Friday, 20 June 2008
Monday, 16 June 2008
Sunday, 8 June 2008
Project done, exam to go...
So... wohooo it's almost holiday!!!
Anyways, meeting up Monday right? But what time?
Thursday, 29 May 2008
Progress
Since my access to SVN is very limited today, I figured (upon Camilla's suggestion) I would post my progress here, today, so that we do not end up writing some stuff twice!
Anyway, as per the latest homework assignment, I've done the Special Effects Section (not on SVN - btw. shouldn't we rename this to haptic design? Makes much more sense in my mind!), updated the design intro further (to contain information on what the chapter contains as well, as that was scarily absent), written the beginning of our preface (actually, I've just thanked HSF, this one needs more stuff!), and I think my next assignment will be to re-edit the sound chapters further, and actually write the sound implementation!
That about covers it!
Anyway, as per the latest homework assignment, I've done the Special Effects Section (not on SVN - btw. shouldn't we rename this to haptic design? Makes much more sense in my mind!), updated the design intro further (to contain information on what the chapter contains as well, as that was scarily absent), written the beginning of our preface (actually, I've just thanked HSF, this one needs more stuff!), and I think my next assignment will be to re-edit the sound chapters further, and actually write the sound implementation!
That about covers it!
Wednesday, 28 May 2008
Final Supervisor meeting!
From Design chapter. Explain the rich picture. And either explain what a rich picture is or put a reference.
Leave out "such as Mario etc.", because then we should reference.
Audio design. Remember to put reference about diegetic an non diegetic.
For this reason we need the sound of footsteps. Sounds strange that we conclude this, is that the only one.
Sound of an elevator? Say which sound you use, this is too vague.
Level design. Nice hand drawings.
Figure 4.3. Explanations about controls in that one, why there? Perhaps move that part of the image. Say there that the part of the controller.
Put the rich picture again in the beginning of implementation.
Max patch, a bit confusing. Better to explain the algorithm, an then when we use it. Not explain just in max terms.
Testing part. Put introduction. Be consistent with references (Jacob Nielsen e.g.).
Epistemology, take out that paragraph. (stefania) If it should be there, then it should be more detailed.
The questionnaire needs to be completed before the interview takes place? Reference? Why is this? Explain like Milla did!
References, consistency! Don't always need to say the name of the number.
Stefania ends, Falk starts:
Why do we have two paragraphs, first with People and then Target Group.
People with open mind? Hard to define. How would people without open mind be?
Intro movie, why movie? Perhaps explain that better.
Montage of affective states. People might get self-consious.
Touched by a computer? Did we ask if they were touched by a computer? p. 48. Make it more clear, the touching part.
Checkpoints? What is that? Explain.
Doesn't the music disturb or interfere with the measurement? Perhaps explain better why we chose that music and what effect it has in the game.
p.63 - Elaborate on that, like Stefania said.
..."produce physiological knowledge." ?
If we need the term, epistemology, perhaps jump straight into phenomenology?
What are the main points of phenomenology, and how does that form the test?
"See how participants.... social world." Falk doesn't see the relation to the social world... Milla explains.
"Questionnaire to guide the interview." Guide them to where? Perhaps explain a bit more?
p. 66 - Semantic differential scale. What do we mean by that?
How do our questions relate to our method? Exactly those words and terms. Why do we choose those questions according to that method we use?
The test design could be earlier in the test chapter?
Make a better line between the phenomenological method and our project.
Leave out "such as Mario etc.", because then we should reference.
Audio design. Remember to put reference about diegetic an non diegetic.
For this reason we need the sound of footsteps. Sounds strange that we conclude this, is that the only one.
Sound of an elevator? Say which sound you use, this is too vague.
Level design. Nice hand drawings.
Figure 4.3. Explanations about controls in that one, why there? Perhaps move that part of the image. Say there that the part of the controller.
Put the rich picture again in the beginning of implementation.
Max patch, a bit confusing. Better to explain the algorithm, an then when we use it. Not explain just in max terms.
Testing part. Put introduction. Be consistent with references (Jacob Nielsen e.g.).
Epistemology, take out that paragraph. (stefania) If it should be there, then it should be more detailed.
The questionnaire needs to be completed before the interview takes place? Reference? Why is this? Explain like Milla did!
References, consistency! Don't always need to say the name of the number.
Stefania ends, Falk starts:
Why do we have two paragraphs, first with People and then Target Group.
People with open mind? Hard to define. How would people without open mind be?
Intro movie, why movie? Perhaps explain that better.
Montage of affective states. People might get self-consious.
Touched by a computer? Did we ask if they were touched by a computer? p. 48. Make it more clear, the touching part.
Checkpoints? What is that? Explain.
Doesn't the music disturb or interfere with the measurement? Perhaps explain better why we chose that music and what effect it has in the game.
p.63 - Elaborate on that, like Stefania said.
..."produce physiological knowledge." ?
If we need the term, epistemology, perhaps jump straight into phenomenology?
What are the main points of phenomenology, and how does that form the test?
"See how participants.... social world." Falk doesn't see the relation to the social world... Milla explains.
"Questionnaire to guide the interview." Guide them to where? Perhaps explain a bit more?
p. 66 - Semantic differential scale. What do we mean by that?
How do our questions relate to our method? Exactly those words and terms. Why do we choose those questions according to that method we use?
