med-material / Whack_A_Mole_VR

Whack-A-Mole in VR
MIT License
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rehab vr

Whack-A-Mole VR - Research Platform for VR Stroke Rehabilitation

Whack-A-Mole VR is a research platform, data collection device, and experimental protocol game designed for upper-limb VR rehabilitation for stroke and visual neglect. It consists of:

Project Resources

Whack-A-Mole VR is a research project maintained by Bastian I. Hougaard, Hendrik Knoche, Lars Evald and Iris Brunner since 2019. The project is still under active research and development and as specified by our license, we provide the Whack-A-Mole VR research platform here as-is with no warranty, for the wider XR rehab community to tinker with or run studies with. Feel free to get in touch with us, we would be happy to collaborate.

Learn more about our research here:

Whack-A-Mole VR - Unity Project

Whack-A-Mole VR is designed from ground up to be a flexible platform for studying and designing simple VR-based pointing tasks:

Whack A Mole Game Setup

Whack A Mole Game Playing

The game is a simple Whack-a-mole-style game, but in VR. The game is primarily run on VR headsets connected to a computer, from which a facilitator (clinician) controls and monitors the game, while the player is wearing the headset. In front of the player a wall is presented which show multiple moles (represented by gray disks). When the game starts, moles will activate by changing their color to green. The player will then need to pop the moles by hovering over them with the blue cursor (highlighted by the red square) before they deactivate by themselves. Players hit targets by moving their arm around horisontally or vertically in the air (relative pointing, a bit like using a mouse). There are also distractors, which activates that the player musn't pop.

Whack A Mole Game Playing

The environment provides many features to customise the game, with multiple parameters and modifiers available when you click on the modifiers button.

Whack A Mole Game Playing

While players play, the game continuously collects data in the background. When a session stops or has finished, the data can either be uploaded to a database or saved locally to disk as a .CSV file. The data can then be visualized on the online dashboard.

Tools for Developers

The application has several tools available to debug and help developing new features.

Debug controls

Simple non-VR controls are implemented to use in the game for pattern and visual effects testing. Control Scheme

WAM Test Pattern - VS Code Extension

This extension for Visual Studio Code offers improvements to reading and coding treatment programs, with Syntax Highlighting and Auto-Completion, available at this link: https://github.com/tcaruchet/Whack_A_Mole_VR_WAMPAT_VSCodeExtension

Patterns debug mode

The Pattern Manager script has a Debug Mode implemented which, if active, shows information about the state of the current treatment program, the next step, as well as the number of steps and progress through the program.

Pattern Debugger

Mole Whacking Data Collection

This application logs various game datas, from the activated mole position to the position travelled by the player's laser between two mole poping. The logs are by default saved in the application main directory, however a custom path can be set from the Unity editor. These data are logged when specific events occurs.

The events are:

The logged data are: