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Medium
Oculus Quest 2
Cardboard
Arduino & Force sensors


TeamWith 2 unity developer +
1 researcher


Time
4 weeks, 2022








This course project is rooted in tangible interaction within VR and Arduino & pressure sensors, exploring the issue of lack of real-world resistance in most VR experiences. Taking Beat Saber's as the reference, we created a new game controller to provide the player's with sensory-aligned gaming experience.

I contributed to the whole design process, including research, storyboarding, hardware setup with Arduino, and developing the controller and game. I also helped improve the 3D scene and designed the game's logo, poster.







VR Rhythm Game:
Striking Notes in VR with No Real-World Resistance



Tangible interaction within VR is a broad field. To focus the study, we narrowed our scope to VR rhythm games. This was inspired by a team member's near fall while playing Beat Saber, a leading VR rhythm game involving slashing blocks with controller-held "lightsabers". With this down experience, we set out to redesign an Arduino-based trigger to provide sensory-aligned and engaging gaming experience.



Outcome: New Drum-shaped Game Controller Stimulates Haptic Feedback


Hand tapping/drumming serves as a natural input method, enabling the body to perceive physical sensations. We integrated force sensors beneath the drum surface to detect degrees of pressure. While engaging with the drums, the headset immerses the player in background music, allowing the auditory system to register the sound signals from the physical drum taps.
















How we got there?

Following the design process to place the idea within the context.









Identifying the Pain Points: Chat with Respondents Shared Three Main Feedback of VR Game Input.



With a clear goal of reimagining the game trigger, we first conducted small talks with three gamers with extensive rhythm gaming experience understand their opinions of the current VR controllers and game input. They have been long-time enthusiasts of the genre, trying out every new rhythm game that hits the market. Through thematic analysis of our conversations, we mainly discovered three themes of challenge:









Comparative Analysis: Constraints of VR Controllers and Prior Gaming Experience Shaped Respondents Feedback.


To understand the feedback, we conducted the competitive analysis. We categorized mainstream rhythm games into four types based on the factors of VR and its input. Player feedback might stem from a comparison with their previous gaming experiences. For instance, earlier games like Guitar Hero came with specialized controllers closely aligned with the game environment. However, current VR controllers are not customized for specific games, which might reduce the sense of realism. Moreover, full-body engagement can lead to physical fatigue. At the same time, the immersion of VR environments might cause players to lose awareness of the real-world space, as their bodies lose feedback from the real world.







The engaging experience is hindered by tricky controllers and high physical demands, plus might even take a tumble!


Although the VR environment provides a more immersive experience, the design of VR controllers makes it difficult to perfectly match the concept of music games. Additionally, current VR rhythm games have high physical demands, making continuous participation challenging for players with lower physical stamina. Since players are entirely in a virtual environment, accidents like falling could lead to a reluctance to continue playing.









Design Opportunity : Three Feedback Lead to Idea Generation Phase.


We transferred the three pain points into three design requirements of the new game trigger.








How do we support for the ideal game trigger?



We brainstormed design opportunities and further reframed them into key statements that are broad enough to allow multiple solutions but narrow enough to set focus. The results of comparative analysis guided the direction of our brainstorming.









Approaching a Solution:
Instrument-like Appearance, Ultra-low Learning Curve,
and Low Physical Fatigue Input Methods to Sharpe the Interaction.


Leveraging our key findings, we realized the ideal solution should make the game's interaction mechanics as intuitive as musical instruments and reduce the learning curve, while also minimizing extensive physical movements. Thus, we decided on crafting a controller mimicking the appearance of a drum. Drumming, with its music-based nature and ultra-low learning curve, allows users to quickly master the game and immerse themselves in the gameplay.







Cardboard Prototype: Hand made prototype.The prototype is handmade. I use the materials we have in everyday life. Taping on empty round container, such as paper cups sometimes makes a very nice noise. Cut the paper cup about half from the top to lower the height, covered with cardboard, and pasted a sensor on top.
Arduino Connection: Create a voltage divider circuit.I connected the 10kΩ resistor in series with the first sensor to create a voltage divider circuit. Then the point between the resistor and the sensor is connected to the input of an Arduino. The remaining three force sensors were connected in the same way. They all work individually. The amount of pressure can displayed on the Arduino serial monitor and lauched into Unity after coding.








Game Feature Prioritisation: Limited Time Forced to Prioritise Game Features Based on Impact and Effort.



As a result, the development of the VR game itself was primarily aimed at facilitating the testing of the controller's interactive functionalities. With a shorter time scope and feasibility, we decided to only make the game playable and fluid to match the new controller without other designs. At this stage, we have drawn a storyboard to extract a list of VR game features that we have to support in order for these ideal scenarios to happen.









Flowchart:
Mapped out Key Path Steps that Get Players to Experience the Controller within the Least Amount of Steps.


1.  Welcome scene: have a glance at the VR environment.
2. Player placement: guide players to activate settings to start the game.
3. Main game: the main game scene.
4. End scene: see the score and restart.








Implementation:
Focusing on Make Game Playable and Fluid.



Due to time constrains,  the game applied the 3D assets come from Unity store (shared by NeutronCat) and tweak them to cut down the time taken in Art works. Keeping with the low poly scene style, the game's music is upbeat and relaxed.






Red notes require more pressure than blue notes.

In combination with the pressure sensor's property, two types of notes designed in the game correspond to the two pressure levels. The game requires players to smash the music notes with the correct pressure tap level. The higher the pressure and beat accuracy, the more points the player will get.






Before and post gaming feedbacks.

Four virtual lights are placed for evaluation in the note tracks. The virtual lights will light up upon tapping the physical drum to lets them know how well they’ve done with their rhythmic input. The interface displays the score and text (in the form of “Good/Perfect”) after a note is successfully smacked.



Project takeaways : A more integrated development approach, focusing on both the hardware and the game content, will be crucial for delivering a truly immersive and satisfying VR experience.



Early user testing showed a significantly enjoyable experience compared to standard VR controllers, but the game itself is also a crucial part of the experience. When we received positive feedback on the new controller's input method during user tests and showcases, we also gathered valuable suggestions for the game itself. The settings and mechanics of the VR game also significantly impact the overall user experience. These insights emphasize the importance of not only refining the controller but also ensuring that the game's design, narrative, and challenge levels are equally engaging and well-matched with the innovative interaction methods provided by the controller.