The test design could be earlier in the test chapter?
Make a better line between the phenomenological method and our project.
Tuesday, 27 May 2008
Meeting LimeHouse....
------------------THIS IS THE PLAN ------------------
What is done
Kolla
Camilla
Bo
Maggi
-Introduction to the whole report should be rewritten
-put the rules in the appendix.
pre-analysis
Analysis
Design.....
introduction to the whole design chapter (controller...we want to use a controller, mentioned we need to talk about the measurements ..MaxMsp
2D platforms ....why 2D paltform )
Rich picture ...explain
GamePlay Design
Visual design
The theme
level design
Hand drawn level design
Objects
the player
the enemies
crates
rocks
Sound design
(needs to be fixed) ( keep in mind prof reading)
Sound design
(needs to be fixed) ( keep in mind prof reading)
Special effect design (vest)
-----Implementation-----
game implementation....
Unity (making the game) (software Unity & java scripting )
Final game (screen shots)
controler (why stickers where they are)
(modeling and texturing)
Scripting
the player
the enemies
crates
rocks
Sound design
what sounds are used why and when.
MaxMsp Biopac (software MaxMsp)
Networking (software C# and C++)
-----------------------------------------------------------------------------------
needs to be done in the testing
interpreting the data
Yellow.
More yellow!
This line is also yellow.
what color is this? You guessed it! ...purple!
No, just kiddng. It was also yellow.
--------------------------------------------------------------------------------------
discussion
conclusion
future perspectives
Pictures:
maybe in the testing ...when talking about the different point from 1 5 or something ...
--------------------------------------------------------------------------------------
discussion
conclusion
future perspectives
Pictures:
maybe in the testing ...when talking about the different point from 1 5 or something ...
Meeting at Limehouse
Things we need to discuss and conclude...
Design vs. Implementation
Modeling and texturing
Talk and stuff in design chapter. All decisions here. What we make
All actual work in implementation. All complications here. How we make it
Discussion of controller and stickers should be placed after the MaxMSP. Briefly mentioned after game design as what controllers we should enable in a 2D game (x, y plane)
How to present the test-data
Present everything in the test results that is gonna be taken up in the discussion.
Individual or overall?
Overall for the four different test, and then see if they can somehow correlate between. + Two individual transcripts analysis.
If we have time in the end, make better transcripts of the test participants to put in the appendix.
Thursday, 22 May 2008
Supervisor meeting, May 21st.
Add again a reference in page 15 to muscle activity being a viable source of information.
Clarify why it needs to be bidirectional with force feedback, can be bidirectional in other ways. p. 15.
p.15 loop will create a good experience for the user, be careful of anything stating something like that.
Strange to start like "students would like to save the world" etc...
Why both force feedback and measurements. Write a little bit more why those two things. They should bring something new that either part can't do. Forcing the investment more and more upwards f.x. Really really nice to have that.
p.21, affective state, the differences between the biofeedback and affective gaming, where is it stated like that?
same paragraph, expressed emotions, that the other can see, the machine is neither seeing the feelings or deciphering the expressed emotion like humans would, so what is it doing.
p.24, the group tried different methods, which group, us or them? clarify.
p.32, strange start, looking in different corners, leave that out.
PACT, when we talk about people, conclude based on our situation, can this give us some indication for the choice of our target group.
one second for response is way to much, be critical of that.
context means working context perhaps? what are they doing, going out into the fields and constructing an interactive systems, what is the context, not only what the system should to, who are the people what do they do, in which context.
the environment we create in the game could be in context, also being in front of the screen in the vest and the whole situation.
p.34. physically perceptually conceptually, connect that with the three different parts of the game mentioned later.
communication, be aware of the concept, how we talk about messages.
social aspect, where is that?
feels like the target group is there because it has to be there. perhaps integrate it with the PACT framework.
reverse target group discussion, it's a way to do it but we should be aware of that.
Clarify why it needs to be bidirectional with force feedback, can be bidirectional in other ways. p. 15.
p.15 loop will create a good experience for the user, be careful of anything stating something like that.
Strange to start like "students would like to save the world" etc...
Why both force feedback and measurements. Write a little bit more why those two things. They should bring something new that either part can't do. Forcing the investment more and more upwards f.x. Really really nice to have that.
p.21, affective state, the differences between the biofeedback and affective gaming, where is it stated like that?
same paragraph, expressed emotions, that the other can see, the machine is neither seeing the feelings or deciphering the expressed emotion like humans would, so what is it doing.
p.24, the group tried different methods, which group, us or them? clarify.
p.32, strange start, looking in different corners, leave that out.
PACT, when we talk about people, conclude based on our situation, can this give us some indication for the choice of our target group.
one second for response is way to much, be critical of that.
context means working context perhaps? what are they doing, going out into the fields and constructing an interactive systems, what is the context, not only what the system should to, who are the people what do they do, in which context.
the environment we create in the game could be in context, also being in front of the screen in the vest and the whole situation.
p.34. physically perceptually conceptually, connect that with the three different parts of the game mentioned later.
communication, be aware of the concept, how we talk about messages.
social aspect, where is that?
feels like the target group is there because it has to be there. perhaps integrate it with the PACT framework.
reverse target group discussion, it's a way to do it but we should be aware of that.
Wednesday, 7 May 2008
Meeting Summary
- Go get the BioPac! Leave a Note! Stefania told us we could do so!
