/// <summary> /// Initializes the ExperimentSystem and its components. /// Verifies that all components needed for the experiment are available. /// </summary> public override void InitialiseExperimentSystems() { // // Set the experiment type and ID // experimentType = ExperimentType.TypeOne; ExperimentSystem.SetActiveExperimentID("PhotoStage"); // // Create data loggers // // Restart EMG readings foreach (ISensor sensor in AvatarSystem.GetActiveSensors()) { if (sensor.GetSensorType().Equals(SensorType.EMGWiFi)) { UDPSensorManager udpSensor = (UDPSensorManager)sensor; //Debug.Log(wifiSensor.RunThread); udpSensor.StartSensorReading(); //Debug.Log(wifiSensor.RunThread); } } // Set EMG sensor and reference generator as active. // Get prosthesis GameObject prosthesisManagerGO = GameObject.FindGameObjectWithTag("ProsthesisManager"); ConfigurableElbowManager elbowManager = prosthesisManagerGO.GetComponent <ConfigurableElbowManager>(); // Set active sensor and reference generator to EMG. elbowManager.ChangeSensor("VAL_SENSOR_SEMG"); elbowManager.ChangeReferenceGenerator("VAL_REFGEN_EMGPROP"); }
private void LoadDebugAvatar() { // Load avatar if (avatarType == AvatarType.Transhumeral) { AvatarSystem.LoadAvatar(SaveSystem.ActiveUser, AvatarType.Transhumeral); // Find the residual limb and change the follower GameObject residualLimbGO = GameObject.FindGameObjectWithTag("ResidualLimbAvatar"); LimbFollower limbFollower = residualLimbGO.GetComponent <LimbFollower>(); Destroy(limbFollower); AngleFollower angleFollower = residualLimbGO.AddComponent <AngleFollower>(); angleFollower.fixedTransform = fixedProsthesisPosition; // Initialize prosthesis GameObject prosthesisManagerGO = GameObject.FindGameObjectWithTag("ProsthesisManager"); ConfigurableElbowManager elbowManager = prosthesisManagerGO.AddComponent <ConfigurableElbowManager>(); elbowManager.InitializeProsthesis(SaveSystem.ActiveUser.upperArmLength, (SaveSystem.ActiveUser.forearmLength + SaveSystem.ActiveUser.handLength / 2.0f)); // Set the reference generator to jacobian-based. elbowManager.ChangeReferenceGenerator("VAL_REFGEN_JACOBIANSYN"); instructionsText = synergyInstructions; // Enable & configure EMG if (emgEnable) { // Create and add sensor //EMGWiFiManager emgSensor = new EMGWiFiManager(ip, port, channelSize); ThalmicMyobandManager emgSensor = new ThalmicMyobandManager(); //emgSensor.ConfigureLimits(0, 1023, 0); //emgSensor.ConfigureLimits(1, 1023, 0); AvatarSystem.AddActiveSensor(emgSensor); elbowManager.AddSensor(emgSensor); //emgSensor.StartSensorReading(); // Set active sensor and reference generator to EMG. elbowManager.ChangeSensor("VAL_SENSOR_SEMG"); elbowManager.ChangeReferenceGenerator("VAL_REFGEN_EMGPROP"); instructionsText = emgInstructions; } } else { throw new System.NotImplementedException(); } }
/// <summary> /// Initializes the ExperimentSystem and its components. /// Verifies that all components needed for the experiment are available. /// This must be done in Start. /// Extend this method by doing your own implementation, with base.InitExperimentSystem() being called at the start. /// </summary> public override void InitialiseExperimentSystems() { // // Set the experiment type configuration // // Type one if able-bodied subject if (AvatarSystem.AvatarType == AvatarType.AbleBodied) { experimentType = ExperimentType.TypeOne; // Able-bodied experiment type taskDataFormat = ablebodiedDataFormat; performanceDataFormat = ablebodiedPerformanceDataFormat; } // Type two if prosthetic (Adaptive Synergy) else if (AvatarSystem.AvatarType == AvatarType.Transhumeral) { experimentType = ExperimentType.TypeTwo; // Able-bodied experiment type taskDataFormat = prostheticDataFormat; performanceDataFormat = prostheticPerformanceDataFormat; } // Then run the base initialisation which is needed, with a small modification // // Set the experiment name only when debugging. Take the name from the gameobject + Debug // if (debug) { ExperimentSystem.SetActiveExperimentID(this.gameObject.name + "_Debug"); } // Make sure flow control is initialised sessionNumber = 1; iterationNumber = 1; // // Create the default data loggers // taskDataLogger = new