Our second meeting with the professors proved pivotal in defining our problem domain and establishing crucial deliverables for our upcoming discussions. Post-meeting, our team convened to review progress on VR immersion and deliberate on our intended problem focus within this domain.
Ben uncovered several capstone scholarships applicable to projects with medical implications or those aligned with a business plan. Meanwhile, Arash analyzed survey results from over ten respondents, revealing a unanimous dissatisfaction with VR controls due to their unintuitive nature. Respondents highlighted the need for lighter equipment, improved refresh rates, cost reduction, increased content, and measures to prevent motion sickness. Arash updated the survey with new inquiries, aiming to gather further responses.
Subsequently, we aimed to define our problem space, intending to enhance VR immersion through finger detection, force feedback, and haptics. After considering various applications like immersive gaming, martial arts training, and gamified rehabilitation, we recognized the potential for a medical application in VR immersion, which could bolster our case for capstone scholarships. Consequently, we decided to apply VR immersion in rehabilitation, merging gaming with rehabilitation exercises and medical training.
Further discussions centered on project scope. We opted to focus on gamifying rehab and proposed showcasing different features of VR immersion rather than building an entire game.
To guide our project, we compiled a preliminary list of objectives, criteria, requirements, and constraints (subject to updates):
Objectives:
Enhanced Immersion
Battery Life
User Safety
Adaptability
Cost (Project and prototype)
Criteria:
Weight
Power Usage
Realism and authenticity
Scalability
Usability/Intuitiveness
Compatibility (works with an open-access platform)
Cost-Effectiveness
Safety
Constraints:
Budget per glove
Technological limitations (software size)
Size and weight (absolute limitation)
Customization (user immersion adjustment)
Requirements:
Battery life
Size and weight (our suggested weight)
Safety Measures (should not harm user, no hot stuff, no pulling fingers, no damage of any sort)
Latency (high value; 1 -5 seconds)
Develop a sandbox to show each individual feature to implement
Research-based feedback for how immersive the solution is
Project Cost
Timeline: must have a working prototype by the end of Feb 2024
We identified resource requirements, including portable chargers, USB adapters, and the need to explore software, electrical, and mechanical components. We planned to consult Paul Groh for parts procurement from Digikey or McMaster Carr.
Lastly, we assigned specific duties to team members:
Everyone: Review project research links
Ben: Explore grants, compile grant requirements, research rehab applications
Arash: Explore mechanical scope, prototype list, mechanical component sourcing
Tanish: Update blog, explore electrical scope
Tommy: Contact Information, explore software scope, send schedule
Sean: Initiate the report, define problem, criteria, constraints, and requirements presentation for the next meeting, update blog, procure Arduino (preferably nano)
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