- The Division between the 3 different types of immersion, is really superficial (think stefania) - What about physical interfaces? Write something to that extent.
- Put in our own opinions. And try always to be critical when reading other people's opinions.
- Falk mentions that there's another group also working with immersion, and they have come up with 4 different types of immersion. Spatial Immersion? "Patterns in Game Design"
- Maybe write about something like 'emotional immersion'. Define it, and argue for it
- Chapter 3.3: Pickett argues that the real world and the game world. Use that!
- "Play refers to the actual entertainment factors."
- Don't call it semiotics.
- Don't use cromulent!
- Overall, Be more critical, and draw in more sources.
- For the problem statement: Define the use of the word 'experience'.
- According to Stefania, we should use more people for the test, if we want to draw conclusions.
- How do we account for the difference in people's temperament.
- Do not argue for every single decision. Only argue for the ones that really matter. For Instance, the choice of a jungle theme does maybe not matter too much.
- But then Falk chimes in, "will people react to the theme they are exposed to?" He wants us to reason! Argh!
- We may write about things we don't use, but we should be careful not to overdo it. it has to be relevant.
- The Division between the 3 different types of immersion, is really superficial (think stefania) - What about physical interfaces? Write something to that extent.
- Put in our own opinions. And try always to be critical when reading other people's opinions.
- Falk mentions that there's another group also working with immersion, and they have come up with 4 different types of immersion. Spatial Immersion? "Patterns in Game Design"
- Maybe write about something like 'emotional immersion'. Define it, and argue for it
- Chapter 3.3: Pickett argues that the real world and the game world. Use that!
- "Play refers to the actual entertainment factors."
- Don't call it semiotics.
- Don't use cromulent!
- Overall, Be more critical, and draw in more sources.
- For the problem statement: Define the use of the word 'experience'.
- According to Stefania, we should use more people for the test, if we want to draw conclusions.
- How do we account for the difference in people's temperament.
- Do not argue for every single decision. Only argue for the ones that really matter. For Instance, the choice of a jungle theme does maybe not matter too much.
- But then Falk chimes in, "will people react to the theme they are exposed to?" He wants us to reason! Argh!
- We may write about things we don't use, but we should be careful not to overdo it. it has to be relevant.
Monday, 5 May 2008
Meating at Kalaset
Game play
Basic objectives for the game:
Use the unity stuff we have from the tutorials, and change the looks instead to save time.
Vertical rising of the level to change the excitement. The camera moves upwards, speed according to the muscle activity. When relaxed the tempo of the vertical rising would increase, and relaxed it would decrease.
Enemies? Obstacles? Collectables?
Use a hit-box to kill enemies and such, should not be that hard. No major kill-animation though
"Side-ways" running, so when running away from enemies they can hit u in the front and back, supports the vest!
Theme
Stone age creature stuck in the future.
Jungle theme
Molest-vest poking game!!
Flying fingers
Doctor game
Extras if there is time
Change the main character, new mesh for the rig, or color scheme perhaps?
Narrative?
Testing
Amateur versus expert
Basic objectives for the game:
Use the unity stuff we have from the tutorials, and change the looks instead to save time.
Vertical rising of the level to change the excitement. The camera moves upwards, speed according to the muscle activity. When relaxed the tempo of the vertical rising would increase, and relaxed it would decrease.
Enemies? Obstacles? Collectables?
Use a hit-box to kill enemies and such, should not be that hard. No major kill-animation though
"Side-ways" running, so when running away from enemies they can hit u in the front and back, supports the vest!
Theme
Stone age creature stuck in the future.
Jungle theme
Molest-vest poking game!!
Flying fingers
Doctor game
Extras if there is time
Change the main character, new mesh for the rig, or color scheme perhaps?
Narrative?
Testing
Amateur versus expert
Friday, 2 May 2008
The vest implementation in c++
The Good News:
- Ow My Nipples
- It Works.
- It Works like a charm!
The Bad News:
- There's NO way I'll get this working on the mac. I spent 5-6 hours today, just making it work for the PC, with windows specific libraries, I have no idea where to start with the mac (though hid.lib would be a good idea!)
- Ow My Nipples!
Next up, making some network stuff in C++. I have no idea on how to proceed, but at least Andreas told me it was easy.
PS. Remember that we meat on Monday!
- Bo
- Ow My Nipples
- It Works.
- It Works like a charm!
The Bad News:
- There's NO way I'll get this working on the mac. I spent 5-6 hours today, just making it work for the PC, with windows specific libraries, I have no idea where to start with the mac (though hid.lib would be a good idea!)
- Ow My Nipples!
Next up, making some network stuff in C++. I have no idea on how to proceed, but at least Andreas told me it was easy.
PS. Remember that we meat on Monday!
- Bo
Friday, 25 April 2008
Pee-nuts testing
Thoughts on testing: share it into two test-phases, a testing that will be included in the report for hand-in, and another more extensive testing for the project examination.
New new problem statement(?)
How is a players experience of a game altered by affective gaming with measurement of muscle activity and exposure to haptic feedback?
Sub problems
Is this altered player experience pleasurable?
Is this altered player experience desirable?
Is there a change using the haptic feedback in the measurements of the muscle tension?
Is there a change using the haptic feedback in the player experience?
