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Cardiac Arrest Video Game Design by: Oskar Otoya Drew Dopson Chris Ho Kekoa Taitt
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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.
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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.
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Architecture
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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).
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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.
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Blender Open source 3D modeling software used for creating visual effects, objects, etc. Python scripted for tool creation, importing/exporting formats, etc.
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Major Technologies USB Heart Rate Monitor
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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)
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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
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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
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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!!!
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Component Procurement Purchase USB Heart Rate Monitor - $20 plus shipping Unity and Blender software download - free
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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.
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References http://www.bbc.co.uk/news/technology-20080417 http://www.bbc.co.uk/news/technology-20080417 http://dx.com/p/usb-heart-rate-monitor- 114010?tc=USD&gclid=CJKCxunu27oCFTBnOgodZHYA Sw http://dx.com/p/usb-heart-rate-monitor- 114010?tc=USD&gclid=CJKCxunu27oCFTBnOgodZHYA Sw
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