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| MAS ETH ARCH/CAAD - 2004/05 - STUDENT PAGES Master of Advanced Studies in Architecture, Specialization in Computer Aided Architectural Design | 065-0005/6 Supervision: Prof. Dr. Ludger Hovestadt, Philipp Schaerer Chair of CAAD, ETH Zurich bioplay5000 technologyAssignment / Introduction / Technology / Gameplay / Conclusion The fingerclip-sensors of the Hardware (the "Lightstone" with its "Lightrings") measure heartdata and the skinconductivity. As - for our game - the player has to walk around, we designed a wearable "arm" onto wich the hardware is fixed. Still the player must be connected by a usb-cable to a computer, what limits his movement to a 10 meters radius. Because of the heart rate being measured by an optical system (however that works in detail) the players movement influents the measured data, what makes the pulse more or less useless for the gameplay. Additional, the measurement of pulse takes to much time. The player's position onto the room's floor that divided in a grid (3x3) is tracked by a camera. A director Xtra makes the data of the lightstone accessable. 30 times per second the raw heart data, the time from the measurement's starting, the skinconductivity and the pulse (if it is recognized) are transferred from the lightrings to the software. Into a basic director file a flash animation is included, that controles the graphics and the buidling IP of the "red hell". The Software sends XML messages to the Red Hell's server to turn on the different lights.
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