Report testing
Answer the problem statement of how we can use affective gaming to reach our goal. Is it feasible? Also try to answer the two first sub problems
Exam testing
Create a more extensive testing by answering the two following sub problems. Also do a general re-testing to see if there is a difference in the results and conclude on their accuracy.
New new problem statement(?)
How is a players experience of a game altered by affective gaming with measurement of muscle activity and exposure to haptic feedback?
Sub problems
Is this altered player experience pleasurable?
Is this altered player experience desirable?
Is there a change using the haptic feedback in the measurements of the muscle tension?
Is there a change using the haptic feedback in the player experience?
Report testing
Answer the problem statement of how we can use affective gaming to reach our goal. Is it feasible? Also try to answer the two first sub problems
Exam testing
Create a more extensive testing by answering the two following sub problems. Also do a general re-testing to see if there is a difference in the results and conclude on their accuracy.
Wednesday, 23 April 2008
Plan for the next week
Maggi puts his Emotion chapter on hold to finish up the pre analysis according to the feedback. Also adding intro, delimitation and glue and anything else that's needed. This should be sent again next week to the supers.
This week:
- we need to decide how we test. Look at the notes from the supers.
- need to have a gameplay outline.
Working on the analysis:
- Milla has Affective gaming.
- Kolla has Interaction design.
- Bo has gameplay.
- Maggi has Emotions, but it's on hold.
Artificial intelligence chapter needs a new name, and someone to work on it soon.
The vest has been ordered! Finally! :)
This week:
- we need to decide how we test. Look at the notes from the supers.
- need to have a gameplay outline.
Working on the analysis:
- Milla has Affective gaming.
- Kolla has Interaction design.
- Bo has gameplay.
- Maggi has Emotions, but it's on hold.
Artificial intelligence chapter needs a new name, and someone to work on it soon.
The vest has been ordered! Finally! :)
Supervisor meeting, april 23rd, notes
Tell them status of equipment.
Milla in Sweden.
We tried it again, bad results. Need stickers.
Have started on the analysis, Emotion, Interaction Design, Affective Gaming and Gameplay.
Stefania suggests to remove A.I. chapter. Be careful to have is as a title, it's a huge title. Perhaps something more specific about what we are doing in the title.
Artificial intelligence is put on hold.
Are we forgetting something in the analysis?
Are ppl able to put the stickers on their heads without being bald?
In the future, send it as a document and a pdf! Falk likes documents.
Stefania; it's better but still very general. Autonomous system. Could put it on hold, the statement, because we don't know.
Falk, missing initial problem formulation. That determines the pre analysis.
We need the delimitation, but it can't be finished right now.
"By adding sensory cues, the story of the game unfolds with anticipation."
"Imagine if the computer could measure this frustration and instead for working against
you, work with you to help you solve these obstacles." Falk; clarify.
Introduction needs link to our project, very brief description of the final product. And our fantasy world.
“Will it enhance the players performance and game
play?” is no a quote. Fix!
voking an emotional response within people has been a practice for as long back as
we humans have communicated together. Understanding ourselves has got a lot to do with
understanding our surrounding, and pass on our knowledge to other people.
- Unrelated topics! Falk.
“is there some way one game
could be made to be suitable for players of all levels?”.
Despite this dual presence of the users (in the real and virtual world), the absence
of seamless couplings between two paral lel existences leaves a great divide between
the two worlds [4].
- Quote around the wrong thing.
Always keep it impersonal. Stefania. Not say "we", "I".
If you say "more this", more than what? Be careful about the "more imersive" and such, it's very dangerous.
Affective gaming researches for an ob jective of creating a new sort of game experience,
by using the player’s affective state to dynamically construct the game [5]. Both the game
and the player are affected by each others actions.
- Use affective in two different meanings. We are giving emotions to the computers.
Stefania: Why did we chose those two (page 3), from the research in Glasgow Caledonian
University.
"Methods of testing an affective state", that's more the methods of testing physiological state. Stefania.
Emotions will be linked to the physiological state in the analysis.
This fact is quite surprising since the main reason for why people
seek to play video games is the search for an emotional experience [11].
- is this true? what kind of emotional experiences? address more.
Hidden reactions? Perhaps autonomous, subliminal, or some other term.
2.2.1 visual and auditory feedback
- this chapter is extremely superficial, perhaps just take it away. focus on describing the haptic feedback.
"Haptic and tactile feedback is the most common one in humans perception. "
- Find a source for that. Sts.
Stefania left, will be back around noon.
Rest, Falk:
Write more about our use of the term feedback. Where is the line between perception and feedbak. Perceiving the surrounding is not feedback. Actively changing the surroundings is closer to feedback.
Perhaps it's better to have the history of game controls in the beginning of the Pre analysis, after the introduction. Think about it.
"Intuitive". If we use it, explain it.
Miss small conclusins, after each chapter, what does that mean for our project, and our final problem statement.
"Classic game controls vs. intuition." Explain better. (after figure 2.1.d) in history.
Delimitation. Find a reason that is in our project, on why we want to delimit the project.
Which genre do we want to work with and why?
Methodology means the science of methods. Perhaps just call it methods, or process. If we discuss the methods on a higher level, or compare methods, then we could call it methodology.
Why do we want to describe flow theory? Why do we want to go into everything.
"A person is perceived as intelligent if it can perceive the surroundings etc."
