Saturday, December 14, 2019

Final Video!

https://www.youtube.com/watch?v=1IJvg264q88&feature=youtu.be&fbclid=IwAR1Ux1ctUJEkJ16QOPz-DD7luL6VWelzNkNeSZIapCIkwDM3uj8FadVNyUQ

Final Touches

Before the poster session, we improved the movement using joysticks to make turning easier and less jarring. Previously, we had the Oculus default motion settings. In our evaluation we heard that these settings were not very comfortable, so we decided to change them and adjust the values to more comfortable numbers.

We also worked on adding instructions to the menu screen so users can get a sense of how to play Math in Motion without a developer next to them to instruct them.

Tuesday, December 10, 2019

Bug Fixing

Recently we fixed several bugs that made the Math in Motion experience less fluid. We also improved the UI so it is easier to navigate between levels.


Wednesday, December 4, 2019

Distance Grab and Teleportation!

We just implemented distance grab, which allows users to grab numbers that would normally be out of their reach. The user can point their hand at a number and see an indicator of whether that number is within grabbing range. If it is, then they can pull the trigger on their controller, and the number will fly into their hand. The makes numbers easier and more fun to interact with.

We also added teleportation to the main menu, so users can explore their environment in a new way.

Monday, December 2, 2019

Challenge Mode!

The newest addition to Math in Motion is called "Challenge Mode". This is a new level we created to test the math skills of the user. Unlike in other levels, in Challenge Mode the user does not have access to their number belt. Instead, the must use motion to navigate their environment to find the numbers they
need to solve math problems. There are two problems the user must solve, one involving addition and one involving multiplication.

This level is set in an environment with many obstacles so the user must explore in order to solve the problems. We added a new number interaction mechanism called "distance grab", so the user can pull numbers to their hand from a distance - like using the force. This allows for a more fun interaction with numbers and lets the user get numbers in hard to reach places.

Thursday, November 14, 2019

11-14 Update: Motion

This past week since the previous update, we have added motion to our math game. The user is now able to use the joysticks on their controller to explore the virtual scene and find new things to interact with. Our plan is to implement more than one motion mechanism so users will be able to choose which ever one they are most comfortable with.

As of now, users can move either with their joysticks on the controller, or by actually walking in their physical space. We believe adding motion to this VR experience will make it more interactive and engaging for users.

We have also used this past week to refine our number interaction mechanisms so everything is easier and more fluid.

Thursday, November 7, 2019

11-07 Update: Numbers and UI

The first two weeks of our project plan involved developing a UI and finalizing design choices by prototyping some of our ideas in VR.

Our UI currently consists of a main menu from which the user can use their VR controller to start the game. The controller uses a ray-cast so users can select the start button as if they had a laser pointer.


We have also added methods for users to interact with numbers. A user can click a button on their controller to create what we call a 'number belt', which is the semi-circle of numbers around the controller. Users can use their second hand to select a number which will spawn it in the world and allow them to interact with it.



The blue cube behind the numbers is the 'multiply-block'. Users can throw numbers at this block to multiply them together. We also have an addition block.


Wednesday, October 9, 2019

Project Proposal



Math in Motion: A Virtual Reality Math-Based Game
Zac Lukegord and Dane Johnson
Problem: 
Most of early math education is done by sitting down at a desk and working through problems. This method of learning is not engaging for many students and leads to disinterest in the subject. It is important to deal with this disinterest early, as it may cause the student to dislike math for the rest of their life. 

Motivation for VR:
Virtual reality allows students to interact with math material in a tangible and gamified way. This will engage students more meaningfully than traditional methods of teaching. Virtual Reality also allows students to learn while moving around while learning, which is beneficial for students who don’t enjoy being stationary at desks for long periods of time. 

Solution:
Math in Motion is a VR game that allows students to explore an interactive environment while simultaneously solving math problems and learning basic math skills. The game will be designed to be used on a [Vive, Quest, Rift], which will allow students to move around while they learn. The core of the gameplay is based around exploring a fun virtual environment to find the numbers you need to solve a math problem. Students will be able to explore by physically walking around the virtual environment, or, if they are in a more confined space, they can use a variety of interesting methods of motion to explore. These two options for motions will allow students that like to be active and walk around a space, and those who would rather be stationary to play this game. 
Students will be given a problem based on their level, which will be chosen before the game begins. Easier levels will just involve solving simple addition or subtraction problems, while more difficult levels add multiplication and division. Difficulty can be scaled by choosing which numbers and how large of numbers to include. At the start of each level, a problem will be given to the student by “The Generator”, an engine that the student must keep running by providing correct answers to problems. This “Generator” will serve as the center of the VR experience. Students must continually answer the problems that it provides to keep the game going. Problems will appear above The Generator so students can see it clearly. The students must first explore the environment to find the numbers they need to solve the problem. When the user finds a number it will be added to their “number belt.” The number belt will appear around the player’s waist, and will allow them to quickly access the numbers they need simply by grabbing them. After they have collected the numbers they need the user will use several tools to solve the problem by placing the digits that make up the answer into the generator. The student can also create an equation with digits and operators, depending on the problem. In this experience, digits will be tangible VR objects that students can grab, throw, and play with as they please. Interacting with VR objects such as these digits can be very fun and will motivation students to be more curious. Once the student places the correct answer into the machine, they will be given a prize (a fun VR object) and the next problem will begin. After the user has completed a certain amount of problems, the difficulty will scale slightly to ensure that they are still improving their skills. 



A)                                                           B)



C)                                                                   D)

 


  1. Level selection with VR controller
  2. 3D model of world (marker = player, Cone = generator, yellow = numbers)
  3. Movement by throwing ball, putting number in the generator
  4. Third person view of user in VR


References: