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Controller Movement Visualization: Implement First Version With D3 #2
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Here is some example data (it's 20 seconds of movement by a player in Whack-A-Mole VR). You need to use the columns |
*Here is a screenshot of the CSV file data visualization: The data is read by the R program and processed in the JS. I haven't managed to put a local background image yet, so for the moment I got an image from the web. The visualization itself is a rectangular surface with x axis from -2 to 2 and y axis from -2 to 2. *This is the R program:
*And this is the JS program:
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Few comments 👍
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The script in the JS file is a D3 script. For barWidth and barHeight I need it for point positioning. |
@aldsanms what happens if you use a reltative path? say just |
It sends the same message. |
@aldsanms did you try without using " |
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@aldsanms that path in your screenshot still contains |
OK so it works with Shiny. |
Here is the result of my first test with Shiny and R2D3: shiny01.mp4You can see the code here : -> link <- With this code, we can know when an element is hovered or clicked, and then perform an action afterwards. |
Hi @aldsanms nice! We will explore more interactivity later too. I put a link to a zip file in the original message with image assets for you to create the Controller Movement Visualizization. Could you download this and create the Controller Movement Visualization in R Shiny? https://github.com/med-material/d3-rshiny-vis/files/9624584/movement-vis.zip |
I'm looking for this now. |
@aldsanms I have updated the image assets to accomodate for movement in both negative and positive X and Y, see mockup below. you can download the updated assets here: |
@aldsanms if you want, you could animate the VR controller moving around, as if the person was playing. I will send the circle and the controller as two separate assets: |
@aldsanms an additional feature you can explore: tracking mouse X and Y movements within the visualization and show the numbers in terms of units on the X and Y axis underneath: |
The head on the visual mockups are not for scale, by the way. The head should ideally be ~20 cm big to correspond approximately to the size of the human head. |
Remaining todos for this visualization:
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Today I managed to realize almost all the issues:
Also, I added other features:
I still have to do:
Here is a presentation video: graphTimeLineAuto01.mp4 |
Today i changed the background image of the controller and added a move function in the graph. graphTimeLineAuto02.mp4 |
hmm, can we use the orientation for the controller? it looks a bit strange when it doesn't rotate naturally. |
Yes it should be possible, i will look tomorrow. |
I managed to change the rotation of the controller, I still have some calibrations to do. qevsdfse.mp4 |
I managed to generate moles with different ID than number of columns and rows stored in variables. graphTimeLineAuto03.mp4 |
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Today I managed to:
moleWall_laser_controler01.mp4I still have to do:
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@aldsanms really cool, well done! Looking forward to try this with the time scroll bar. |
Today I managed to:
moleWall_laser_controler02.mp4I still have to do:
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Today I managed to:
In this video time is accelerated. In this example we can see that when the mole is not in the player's field of vision, he does not click. headMovement01_01.mp4I still have to do:
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@aldsanms let me know what the status of the controller movement visualization. When you feel the controller movement visualization is ready to be reviewed, create a pull request for it. |
For the Whack-A-Mole VR dashboard, we want to visualize how players have moved their controller while playing. I made a sketch of how we envision this below:
The idea is to try to implement this in D3:
You can find the image assets in here (if possible, you can use the vector graphics SVG files directly in D3?)
movement-vis.zip
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