- What about snails? Or ants? Or single cell organisms?
- Why do we want do discuss this? Answer that.
- Perhaps talk about
Problem statement. Explain why we use pleasurable. And what does it mean. It's a very loose term, like beauty. How do we connect it to the emotions, and those tough subjects.
How is the gaming experience altered by using those systems? We could be asking that. Find some definitions, thoughts on that term, dig into it.
- Stefania adds: that could be good, side questions if people found it interesting, pleasurable.
How does the experience change with the haptic feedback etc.
- Say: Player experience of the game, not the gaming experience, Stefania says. That's what we want to check, right?
What about testing? Use quantitative like the heartbeat?
- Bo wants interviews.
- The design of the test can give us a direction in the project.
Stefania is back:
Confuse tactile with haptic. It's the other way around. Stefania willl send us a source on that.
"Motion in the controller", nintendo, don't we mean vibrations?
We say that Wii is a step forward but don't mention that it has vibrations. Does it? Check it out?
Somewhere we should stress, that we have a different way of sensing, and we have the haptic feedback, we have that loop. Perhaps make an illustration. Based on phisiological data. Usually one or the other. This belongs in the analysis.
- We get phisiological data and provide haptic feedback.
Testing:
If we want quantitative data, they could play with and without haptic feedback. Should do a combination of quantitative and qualitative.
Milla in Sweden.
We tried it again, bad results. Need stickers.
Have started on the analysis, Emotion, Interaction Design, Affective Gaming and Gameplay.
Stefania suggests to remove A.I. chapter. Be careful to have is as a title, it's a huge title. Perhaps something more specific about what we are doing in the title.
Artificial intelligence is put on hold.
Are we forgetting something in the analysis?
Are ppl able to put the stickers on their heads without being bald?
In the future, send it as a document and a pdf! Falk likes documents.
Stefania; it's better but still very general. Autonomous system. Could put it on hold, the statement, because we don't know.
Falk, missing initial problem formulation. That determines the pre analysis.
We need the delimitation, but it can't be finished right now.
"By adding sensory cues, the story of the game unfolds with anticipation."
"Imagine if the computer could measure this frustration and instead for working against
you, work with you to help you solve these obstacles." Falk; clarify.
Introduction needs link to our project, very brief description of the final product. And our fantasy world.
“Will it enhance the players performance and game
play?” is no a quote. Fix!
voking an emotional response within people has been a practice for as long back as
we humans have communicated together. Understanding ourselves has got a lot to do with
understanding our surrounding, and pass on our knowledge to other people.
- Unrelated topics! Falk.
“is there some way one game
could be made to be suitable for players of all levels?”.
Despite this dual presence of the users (in the real and virtual world), the absence
of seamless couplings between two paral lel existences leaves a great divide between
the two worlds [4].
- Quote around the wrong thing.
Always keep it impersonal. Stefania. Not say "we", "I".
If you say "more this", more than what? Be careful about the "more imersive" and such, it's very dangerous.
Affective gaming researches for an ob jective of creating a new sort of game experience,
by using the player’s affective state to dynamically construct the game [5]. Both the game
and the player are affected by each others actions.
- Use affective in two different meanings. We are giving emotions to the computers.
Stefania: Why did we chose those two (page 3), from the research in Glasgow Caledonian
University.
"Methods of testing an affective state", that's more the methods of testing physiological state. Stefania.
Emotions will be linked to the physiological state in the analysis.
This fact is quite surprising since the main reason for why people
seek to play video games is the search for an emotional experience [11].
- is this true? what kind of emotional experiences? address more.
Hidden reactions? Perhaps autonomous, subliminal, or some other term.
2.2.1 visual and auditory feedback
- this chapter is extremely superficial, perhaps just take it away. focus on describing the haptic feedback.
"Haptic and tactile feedback is the most common one in humans perception. "
- Find a source for that. Sts.
Stefania left, will be back around noon.
Rest, Falk:
Write more about our use of the term feedback. Where is the line between perception and feedbak. Perceiving the surrounding is not feedback. Actively changing the surroundings is closer to feedback.
Perhaps it's better to have the history of game controls in the beginning of the Pre analysis, after the introduction. Think about it.
"Intuitive". If we use it, explain it.
Miss small conclusins, after each chapter, what does that mean for our project, and our final problem statement.
"Classic game controls vs. intuition." Explain better. (after figure 2.1.d) in history.
Delimitation. Find a reason that is in our project, on why we want to delimit the project.
Which genre do we want to work with and why?
Methodology means the science of methods. Perhaps just call it methods, or process. If we discuss the methods on a higher level, or compare methods, then we could call it methodology.
Why do we want to describe flow theory? Why do we want to go into everything.
"A person is perceived as intelligent if it can perceive the surroundings etc."
- What about snails? Or ants? Or single cell organisms?
- Why do we want do discuss this? Answer that.
- Perhaps talk about
Problem statement. Explain why we use pleasurable. And what does it mean. It's a very loose term, like beauty. How do we connect it to the emotions, and those tough subjects.
How is the gaming experience altered by using those systems? We could be asking that. Find some definitions, thoughts on that term, dig into it.
- Stefania adds: that could be good, side questions if people found it interesting, pleasurable.
How does the experience change with the haptic feedback etc.
- Say: Player experience of the game, not the gaming experience, Stefania says. That's what we want to check, right?
