Beispiel #1
0
    public override void HandleSessionInitialisation()
    {
        base.HandleSessionInitialisation();

        // New file for the performance data logger
        performanceDataLogger.CloseLog();
        performanceDataLogger.AddNewLogFile(AvatarSystem.AvatarType.ToString(), sessionNumber, ablebodiedPerformanceDataFormat); // Add file

        // Clear ball
        gridManager.ResetBallSelection();
    }
    /// <summary>
    /// Handles procedures performed when initialising the next iteration.
    /// Updates iteration number, session number, resets the task time, and starts a new data log by default.
    /// Extend this method by doing your own implementation, with base.HandleSessionInitialisation() being called at the start.
    /// </summary>
    public override void HandleSessionInitialisation()
    {
        base.HandleSessionInitialisation();

        #region Iteration settings
        // Set iterations variables for flow control.
        targetNumber = poseListManager.TargetNumber;
        iterationsPerSession[sessionNumber - 1] = targetNumber * iterationsPerTarget;


        // Create the list of target indexes and shuffle it.
        targetOrder.Clear(); //clear the target order
        for (int i = 0; i < targetNumber; i++)
        {
            for (int j = 0; j < iterationsPerTarget; j++)
            {
                targetOrder.Add(i);
                Debug.Log(targetOrder[targetOrder.Count - 1]);
            }
        }

        targetOrder.Shuffle();

        // New file for the performance data logger
        performanceDataLogger.CloseLog();
        performanceDataLogger.AddNewLogFile(AvatarSystem.AvatarType.ToString(), sessionNumber, performanceDataFormat); // Add file

        // Display task text
        StartCoroutine(DisplayTaskText(targetOrder[0]));


        if (debug)
        {
            foreach (int target in targetOrder)
            {
                Debug.Log("Pose:" + target);
            }
        }
        #endregion
    }
    // Update is called once per frame
    void Update()
    {
        switch (experimentState)
        {
        /*
         *************************************************
         *  HelloWorld
         *************************************************
         */
        // Welcome subject to the virtual world.
        case ExperimentState.Welcome:
            if (WaitFlag)
            {
                HudManager.ClearText();
                experimentState = ExperimentState.Initialising;
            }
            else
            {
                HudManager.DisplayText("Welcome!");
            }
            break;

        /*
         *************************************************
         *  InitializingApplication
         *************************************************
         */
        // Perform initialization functions before starting experiment.
        case ExperimentState.Initialising:
            //
            // Perform experiment initialization procedures
            //
            // Enable colliders
            AvatarSystem.EnableAvatarColliders();
            // Initialize arm guide
            guideManager.Initialize(startAngleList[angleNumber - 1], endAngleList[angleNumber - 1], movementTimeList[timeNumber - 1]);
            guideManager.GoToStart();

            //
            // Initialize data logs
            //
            motionLogger.AddNewLogFile(startAngleList[angleNumber - 1] + "_" + endAngleList[angleNumber - 1] + "_" + movementTimeList[timeNumber - 1], iterationNumber, motionDataFormat);

            //
            // Go to training
            //
            experimentState = ExperimentState.Training;
            break;

        /*
         *************************************************
         *  Practice
         *************************************************
         */
        // Perform initialization functions before starting experiment.
        case ExperimentState.Training:
            //
            // Guide subject through training
            //

            //
            // Go to instructions
            //
            experimentState = ExperimentState.Instructions;
            break;

        /*
         *************************************************
         *  GivingInstructions
         *************************************************
         */
        case ExperimentState.Instructions:
            HudManager.DisplayText(movementTimeList[timeNumber - 1] + " sec. movement.", 2.0f);
            // Skip instructions when repeating sessions
            if (SkipInstructions)
            {
                //hudManager.DisplayText("Move to guide", 2.0f);
                experimentState = ExperimentState.WaitingForStart;
                break;
            }

            //
            // Give instructions
            //

            //
            // Go to waiting for start
            //
            experimentState = ExperimentState.WaitingForStart;
            break;

        /*
         *************************************************
         *  WaitingForStart
         *************************************************
         */
        case ExperimentState.WaitingForStart:

            // Check if pause requested
            UpdatePause();
            switch (waitState)
            {
            // Waiting for subject to grab the object.
            case WaitState.Waiting:
                if (guideManager.StartGuiding())
                {
                    //StopAllCoroutines();
                    HudManager.ClearText();
                    taskTime = 0.0f;
                    HUDCountDown(3);
                    experimentState = ExperimentState.PerformingTask;
                }
                break;

            default:
                break;
            }
            break;

        /*
         *************************************************
         *  PerformingTask
         *************************************************
         */
        case ExperimentState.PerformingTask:
            // Task performance is handled deterministically in FixedUpdate.
            break;

        /*
         *************************************************
         *  AnalizingResults
         *************************************************
         */
        case ExperimentState.AnalizingResults:
            HudManager.DisplayText("Rest your arm.", 5.0f);
            // Allow 3 seconds after task end to do calculations
            SetWaitFlag(5.0f);

