Week 2 – January 26th

This week, our team’s goal was to create two quick prototypes to test our assumptions about using breathing as a game mechanic. Through these prototypes, we aimed to learn valuable lessons that would help us better understand breathing as an input method and ultimately guide us toward developing a high-fidelity game demo.

Flappy Bird Prototype

For our first prototype, we modified the classic Flappy Bird mechanics and replaced the bird with a pufferfish that expands and contracts based on the player’s breathing. Players need to inhale just in time as the pufferfish is about to fall to avoid hitting the pillars and the ground.

Lessons Learned & Changes Made

We aim to reflect on both the technical and design aspects to ensure our hardware is reliable while also aligning with our design goals.

Tech:

  • Players’ breathing amplitudes vary significantly, making the detected data unstable.
  • The Arduino-based belt we created is difficult to set up and somewhat uncomfortable for players.
  • In certain cases, players experienced unexpected disruptions in detection.

Design:

  • The exhale-based mechanic was engaging and fun for players.
  • Players felt a natural tension during the exhale phase, which aligned well with the falling mechanic in Flappy Bird.
  • The 2D game environment lacked the level of immersion we were aiming for.

Archery Prototype

Moving into a VR environment, we wanted to explore an action closely tied to breathing that could create a strong sense of embodiment. We chose archery, where players must hold their breath while drawing the bow to generate wind power. If they fail to maintain their breath-hold, the power generation is interrupted.

Lessons Learned & Changes Made

Tech:

  • Players had to be mindful of the belt’s wiring during gameplay, which distracted from the immersion we wanted to create.
  • The breath-hold detection was relatively accurate due to its consistency.

Design:

  • The VR environment provided a much stronger sense of immersion.
  • Although breath-hold detection was more reliable, some players struggled to recognize that holding their breath was what powered the bow.
  • Some players found it counterintuitive that the arrow did not appear immediately when they started drawing the bow.

Future Improvements

We need to add a second sensor, most likely a wind sensor, to improve the accuracy of exhale and breath-hold detection.

We need to develop a faster and more accurate calibration system.

We should test a more reliable commercial breathing belt to see if it improves comfort and stability.

Wireless hardware is essential for a smooth VR experience.