What about testing? Use quantitative like the heartbeat?
- Bo wants interviews.
- The design of the test can give us a direction in the project.
Stefania is back:
Confuse tactile with haptic. It's the other way around. Stefania willl send us a source on that.
"Motion in the controller", nintendo, don't we mean vibrations?
We say that Wii is a step forward but don't mention that it has vibrations. Does it? Check it out?
Somewhere we should stress, that we have a different way of sensing, and we have the haptic feedback, we have that loop. Perhaps make an illustration. Based on phisiological data. Usually one or the other. This belongs in the analysis.
- We get phisiological data and provide haptic feedback.
Testing:
If we want quantitative data, they could play with and without haptic feedback. Should do a combination of quantitative and qualitative.
Wednesday, 16 April 2008
Meeting 16.04.2008
Present: Magnus, Kolbrun, Camilla, Falk, Stefania
Meeting started at 16:21
/////////////////////////////////////////////////////////
Meeting ended at 17:03
Meeting started at 16:21
/////////////////////////////////////////////////////////
Feedback on questionnaire
Need to direct the questions better if we want to get something out of them. As they are no, probably will not be usable for anything
Future of our product
It can be mentioned, but not too much if that is not the direction we are going for.
Heart beat devices
GO FOR IT, BUY IT
Stickers for the device school has
Figure out if we can get new stickers
The vest, status
Don't know, ask the IT department
Unity license
Ask the IT department
Additional Info
- Changing the supervisor meeting to wednesdays at 11:45
/////////////////////////////////////////////////////////
Need to direct the questions better if we want to get something out of them. As they are no, probably will not be usable for anything
Future of our product
It can be mentioned, but not too much if that is not the direction we are going for.
Heart beat devices
GO FOR IT, BUY IT
Stickers for the device school has
Figure out if we can get new stickers
The vest, status
Don't know, ask the IT department
Unity license
Ask the IT department
Additional Info
- Changing the supervisor meeting to wednesdays at 11:45
/////////////////////////////////////////////////////////
Meeting ended at 17:03
Thursday, 10 April 2008
Pre-Analysis changes
Terminology
affective gaming vs. biofeedback
Problem Statement
How can we using affective gaming, with the assistance of haptic technology, create an individualized experience?
Change the bold words, too vague
More psychology perhaps?
Excluding immersion?
affective gaming vs. biofeedback
Problem Statement
How can we using affective gaming, with the assistance of haptic technology, create an individualized experience?
Change the bold words, too vague
More psychology perhaps?
Excluding immersion?
Tuesday, 8 April 2008
-----------Agenda 9.april.2008---------------
---- read through the PDF´s from media psychology before...
---- Media psychology ...exam .... find out what to say...---- pre-analysis.....
---- Continue discussing the game idea ...
so see you all at 10 sharp... at that time every body should be done reading the news and checking facebook...........
Monday, 31 March 2008
Written part, Media Psychology
Approach 2.
Compelling story, 1p.
Futuristic story
include a punch line, ours - this is just the beginning
State the problem area
Need: the need for a "smarter" game, that supports the individual player as an enhanced experience
Approach: measuring the autonomous nervous system of users which then would dynamically change the content, AI
Benefits: game adjust to individual, creates a more immersive game play
Competition: other haptic devices + dynamics
FunFact: 69% of americans play computer games of which 92% wishes the game would be more individualized
Contribution
How can we using affective computing, with the assistance of haptic technology, create an individualized gaming experience?
Our contribution is the evolving of computers towards the users needs
End-users
Do some research on who would be the ultimate end user with the money!
Fact link
Scenario
This is based upon the results from end-user... story of interaction with the product we are making.
Psychological issues
phenomenology =), based on the above stuff
User testing
results from our testing on thursday, interpret and make sense of it, thank you
squeeze in some phenomenology =)
List of content using key-words for pre-analysis
...
Compelling story, 1p.
Futuristic story
include a punch line, ours - this is just the beginning
State the problem area
Need: the need for a "smarter" game, that supports the individual player as an enhanced experience
Approach: measuring the autonomous nervous system of users which then would dynamically change the content, AI
Benefits: game adjust to individual, creates a more immersive game play
Competition: other haptic devices + dynamics
FunFact: 69% of americans play computer games of which 92% wishes the game would be more individualized
Contribution
How can we using affective computing, with the assistance of haptic technology, create an individualized gaming experience?
Our contribution is the evolving of computers towards the users needs
End-users
Do some research on who would be the ultimate end user with the money!
Fact link
Scenario
This is based upon the results from end-user... story of interaction with the product we are making.
Psychological issues
phenomenology =), based on the above stuff
User testing
results from our testing on thursday, interpret and make sense of it, thank you
squeeze in some phenomenology =)
List of content using key-words for pre-analysis
...
Saturday, 29 March 2008
Saturday Progress
Agenda, March 29th
Product
- hardware
- software
Final Problem Statement
Media Psychology
Report structure
Send emails
///////////////////////////
Thoughts and discussion
Perhaps only working with one of the issues, input or output.
Is it possible to make both? Eg. borrow a chair and concentrating on only input
What type of testing? What is it we try to solve?
Problem formulation keywords
- affective computing
- dynamic game play
- individuality
- understanding the users needs/emotion
Should we use more than one input?
?? Problem formulation ??