DataStreamLogger("TaskData/" + AvatarSystem.AvatarType.ToString()); ExperimentSystem.AddExperimentLogger(taskDataLogger); taskDataLogger.AddNewLogFile(sessionNumber, iterationNumber, taskDataFormat); // Add file // Restart UDP threads foreach (ISensor sensor in AvatarSystem.GetActiveSensors()) { if (sensor is UDPSensorManager udpSensor) { //Debug.Log(wifiSensor.RunThread); udpSensor.StartSensorReading(); //Debug.Log(wifiSensor.RunThread); } } // Send the player to the experiment centre position TeleportToStartPosition(); startPosPhoto.SetActive(false); // // Create the performance data loggers // performanceDataLogger = new DataStreamLogger("PerformanceData"); ExperimentSystem.AddExperimentLogger(performanceDataLogger); performanceDataLogger.AddNewLogFile(AvatarSystem.AvatarType.ToString(), sessionNumber, performanceDataFormat); // Add file if (SaveSystem.ActiveUser.lefty) { leftySign = -1.0f; } // // Iterations configuration // // Set iterations variables for flow control. targetNumber = gridRows * gridColumns; for (int i = 0; i < iterationsPerSession.Count; i++) { iterationsPerSession[i] = targetNumber * iterationsPerTarget; } // Create the list of target indexes and shuffle it. for (int i = 0; i < targetNumber; i++) { for (int j = 0; j < iterationsPerTarget; j++) { targetOrder.Add(i); } } targetOrder.Shuffle(); // // Initialize world positioning // // Get user physiological data. float subjectHeight = SaveSystem.ActiveUser.height; float subjectArmLength = SaveSystem.ActiveUser.upperArmLength + SaveSystem.ActiveUser.forearmLength + (SaveSystem.ActiveUser.handLength / 2); // Set the grid distance from subject gridManager.transform.position = new Vector3((-gridReachMultiplier * subjectArmLength) - 0.1f, gridHeightMultiplier * subjectHeight, 0.0f); // // Add arm motion trackers for able-bodied case. // if (experimentType == ExperimentType.TypeOne) { // Lower limb motion tracker GameObject llMotionTrackerGO = GameObject.FindGameObjectWithTag("ForearmTracker"); lowerArmTracker = new VIVETrackerManager(llMotionTrackerGO.transform); ExperimentSystem.AddSensor(lowerArmTracker); // Upper limb motion tracker GameObject ulMotionTrackerGO = AvatarSystem.AddMotionTracker(); upperArmTracker = new VIVETrackerManager(ulMotionTrackerGO.transform); ExperimentSystem.AddSensor(upperArmTracker); } else if (experimentType == ExperimentType.TypeTwo) { // Get active sensors from avatar system and get the vive tracker being used for the UA foreach (ISensor sensor in AvatarSystem.GetActiveSensors()) { if (sensor is VIVETrackerManager) { upperArmTracker = (VIVETrackerManager)sensor; } } if (upperArmTracker == null) { throw new System.NullReferenceException("The residual limb tracker was not found."); } // Set VIVE tracker and Linear synergy as active. // Get prosthesis prosthesisManagerGO = GameObject.FindGameObjectWithTag("ProsthesisManager"); elbowManager = prosthesisManagerGO.GetComponent <ConfigurableElbowManager>(); // Set the reference generator to linear synergy. elbowManager.ChangeSensor("VAL_SENSOR_VIVETRACKER"); elbowManager.ChangeReferenceGenerator("VAL_REFGEN_LINKINSYN"); // Create the personalisation algorithm object elbowManager.SetSynergy(theta); float[] ditherFrequency = { Mathf.PI / 4, 2 * Mathf.PI / 4 }; float[] observerGain = { 0.3840f, 0.6067f, -0.2273f, -0.8977f, -1.0302f }; float[][] A = new float[2][]; A[0] = new float[2] { 1.3130f, -0.8546f }; A[1] = new float[2] { 1.0f, 0.0f }; float[] B = { 1.0f, 0.0f }; float[] C = { 0.0131f, -0.0131f }; float D = 0.0f; personaliser = new TransCyberHPIPersonalisation(ditherAmplitude, 0, ditherFrequency, observerGain, 1, optimiserGain, 0.1f, A, B, C, D, theta, 0.1f, 3.0f); } if (evaluatorType == EvaluatorType.Compensation) { // Performance evaluation objects evaluator = new UpperBodyCompensationMotionPM(0.5f, 0.5f); shDataBuffer = new List <Vector3>(); c7DataBuffer = new List <Vector3>(); } else if (evaluatorType == EvaluatorType.KinematicEnergy) { throw new System.NotImplementedException("KE method not yet implemented"); } // Debug? if (!debug) { // Shoulder acromium head tracker GameObject motionTrackerGO1 = AvatarSystem.AddMotionTracker(); shoulderTracker = new VIVETrackerManager(motionTrackerGO1.transform); ExperimentSystem.AddSensor(shoulderTracker); // C7 tracker GameObject motionTrackerGO2 = AvatarSystem.AddMotionTracker(); c7Tracker = new VIVETrackerManager(motionTrackerGO2.transform); ExperimentSystem.AddSensor(c7Tracker); } // // Hand tracking sensor // GameObject handGO = GameObject.FindGameObjectWithTag("Hand"); handTracker = new VirtualPositionTracker(handGO.transform); ExperimentSystem.AddSensor(handTracker); // Spawn grid gridManager.SpawnGrid(gridRows, gridColumns, gridSpacing); }
