ Programmer Yantong -‐ Programmer
3. Brain Storming
We would divide by category and produce our idea Category
Platform / genre / biofeedback / audience / setting
4. Examine CAVE System 1) It has 3 separate screens. 2) It able to detect 3 dimensional movements. 3) It is available on XP and 7. 4) It must notify and coordinate time the faculty team if we want to use.
5. Use of Natal Project
If we cannot get it by next week, we may not use the Natal. Lockheed Martin would contact to MS
6. Equipment in Need
Discuss with Shirley and Janice Whiteboard would be installed on Monday
Things we did
1. Setting Research Plan We would research on biofeedback first then discuss which method to use.
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Research on which biofeedback indicates different emotion or status of mind. And which device can get those data.
Biofeedback -‐> Emotion / status of mind -‐> Device
1) Muscle action potential 2) Skin temperature 3) Sweat gland 4) Brain wave 5) Heart rate 6) Abdominal/chest movement, 7) CO2 8) Balance (weight) 9) Eye focus / movement
Tatyana and Xiao would research 1, 2, 3, 4, 5 J and Yantong would do 4, 6, 7, 8, 9
2. Research Meeting
We would have the first research meeting on Tuesday and check our progress. Next research meeting would take on Thursday. On Friday, we would analyze and decide which product we need to purchase and examine.
3. Setting Office Hours
Discuss official office hours for the team