TRIGGER ROOM

OVERVIEW

AngerSuite is conceptualized to assist research directed to understand aggression and associated behaviors. Trigger Room is a part of the AngerSuite. The Anger Suite (picture attached below)consists of a lobby and 6 other rooms, namely: 1) Trigger Room, 2) Aggressive Fantasy Room, 3) Gymnasium, 4) Zen Room, 5) Gossip Closet, and 6) other optional rooms, to be designed in consultation with behavioral science experts. Each room contains a toolbox of elements from seminal studies in established anger/aggression subfields or actions/therapies that have been subject to research concerning their effects on anger/aggression, with the idea that behavioral science researchers can customize features in one or more rooms in order to design realistic yet controllable experiment vehicles for their own unique studies.

Virtual Reality is used as a tool here to supplement the research. Oculus Rift is used carefully considering the aspects of presence, availability of technology and cost factors. We constructed a prototype containing some elements of the proposed Trigger Room for aggressing toward stressors (similar to a virtual rage room experience, but with clear frustration sources). The stressors would be a combination of visual, animation, and sound sources clustered into a small room. For the prototype, we examined sound sources but supplemented the (underwhelming) 3D audio by adding colors to highly similar triggered objects. The experience is explored via a first-person perspective with only a pair of hands visible in the virtual world.

 
 
Check out the Research Paper here!
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PROJECT JOURNEY MAP

INSPIRATION

  • The idea was basically inspired by real-life experiences of friends and the limitations and gaps in the research. 

  • We got in touch with some friends and acquaintances who had issues related to aggressive behavior to get a better picture of the psyche. 

  • We also contacted various "smash-rooms" in Austin and Houston to know how they conceptualized their model

BACKGROUND RESEARCH

  • We extensively read research papers to develop an understanding of the concept.

  • We focused our readings on the research on the past and then followed on. the chronology leading up to present advancement in the research study.

  • We also found medical and lifestyle articles on behavior and therapy.

  • Fro considerations of presence and other virtual reality characteristics in the application, we relied on the readings from the class and some supplemental research papers.  

DESIGN

  • After the readings, we came up with various ideas that catered to the existing gaps and problems in the research.

  • We, then, met with our Professor (Dr. Bailey) who helped us narrow down the scope of our project idea given the constraints of time and resources.

  • A Research Memo was then drafted shedding light on our readings, research and a demo plan for action.

  • The Research Memo was very well received and was a great exercise to clarify the plan of action amongst the team members, and gave us a concrete goal to work towards while keeping track of our progress.

  • We had started with the concept of the entire Anger Suite which would contain multiple rooms catering to various forms of aggressive behavior.

  • Out of the many rooms, Trigger Room was chosen for implementation and creating a demo. 

DEVELOPMENT & TESTING

  • The application is developed in Unity3D with C# as the scripting language, for use with an Oculus Rift (consumer version) headset and controllers, featuring per- eye displays with a 1080x1200 resolution, running at 90 Hz, 360-degree position tracking and integrated audio (Wikipedia, 2019).

  • Testing posed a major challenge due to the unavailability of personal Oculus Rift setup.

  • All the teams (4 teams) in the class would test turn by turn on a common Oculus Rift setup provided once a week during the class.

  • We were also given two chances to test our demos in the VR Lab before the final Demo Day. this testing was to ensure that the Virtual Space was in accordance with the space available in the lab for people to try our demo.

PRESENTATION & DEMONSTRATION

  • The presentation highlighted the motivation behind the concept, the idea itself, the research process and insights, the tradeoffs between the design ideas, functionalities and implementation, development challenges, and the scope for the future.

  • The presentation was well-received by our colleagues, friends, professor, and other people at the School.

  • We also created a video (displayed on the top of the page) to give people an idea of what we developed.

  • We had over 15 people come and wait in line to try our demo in the VR Lab.

TEAM "ABSOLUTELY SMASHING"
  • Team Members : Ashley Normand, Sanjana Tripathi

  • Conceptualization : Sanjana Tripathi

  • Design : Sanjana Tripathi & Ashley Normand

  • Development : Sanjana Tripathi 

  • Finance Tracking : Ashley Normand

  • Testing : Sanjana Tripathi, Ashley Normand

  • Presentation Design : Ashley Normand

  • Video : Sanjana Tripathi, Ashley Normand

  • Paper Writing : Ashley Normand, Sanjana Tripathi