cardiac arrest video game design by: oskar otoya drew dopson chris ho kekoa taitt

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Page 1: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

S

Cardiac ArrestVideo Game Design by:

Oskar OtoyaDrew Dopson

Chris HoKekoa Taitt

Page 2: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

Problem Statement

Most video games today are one-dimensional in terms of user interaction (don’t rely on user biofeedback within the game itself).

Our objective is to design an inexpensive video game that incorporates real-time feedback from the player in order to fully immerse the player into the game.

Page 3: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

Project Background

Boston Children’s Hospital created a video game to teach kids with anger issues to control their emotions. Asteroids-like game that disables your ability to shoot if your heart rate exceeds a certain limit.

Page 4: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

Architecture

Page 5: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

Innovative Solution

Our goal is to extract biofeedback from a heart rate monitor attached to the player and use that data to modify the video game in real time.

The game will become more or less intense based on the feedback it receives.

Creates a solution for people who become terrified more easily (higher heart rate = less intense).

Page 6: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

Unity Specifications

Uses C# implementation to program game logic

Features Asset – objects (even imported from blender),

sounds, cameras, character actions, etc. Prefabs – like templates – can create once and use it

in multiple sections Scene – like a level. Where you put assets/prefabs

and also design the scene/level Has many other features. This is just scratching the

surface of Unity.

Page 7: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

Blender

Open source 3D modeling software used for creating visual effects, objects, etc.

Python scripted for tool creation, importing/exporting formats, etc.

Page 8: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

Major Technologies

USB Heart Rate Monitor

Page 9: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

I/O Implementation of Heart Rate Monitor

Unity has a built-in library specifically for Input/Output from serial ports.

Ex. Using a statement such as: SerialPort stream = new SerialPort(“COM4”, 9600);

COM4 is the port your want to access 9600 is the data transmission rate in bps (standard for

most devices)

Page 10: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

Challenges and Uncertainties

Becoming proficient with Blender and Unity in order to use them collaboratively

Integrating heart rate monitor with Unity

Lack of personnel given the time allotted and scope of the project

Page 11: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

Expected Outcomes

Be able to successfully incorporate a heart rate monitor into a fully functional video game

Become more proficient with Unity and Blender

Have a marketable product that is cheap and entertaining

Page 12: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

Project Plan

Blender software to create individual objects

Unity software to create game and integrate all objects together into a single program

Use Unity to extract data from heart rate monitor during game execution

LOTS OF TESTING!!!

Page 13: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

Component Procurement

Purchase USB Heart Rate Monitor - $20 plus shipping

Unity and Blender software download - free

Page 14: Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt

Conclusion

Although the gaming industry has begun to involve human interaction, if used at all, biofeedback has been very limited.

We hope to revolutionize and create a stepping stone for the use of biofeedback and change the way people interact with video games.