/// <summary> /// Initializes the ExperimentSystem and its components. /// Verifies that all components needed for the experiment are available. /// </summary> public override void InitialiseExperimentSystems() { // // Set the experiment type and ID // if (AvatarSystem.AvatarType == AvatarType.AbleBodied) { experimentType = ExperimentType.TypeOne; MonitorManager.DisplayText("Wrong avatar used. Please use a Transhumeral avatar."); throw new System.Exception("Able-bodied avatar not suitable for prosthesis training."); } else if (AvatarSystem.AvatarType == AvatarType.Transhumeral) { // Check if EMG is available bool EMGAvailable = false; foreach (ISensor sensor in AvatarSystem.GetActiveSensors()) { if (sensor.GetSensorType().Equals(SensorType.EMGWiFi)) { EMGAvailable = true; UDPSensorManager udpSensor = (UDPSensorManager)sensor; udpSensor.StartSensorReading(); } else if (sensor.GetSensorType().Equals(SensorType.ThalmicMyo)) { EMGAvailable = true; } } // Set whether emg or synergy based if (EMGAvailable) { experimentType = ExperimentType.TypeTwo; instructionsText = emgInstructions; // Set EMG sensor and reference generator as active. // Get prosthesis GameObject prosthesisManagerGO = GameObject.FindGameObjectWithTag("ProsthesisManager"); elbowManager = prosthesisManagerGO.GetComponent <ConfigurableElbowManager>(); // Set active sensor and reference generator to EMG. //elbowManager.ChangeSensor("VAL_SENSOR_SEMG"); elbowManager.ChangeSensor("VAL_SENSOR_THALMYO"); elbowManager.ChangeReferenceGenerator("VAL_REFGEN_EMGPROP"); } else { experimentType = ExperimentType.TypeThree; instructionsText = synergyInstructions; // Set VIVE tracker and Jacobian synergy as active. // Get prosthesis GameObject prosthesisManagerGO = GameObject.FindGameObjectWithTag("ProsthesisManager"); elbowManager = prosthesisManagerGO.GetComponent <ConfigurableElbowManager>(); if (elbowManager.GetInterfaceType() == ReferenceGeneratorType.JacobianSynergy) { // Set the reference generator to jacobian-based. elbowManager.ChangeSensor("VAL_SENSOR_VIVETRACKER"); elbowManager.ChangeReferenceGenerator("VAL_REFGEN_JACOBIANSYN"); } else if (elbowManager.GetInterfaceType() == ReferenceGeneratorType.LinearKinematicSynergy) { // Set the reference generator to linear synergy. elbowManager.ChangeSensor("VAL_SENSOR_VIVETRACKER"); elbowManager.ChangeReferenceGenerator("VAL_REFGEN_LINKINSYN"); } else { throw new System.Exception("The prosthesis interface available is not supported."); } } if (!debug) { // Find the residual limb and change the follower residualLimbGO = GameObject.FindGameObjectWithTag("ResidualLimbAvatar"); limbFollower = residualLimbGO.GetComponent <LimbFollower>(); limbFollower.enabled = false; angleFollower = residualLimbGO.AddComponent <AngleFollower>(); angleFollower.fixedTransform = fixedProsthesisPosition; } } else { throw new System.NotImplementedException(); } // Get Raycast Debug info // handGO = GameObject.FindGameObjectWithTag("Hand"); // elbowGO = GameObject.FindGameObjectWithTag("Elbow_Upper"); // residualLimbGO = GameObject.FindGameObjectWithTag("ResidualLimbAvatar"); }
// Update is called once per frame void Update() { switch (experimentState) { /* ************************************************* * HelloWorld ************************************************* */ // Welcome subject to the virtual world. case ExperimentState.Welcome: // Load avatar if (avatarType == AvatarType.AbleBodied) { AvatarSystem.LoadAvatar(SaveSystem.ActiveUser, AvatarType.AbleBodied); } else if (avatarType == AvatarType.Transhumeral) { AvatarSystem.LoadAvatar(SaveSystem.ActiveUser, AvatarType.Transhumeral); // Initialize prosthesis GameObject prosthesisManagerGO = GameObject.FindGameObjectWithTag("ProsthesisManager"); ConfigurableElbowManager