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Data analysis changes

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My previous method of data measurements were to compare human results to computer results. There were the graphs i made for that. As expected, computer generated results are all over the place and while i can draw arguments comparing human to computer results a lot of claims are to be taken for granted anyways. Human results will always have less extremes if the data collection is done properly. So ive decided to take it out of my research as it is redundant to compare human to computers AND humans to humans.

Change of variables

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Reaction time has been quite an issue to record in a VR game because of inconsistencies. Virtual apps run on tick rate as measurements and trying to compensate for tickrate and record accurate data is an issue. It is also reliant on computer hardware and if hardware is low specced it could lead to framte rate drops and that messes with the calculations. Therefore ive changed it to total session time as that is much easier to record and analyse. Ive also changed the UI counter to just the start and stop button because the player doesnt actually need to see the statistics. All data is outputted to the log for the researcher to see.

Change of Project Elements

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I've chosen blue and red for testing purposes since that demonstrates a lot of contrast between their associations. Blue symbolizes calm and peace while red is a stimulating color, it energizes our bodies but could also show feelings of anger and fustration. The gun ive chose also saw a few changes because of its shape. Hoplophobia is a phobia of guns and is more severe than i thought. To lower the chances of that ive changed it to a cartoony space blaster.

Iteration 2 Updates

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Accuracy has been working so far and ive set it up an ingame UI to show the stats for recording. Heart rate will be monitored seperately as previous attempts with the Unreal plugin for Arduino werent cooperating very well. And since all i need is data for analysis this should suffice.  I've also modified the spawn area to be less confusing, since i dont want the user to keep moving their head around to find targets floating. That would cause too much confusion and might lead to skewed results

Updates

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As my project focuses on color psychology now Ive done some research on how different colors affect humans on an emotional level. Ive made some adjustments to my game such as adding a scoring system and other measuring variables that i will need for analysis in my thesis Accuracy is pretty easy to record, by measuring the amount of shots missed by the player and dividing it by the total score i can get the accuracy in percentage. This should work perfectly every time as theres no real hardware interference with things like the Arduino sensors. On the other hand, the GSR module finally came in the mail after being stuck in china for 3 weeks. Its pretty much useless at this point since time constraints and my project only focuses on heart rate now.

Week 8 and 9

Because of time constraints, Ive decided to keep the idea of using biometrics to create better iterations. However keeping the VR shooting game i made previously. After some research i realised geometry is very hard to create that evokes high levels of emotion, and without more indepth analysis i doubt i could create an experience that allows me to gather meaningful data. So ive changed the idea to color psychology instead. Basic measurements of the VR game - Accuracy - Reaction Time - Heart Rate Accuracy and heart rate has a direct correlation while total session time gives a general understanding of the session performance. When a person’s heart rate increases, there are physiological changes such as increased adrenaline that affect motor function, causing accuracy to decrease. Reaction time lets me record the user's time to target destruction, this combined with accuracy will give a better general reading as to how the user performed. Accuracy alone isnt e...

Week 8

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After speaking with Ben, Alessandra and Nicole I've decided to change the direction of my project a little bit to better suit an architectural project. Right now ive decided to scrap the shooter game in favor for an architectural visualization VR experience. The basic idea is the VR experience shows the user a preset list of maps ranging from house interiors to large buildings such as offices. The goal is to use biometric readings to highlight areas that the user feels comfortable or irritated at. This provides feedback for future iterations. By implementing this into an architectural project it could potentially speed up the design process. Problem now is since my research has shifted a bit i will need to look at how geometry affects people on an emotional level.