How can we by using affective computing (with the assistance of haptic technologies) create an individualized experience?
Tuesday, 4 March 2008
Byens bedste caféburgere
On April 17th we are going out to get some burgers! Please choose one place you would like to go from this list:
Byens bedste caféburgere
also see this
Jay!
Maggi.
Byens bedste caféburgere
also see this
Jay!
Maggi.
Project Description
Here is the project description we will send to Lisa and Michael.
Project description
The Group
We are a group of four, two of each gender and three different nationalities.
Bo Hagen (Danish)
Camilla Hägg (Finnish)
Kolbrún Ósk Halldórsdóttir (Icelandic)
Magnús Sveinn Jónsson (Icelandic)
Initial Thoughts and Global Problem Formulation
For our Bachelor project we decided we wanted to work with immersive feedback. We are interested in finding new ways to give feedback from games and we came up with this global problem:
How can we make use of alternative feedback that isn't visual in nature but will create a more immersive experience?
Our first thought was to make a vest that has built in speakers that give feedback from the game. The speakers could be used not only to give auditory feedback but the vibrations from the different frequencies of sound could affect the user and give him information about the development of the story game or the playable characters.
After discussion of this idea we realized that the speakers that we would be able to fit into a vest could perhaps not output the low frequencies that are most likely to give tactile feedback to the user. The idea of putting a big speaker into a chair and having the user sit there was born from that discussion. The combination of the vest and the chair might not be the most suitable one, but it is the starting point of our further investigation into this field.
Initial Problem Formulation
Thinking even further we realized that we are also very interested in alternative input for games, and perhaps even input that the player is not completely aware of or in control of, e.g. the heartbeat. It could be used to control certain aspects of the game and by that try to make the user more in tune with the game and immersed in it. The output could also be controlled to some extent by that input, for example outputting a heartbeat in a speaker close to the heart which is a bit faster than the users heartbeat, trying to get the user more excited.
From the discussion about not only alternative outputs but also inputs we came up with this initial problem formulation:
How can we use bodily functions to provide a more immersive experience through physical feedback?
This is the starting point for our research in the pre-analysis that will eventually bring us to the final problem formulation and enable us to start working on the product. The deadline for the pre-analysis is the 2nd of April.
Group 606.
Project description
The Group
We are a group of four, two of each gender and three different nationalities.
Bo Hagen (Danish)
Camilla Hägg (Finnish)
Kolbrún Ósk Halldórsdóttir (Icelandic)
Magnús Sveinn Jónsson (Icelandic)
Initial Thoughts and Global Problem Formulation
For our Bachelor project we decided we wanted to work with immersive feedback. We are interested in finding new ways to give feedback from games and we came up with this global problem:
How can we make use of alternative feedback that isn't visual in nature but will create a more immersive experience?
Our first thought was to make a vest that has built in speakers that give feedback from the game. The speakers could be used not only to give auditory feedback but the vibrations from the different frequencies of sound could affect the user and give him information about the development of the story game or the playable characters.
After discussion of this idea we realized that the speakers that we would be able to fit into a vest could perhaps not output the low frequencies that are most likely to give tactile feedback to the user. The idea of putting a big speaker into a chair and having the user sit there was born from that discussion. The combination of the vest and the chair might not be the most suitable one, but it is the starting point of our further investigation into this field.
Initial Problem Formulation
Thinking even further we realized that we are also very interested in alternative input for games, and perhaps even input that the player is not completely aware of or in control of, e.g. the heartbeat. It could be used to control certain aspects of the game and by that try to make the user more in tune with the game and immersed in it. The output could also be controlled to some extent by that input, for example outputting a heartbeat in a speaker close to the heart which is a bit faster than the users heartbeat, trying to get the user more excited.
From the discussion about not only alternative outputs but also inputs we came up with this initial problem formulation:
How can we use bodily functions to provide a more immersive experience through physical feedback?
This is the starting point for our research in the pre-analysis that will eventually bring us to the final problem formulation and enable us to start working on the product. The deadline for the pre-analysis is the 2nd of April.
Group 606.
Thursday, 28 February 2008
Problem Formulations
Global Problem
How can we make use of alternative feedback that isn't visual in nature but will create a more immersie experience?
Initiating problem
How can we use bodily functions to provide a more immersive experience through physical feedback?
How can we make use of alternative feedback that isn't visual in nature but will create a more immersie experience?
Initiating problem
How can we use bodily functions to provide a more immersive experience through physical feedback?
TOC.
TOC:
Front page
Introduction.
Pre-Analysis
Analysis
Design
implementation
Test
Results
Discussion
Conclusion
Future perspective
Bibliography
Appendix
- project title
- Nature of the documebt
- Group name and members
- introduction
- problem
- solution
- test results
- conclusion
- reader´s prerequisites
- Reader´s guide
- Recognition and appreciation
Introduction.
- Global Problem. (motivation)
- blabla()
- intial problem
Pre-Analysis
- what is immersion ?