elbowManager = prosthesisManagerGO.AddComponent <ConfigurableElbowManager>(); elbowManager.InitializeProsthesis(SaveSystem.ActiveUser.upperArmLength, (SaveSystem.ActiveUser.forearmLength + SaveSystem.ActiveUser.handLength / 2.0f)); // Set the reference generator to jacobian-based. elbowManager.ChangeReferenceGenerator("VAL_REFGEN_JACOBIANSYN"); // Enable & configure EMG if (emgEnable) { // Create and add sensor EMGWiFiManager emgSensor = new EMGWiFiManager(ip, port, channelSize); AvatarSystem.AddActiveSensor(emgSensor); elbowManager.AddSensor(emgSensor); emgSensor.StartSensorReading(); // Set active sensor and reference generator to EMG. elbowManager.ChangeSensor("VAL_SENSOR_SEMG"); elbowManager.ChangeReferenceGenerator("VAL_REFGEN_EMGPROP"); } } experimentState = ExperimentState.Initialising; break; /* ************************************************* * InitializingApplication ************************************************* */ // Perform initialization functions before starting experiment. case ExperimentState.Initialising: // // Perform experiment initialization procedures // // // Initialize data logs // // // 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: // Skip instructions when repeating sessions if (SkipInstructions) { HudManager.DisplayText("Move to start", 2.0f); // Turn targets clear experimentState = ExperimentState.WaitingForStart; break; } // // Give instructions // // // Go to waiting for start // HudManager.DisplayText("Move to start", 2.0f); // Turn targets clear experimentState = ExperimentState.WaitingForStart; break; /* ************************************************* * WaitingForStart ************************************************* */ case ExperimentState.WaitingForStart: // Check if pause requested UpdatePause(); switch (waitState) { // Waiting for subject to get to start position. case WaitState.Waiting: SetWaitFlag(3.0f); waitState = WaitState.Countdown; break; case WaitState.Countdown: if (WaitFlag) { experimentState = ExperimentState.PerformingTask; } break; default: break; } break; /* ************************************************* * PerformingTask ************************************************* */ case ExperimentState.PerformingTask: // Task performance is handled deterministically in FixedUpdate. break; /* ************************************************* * AnalizingResults ************************************************* */ case ExperimentState.AnalizingResults: // Allow 3 seconds after task end to do calculations SetWaitFlag(3.0f); // // Data analysis and calculations // // // System update // // // Data logging // // // Flow managment // // Rest for some time when required if (IsRestTime()) { SetWaitFlag(RestTime); experimentState = ExperimentState.Resting; } // Check whether the new session condition is met else if (IsEndOfSession()) { experimentState = ExperimentState.InitializingNext; } // Check whether the experiment end condition is met else if (IsEndOfExperiment()) { experimentState = ExperimentState.End; } else { experimentState = ExperimentState.UpdatingApplication; } break; /* ************************************************* * UpdatingApplication ************************************************* */ case ExperimentState.UpdatingApplication: if (WaitFlag) { // // Update iterations and flow control // // // Update log requirements // // // // Go to start of next iteration experimentState = ExperimentState.WaitingForStart; } break; /* ************************************************* * InitializingNext ************************************************* */ case ExperimentState.InitializingNext: // // Perform session closure procedures // // // Initialize new session variables and flow control // iterationNumber = 1; sessionNumber++; skipInstructions = true; // // Initialize data logging // //ExperimentSystem.GetActiveLogger(1).AddNewLogFile(sessionNumber, iterationNumber, "Data format"); 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) { HudManager.DisplayText("Get ready to restart!", 3.0f); SetWaitFlag(5.0f); 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. // // // Return to main menu // default: break; } // // Update information displayed on monitor // // // Update information displayed for debugging purposes // if (debug) { debugText.text = experimentState.ToString() + "\n"; if (experimentState == ExperimentState.WaitingForStart) { debugText.text += waitState.ToString() + "\n"; } } }