            //
            // Data analysis and calculations
            //

            //
            // Adaptive system update (when available)
            //

            //
            // Data logging and log management
            //
            motionLogger.CloseLog();

            //
            // Flow managment
            //

            // Rest for some time when required
            if (IsRestTime())
            {
                HudManager.ClearText();
                HudManager.DisplayText("Rest your arm.", 2.0f);
                SetWaitFlag(RestTime);
                experimentState = ExperimentState.Resting;
                break;
            }
            else if (IsEndOfExperiment())
            {
                experimentState = ExperimentState.End;
                break;
            }
            // Check whether the new session condition is met
            else if (IsEndOfSession())
            {
                //
                // Update iterations and flow control
                //
                iterationNumber++;
                timeIterations++;
                totalIterations++;
                // Go to next
                experimentState = ExperimentState.InitializingNext;
                break;
            }
            else
            {
                experimentState = ExperimentState.UpdatingApplication;
            }
            break;

        /*
         *************************************************
         *  UpdatingApplication
         *************************************************
         */
        case ExperimentState.UpdatingApplication:
            if (WaitFlag)
            {
                //
                // Update iterations and flow control
                //
                iterationNumber++;
                timeIterations++;
                totalIterations++;

                //
                // Update experiment object
                //
                guideManager.GoToStart();

                //
                // Update log requirements
                //
                motionLogger.AddNewLogFile(startAngleList[angleNumber - 1] + "_" + endAngleList[angleNumber - 1] + "_" + movementTimeList[timeNumber - 1], iterationNumber, motionDataFormat);

                //
                // Go to start of next iteration
                //
                HudManager.DisplayText("Move to guide", 2.0f);
                experimentState = ExperimentState.WaitingForStart;
            }
            break;

        /*
         *************************************************
         *  InitializingNext
         *************************************************
         */
        case ExperimentState.InitializingNext:
            if (WaitFlag)
            {
                //
                // Perform session closure procedures
                //

                //
                // Initialize new session variables and flow control
                //
                iterationNumber = 1;
                sessionNumber++;
                // Still doing the angle repetitions for the same time
                if (timeIterations < timeIterationLimit)
                {
                    angleNumber++;
                }
                // Done all the angle repetitions for the given time, reset and go to next time
                else
                {
                    angleNumber    = 1;
                    timeIterations = 1;
                    timeNumber++;
                }

                //
                // Update experiment object
                //
                guideManager.GoToStart();
                //
                // Initialize data logging
                //

                experimentState = ExperimentState.Initialising;     // Initialize next session
            }
            break;

        /*
         *************************************************
         *  Resting
         *************************************************
         */
        case ExperimentState.Resting:
            //
            // Check for session change or end request from experimenter
            //
            if (UpdateNext())
            {
                ConfigureNextSession();
                break;
            }
            else if (UpdateEnd())
            {
                EndExperiment();
                break;
            }
            //
            // Restart after flag is set by wait coroutine
            //
            if (WaitFlag)
            {
                if (IsEndOfExperiment())
                {
                    experimentState = ExperimentState.End;
                    break;
                }
                // Check whether the new session condition is met
                else if (IsEndOfSession())
                {
                    //
                    // Update iterations and flow control
                    //
                    iterationNumber++;
                    timeIterations++;
                    totalIterations++;
                    // Go to next
                    experimentState = ExperimentState.InitializingNext;
                    break;
                }
                else
                {
                    HudManager.DisplayText("Get ready!", 3.0f);
                    SetWaitFlag(3.0f);
                    experimentState = ExperimentState.UpdatingApplication;
                }
                break;
            }
            break;

        /*
         *************************************************
         *  Paused
         *************************************************
         */
        case ExperimentState.Paused:
            //
            // Check for session change or end request from experimenter
            //
            UpdatePause();
            if (UpdateNext())
            {
                ConfigureNextSession();
                break;
            }
            else if (UpdateEnd())
            {
                EndExperiment();
                break;
            }
            break;

        /*
         *************************************************
         *  End
         *************************************************
         */
        case ExperimentState.End:
            //
            // Update log data and close logs.
            //

            HudManager.DisplayText("Experiment end, thanks!", 5.0f);
            //
            // Return to main menu
            //
            break;

        default:
            break;
        }

        //
        // Update information displayed on monitor
        //
        string experimentInfoText = "Experiment info: \n";

        experimentInfoText += "Iteration: " + iterationNumber + "/" + iterationsPerAngle + ".\n";
        experimentInfoText += "Session: " + sessionNumber + "/" + startAngleList.Count * movementTimeList.Count + ".\n";
        InstructionManager.DisplayText(experimentInfoText);

        //
        // Update information displayed for debugging purposes
        //
        if (debug)
        {
            string debugText = "Debug info: \n";
            debugText += experimentState.ToString() + ".\n";
            if (experimentState == ExperimentState.WaitingForStart)
            {
                debugText += waitState.ToString() + ".\n";
            }
            debugText += "Angle number:" + angleNumber + ".\n";
            debugText += "Time iterations:" + timeIterations + ".\n";
            InstructionManager.DisplayText(debugText + "\n" + experimentInfoText);
        }
    }