 Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt.

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 Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt.
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Presentation transcript:

 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.

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.

Architecture

Objectives

Major Technologies  USB Heart Rate Monitor

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).

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

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

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!!!

Gantt Chart

Component Procurement  Purchase USB Heart Rate Monitor - $20  Unity and Blender software download - free

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.

References   ?tc=USD&gclid=CJKCxunu27oCFTBnOgodZHYA Sw ?tc=USD&gclid=CJKCxunu27oCFTBnOgodZHYA Sw