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!

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.

Tuesday, 27 May 2008

Meeting LimeHouse....

------------------THIS IS THE PLAN ------------------
What is done 
Kolla 
Camilla
Bo
Maggi

-Readers guide
-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)

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 ...


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.

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.

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

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