コード例 #1
0
    /// <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()
    {
        // First run the base initialisation which is needed.
        base.InitialiseExperimentSystems();

        // e.g. make sure that the needed objects have been set.
        if (cubeGO == null || sphereGO == null)
        {
            throw new System.Exception("You need to add the objects in the Unity inspector!");
        }

        // e.g. the update their transform handle and hide the objects
        cubeTransform   = cubeGO.transform;
        sphereTransform = sphereGO.transform;
        cubeGO.SetActive(false);
        sphereGO.SetActive(false);

        //
        // Hand tracking sensor for demo
        //
        GameObject             handGO      = GameObject.FindGameObjectWithTag("Hand");
        VirtualPositionTracker handTracker = new VirtualPositionTracker(handGO.transform);

        ExperimentSystem.AddSensor(handTracker);
    }
コード例 #2
0
    /// <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 data format
        taskDataFormat = ablebodiedDataFormat;

        // Lefty sign

        /*
         * if (SaveSystem.ActiveUser.lefty)
         *  leftySign = -1.0f;
         */
        // Audio
        audio      = GetComponent <AudioSource>();
        audio.clip = testAudioClip;

        #region Modify base
        // 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

        // Send the player to the experiment centre position
        TeleportToStartPosition();
        #endregion

        #region Initialize EMG sensors
        //Initialse Delsys EMG sensor
        delsysEMG.Init();
        delsysEMG.Connect();
        delsysEMG.StartAcquisition();

        #endregion


        #region Initialize world positioning

        // Set the subject physiological data for grid
        gridManager.ConfigUserData();

        gridManager.ConfigGridPositionFactors(gridCloseDistanceFactor, gridMidDistanceFactor, gridFarDistanceFactor, gridHeightFactor);

        #endregion

        #region  Initialize motion sensors
        //
        // Add arm motion trackers for able-bodied case.
        //
        // 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);

        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);

        #endregion
    }
コード例 #3
0
    /// <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 data format
        taskDataFormat = ablebodiedDataFormat;

        // Lefty sign

        /*
         * if (SaveSystem.ActiveUser.lefty)
         *  leftySign = -1.0f;
         */
        // Audio
        audio      = GetComponent <AudioSource>();
        audio.clip = testAudioClip;

        #region Modify base
        // 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

        //
        // Create the performance data loggers
        //
        performanceDataLogger = new DataStreamLogger("PerformanceData");
        ExperimentSystem.AddExperimentLogger(performanceDataLogger);
        performanceDataLogger.AddNewLogFile(AvatarSystem.AvatarType.ToString(), sessionNumber, performanceDataFormat); // Add file

        // Send the player to the experiment centre position
        TeleportToStartPosition();
        #endregion

        #region Initialize EMG sensors
        //Initialise Delsys EMG sensor
        delsysEMG.Init();
        delsysEMG.Connect();


        #endregion


        #region  Initialize motion sensors
        //
        // Add arm motion trackers for able-bodied case.
        //
        // 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);

        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);

        #endregion

        //
        // Target ADL poses
        //
        poseListManager.AddPose("Rest", restAudioClip);
        poseListManager.AddPose("Reach Mug", reachMugAudioClip);
        poseListManager.AddPose("Mug to Mouth", mug2MouthAudioClip);
        poseListManager.AddPose("Drink with Mug", drinkAudioClip);
        poseListManager.AddPose("Reach Key", reachKeyAudioClip);
        poseListManager.AddPose("Turn Key", turnKeyAudioClip);


        // Start EMG readings
        delsysEMG.StartAcquisition();
    }
コード例 #4
0
    /// <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);
    }
コード例 #5
0
    /// <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 configuration
        //
        experimentType = ExperimentType.TypeOne; // Able-bodied experiment type
        if (debug)
        {
            ExperimentSystem.SetActiveExperimentID("GridReaching2019");
        }

        //
        // Iterations configuration
        //
        // Make sure flow control is initialised
        sessionNumber   = 1;
        iterationNumber = 1;
        // Set iterations variables for flow control.
        targetNumber = gridRows * gridColumns;
        iterationsPerSession[sessionNumber] = targetNumber * iterationsPerTarget;
        maxIterations = iterationsPerSession[sessionNumber] * sessions;
        // 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(0.0f, gridHeightMultiplier * subjectHeight, gridReachMultiplier * subjectArmLength);

        //
        // Create data loggers
        //
        motionLogger = new DataStreamLogger("Motion");
        ExperimentSystem.AddExperimentLogger(motionLogger);


        //
        // Add arm and body motion trackers.
        //
        // 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);

        if (!debug)
        {
            // Shoulder acromium head tracker
            GameObject         motionTrackerGO1 = AvatarSystem.AddMotionTracker();
            VIVETrackerManager shoulderTracker  = new VIVETrackerManager(motionTrackerGO1.transform);
            ExperimentSystem.AddSensor(shoulderTracker);
            // C7 tracker
            GameObject         motionTrackerGO2 = AvatarSystem.AddMotionTracker();
            VIVETrackerManager c7Tracker        = new VIVETrackerManager(motionTrackerGO2.transform);
            ExperimentSystem.AddSensor(c7Tracker);
        }

        //
        // Hand tracking sensor
        //
        GameObject             handGO      = GameObject.FindGameObjectWithTag("Hand");
        VirtualPositionTracker handTracker = new VirtualPositionTracker(handGO.transform);

        ExperimentSystem.AddSensor(handTracker);
    }