/// <summary> /// Checks that all the required components have been loaded and starts experiment. /// </summary> public void InitialiseExperiment() { bool EMGAvailable = false; switch (experimentNumber) { case NONE: // Check that a valid experiment has been selected logManager.DisplayInformationOnLog(3.0f, "Please select a valid experiment."); break; // // Jacobian synergy experiment // case JACOBIAN_SYNERGY: // Able-bodied case if (optionNumber == 1 && AvatarSystem.AvatarType == AvatarType.AbleBodied) { KeepOnLoad(); // Load experiment. SteamVR_LoadLevel.Begin("JacobianSynergyExperiment"); } // EMG case else if (optionNumber == 2 && AvatarSystem.AvatarType == AvatarType.Transhumeral) { // Check that an EMG sensor is available EMGAvailable = false; foreach (ISensor sensor in AvatarSystem.GetActiveSensors()) { if (sensor.GetSensorType().Equals(SensorType.EMGWiFi)) { EMGAvailable = true; } else if (sensor.GetSensorType().Equals(SensorType.ThalmicMyo)) { EMGAvailable = true; } } // Load when EMG is available. if (EMGAvailable) { KeepOnLoad(); // Load experiment. //SteamVR_LoadLevel.Begin("JacobianSynergyExperiment"); // Load training SteamVR_LoadLevel.Begin("ProsthesisTraining"); } else { logManager.DisplayInformationOnLog(3.0f, "Please add and configure an EMG sensor."); } } // Synergy case else if ((optionNumber == 3 || optionNumber == 4) && AvatarSystem.AvatarType == AvatarType.Transhumeral) { KeepOnLoad(); // Load experiment. // SteamVR_LoadLevel.Begin("JacobianSynergyExperiment"); GameObject prosthesisManagerGO = GameObject.FindGameObjectWithTag("ProsthesisManager"); ConfigurableElbowManager elbowManager = prosthesisManagerGO.GetComponent <ConfigurableElbowManager>(); if (optionNumber == 3) { // Set VIVE tracker and Jacobian synergy as active. // Get prosthesis prosthesisManagerGO = GameObject.FindGameObjectWithTag("ProsthesisManager"); elbowManager = prosthesisManagerGO.GetComponent <ConfigurableElbowManager>(); // Set the reference generator to jacobian-based. elbowManager.ChangeSensor("VAL_SENSOR_VIVETRACKER"); elbowManager.ChangeReferenceGenerator("VAL_REFGEN_JACOBIANSYN"); } else if (optionNumber == 4) { // Set VIVE tracker and Linear synergy as active. // Get prosthesis prosthesisManagerGO = GameObject.FindGameObjectWithTag("ProsthesisManager"); elbowManager = prosthesisManagerGO.GetComponent <ConfigurableElbowManager>(); // Set the reference generator to linear synergy. elbowManager.ChangeSensor("VAL_SENSOR_VIVETRACKER"); elbowManager.ChangeReferenceGenerator("VAL_REFGEN_LINKINSYN"); } // Load training SteamVR_LoadLevel.Begin("ProsthesisTraining"); // Load experiment. //SteamVR_LoadLevel.Begin("JacobianSynergyExperiment"); } else { logManager.DisplayInformationOnLog(3.0f, "Please configure the " + optionList[optionNumber] + " avatar."); } break; case FEEDBACK2019: // Check that a transradial prosthesis has been set. if (AvatarSystem.AvatarType != AvatarType.Transradial) { logManager.DisplayInformationOnLog(3.0f, "Please configure the Transradial avatar."); } else { // Initialise the prosthesis try { GameObject prosthesisManagerGO = GameObject.FindGameObjectWithTag("ProsthesisManager"); FakeEMGBoniHand prosthesisManager = prosthesisManagerGO.GetComponent <FakeEMGBoniHand>(); prosthesisManager.InitializeProsthesis(); // Set the name from the selected dropdown! ExperimentSystem.SetActiveExperimentID("Feedback2019"); } catch (Exception e) { logManager.DisplayInformationOnLog(10.0f, "Error encountered: " + e.Message); } } break; // // // case EMG_DATA: // Check that an EMG sensor is available EMGAvailable = false; foreach (ISensor sensor in AvatarSystem.GetActiveSensors()) { if (sensor.GetSensorType().Equals(SensorType.EMGWiFi)) { EMGAvailable = true; } } // Load when EMG is available. if (EMGAvailable) { KeepOnLoad(); // Load experiment. SteamVR_LoadLevel.Begin("EMGShoulderData"); } else { logManager.DisplayInformationOnLog(3.0f, "Please add and configure an EMG sensor."); } break; } }