- cheating the brain/ manipulating/ heightening the senses
- what is feedback
- types of feedback
- haptic
- tactile
- other ways to input stuff
- Computer games
- feedback
- historic
- Existing products
- Wii mote
- the 3rd space vest
- the feedback chair
- eye toy
- Final problem statement
Analysis
Design
implementation
Test
Results
Discussion
Conclusion
Future perspective
Bibliography
Appendix
Tuesday, 26 February 2008
Monday, 25 February 2008
Sunday, 24 February 2008
project ideas.
note the rest of you. This is written entirely as a stream of thoughts, and isn't structured at all, and is bound to contain lots of spelling errors and shit. The purpose of this entire thing is to get my mind going, and hopefully produce 7 ideas along the way.
first random thought. When gaming was in its infant state, everything was done in 2d. Every game out there was 2d, because that was what was technically possible. Then somewhere along the way came the shift to 3d. at frst, pseudo 3d games such as doom and duke nukem 3d, and later Quake, the first full 3d shooter. 2d games, with a few exceptions, disapeared off the market, up until
recently. Recently, 2d art has once again been used as an aestethic, often combined with elaborate 3d worlds. a few examples of this include
- fez ( http://www.gamevideos.com/video/id/17594 )
- super paper mario http://en.wikipedia.org/wiki/Image:SPM_3D.jpg
Project idea: something where we combine 2d and 3d to create certain aestethics?
Another Project Idea: Music creation based on visual input? Ie. the energy on a dance floor shapes the type of music that is created dynamically.
third project idea: ok, guitar hero rocks. the idea is simple. take one non-standard controller, add music and rythm detection, and you have a kickass game. another type of musical game is rez where you partly create the music, but it doesn't affect the score. it's more of an "audiovisial experience". Why not combine the concept of rez (something you sit down and experience) with non-standard controllers? The flying game idea comes to mind here. You fly around the world, and "experience" it. There is no goal, instead your performance shapes up the world, either on a visual or auditory level? The idea here can even be the immersive feedback one. You get feedback on your hands, through the fans, you get feedback from sound you even up creating, but visually, the game may be very simple. So the initiating problem statement might be, how can we make use of feedback means that are necessarily visual in nature, but will create a more immersive experience? it even draws in audio design (4th semester), sensors (4th semester), screen media (creating moods and stuff - 5th semester), and perception (3rd semester).
okay, I like this idea, but I will post more later!
first random thought. When gaming was in its infant state, everything was done in 2d. Every game out there was 2d, because that was what was technically possible. Then somewhere along the way came the shift to 3d. at frst, pseudo 3d games such as doom and duke nukem 3d, and later Quake, the first full 3d shooter. 2d games, with a few exceptions, disapeared off the market, up until
recently. Recently, 2d art has once again been used as an aestethic, often combined with elaborate 3d worlds. a few examples of this include
- fez ( http://www.gamevideos.com/video/id/17594 )
- super paper mario http://en.wikipedia.org/wiki/Image:SPM_3D.jpg
Project idea: something where we combine 2d and 3d to create certain aestethics?
Another Project Idea: Music creation based on visual input? Ie. the energy on a dance floor shapes the type of music that is created dynamically.
third project idea: ok, guitar hero rocks. the idea is simple. take one non-standard controller, add music and rythm detection, and you have a kickass game. another type of musical game is rez where you partly create the music, but it doesn't affect the score. it's more of an "audiovisial experience". Why not combine the concept of rez (something you sit down and experience) with non-standard controllers? The flying game idea comes to mind here. You fly around the world, and "experience" it. There is no goal, instead your performance shapes up the world, either on a visual or auditory level? The idea here can even be the immersive feedback one. You get feedback on your hands, through the fans, you get feedback from sound you even up creating, but visually, the game may be very simple. So the initiating problem statement might be, how can we make use of feedback means that are necessarily visual in nature, but will create a more immersive experience? it even draws in audio design (4th semester), sensors (4th semester), screen media (creating moods and stuff - 5th semester), and perception (3rd semester).
okay, I like this idea, but I will post more later!
Friday, 22 February 2008
Mail to Stefania and Response
sounds good.
Anytime after 5PM is good for me.
My address is:
Nordre Frihavnsgade 88 4 tv 2100
It is in the S-train station Nordhavn, two stations after Nørreport going north.
See you there!
Stefania
- Hide quoted text -
On Feb 22, 2008, at 1:16 PM, Hagen wrote:
Hi Stefania,
the group agrees that Monday would be a good day to come visit you and try out the chair. We have classes all day Monday, but we could come straight after school in the late afternoon, or in the evening. Please let us know what time would suit you best.
Regards,
Group 606.
Mail To Massimo (and response)
Hello Hagen,
If i remember correctly, we just called them up and explained that we studied at Aalborg uni and that we were interested in using their software for our bachelor project. However as the trial period was not long enough for the whole semester we wondered if we could get an extended trial .
We also agreed to send them our end result (which i cant remember if we did or not : )
And that was about it , we got a serial that was valid for 3 months or something .
Best of luck with it ....
- Hide quoted text -
On Feb 22, 2008, at 1:12 PM, Hagen wrote:
Hello Massimo,
We received your e-mail address from Stefania Serafin, as she told us to contact regarding your 6th semester project. We were informed that your made use of the Unity engine to create your project, and we were thinking we might do the same thing.
Did your group contact Unity Technologies? What did you ask them for? What did get from them? Did you have contact with them throughout the project, or only initially?
We were thinking of contacting them ourselves, to ask for a license, and were wondering how to go about this.
Thanks,
Group 606
homework for monday.
Come up with at least 7 ideas! Both products, problems, and initial problem statements are welcome!
Wednesday, 20 February 2008
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